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Re: Repel attempt bonuses
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This would be a bit unfair. http://forum.shrapnelgames.com/images/icons/icon7.gif Worse, if one supercombatant with a pike were attacked by 12 guys, he could theoretically kill them all with his repel attacks - and then do it again the next turn - without paying any fatigue (IIRC). For some supercombatants this wouldn't be all that theoretical - one of the demigods with 6-8 Fire could easily have 25+ in both attack and strength, and a long armor piercing weapon (30+ armor piercing damage will reliably kill most normal troops). So Dom (I/II) compensates by not allowing the extra attack to deal too much damage. It still counts toward morale though (as well as cancelling the guy with a short weapon's attack). |
Re: Repel attempt bonuses
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[Edit: So many typos, so little time..] [ November 03, 2003, 00:54: Message edited by: Calanor ] |
Re: Repel attempt bonuses
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[Edit: So many typos, so little time..] [/QB]</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Successful repel attempts may wound the would-be attacker, which reduces his morale. Edit: Unless it drives him berserk instead, of course. I don't know if berserkers automatically pass their morale check to continue with their attack after a repel attack is made against them (because they are wounded by the repel attack and thus immediately become berserk and have 99 morale). They probably should though (and have the increased att/str). [ November 03, 2003, 01:11: Message edited by: Chris Byler ] |
Re: Repel attempt bonuses
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[ November 03, 2003, 01:18: Message edited by: Calanor ] |
Re: Repel attempt bonuses
The difference between attack and defense skill is also important. I think it is perfectly reasonable that morale factors in, and also that zombies march straight into the pikes spears or whatever.
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Re: Repel attempt bonuses
I assumed that one repeller would only get one repel attack per turn. It would be silly to be able to shish-kabob 12 guys on one pike in that way.
In other words, I'd suggest this sequence of events: 1) When someone tries to move in range of someone who is "ready" and has a longer-reach weapon, do the current repel mechanic, but without the chance to do a puny amount of damage. 2) If someone succeeds in overcoming the repel, the repeller gets to attack them first. However, this makes them "unready", and unable to repel anyone else that turn. 3) Assuming the moving fighter survives the repeller's attack, they get their attack. 4) On the repeller's turn, he becomes "ready", but if he attacks, he becomes "unready". Therefore, he never attacks twice in a row, nor more than once per turn. PvK |
Re: Repel attempt bonuses
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Re: Repel attempt bonuses
The sequence goes like this:
When the defender's weapon is longer than the attacker's, there is a chance to repel. The first thing that is checked is the attack vs. defense, as if the defender is attacking the original attacker (and, well, he is!). If this is successful, the defender has gotten his weapon in between himself and the oncoming aggressor. In that case, the original attacker must decide if he is really willing to run right onto a spearpoint in the name of his cause. This is where the morale check occurs. If he succeeds, he proceeds with his attacks. Otherwise, the attack is aborted with nothing else occuring except the end of the attacker's turn. If the attacker continues, there is a damage vs. protection check, just as in normal combat. If this results in penetration for the defender's repel, the attacker takes a point of damage. 1 point seemed rather low to me, until I saw a group of knights clash into a group of pikemen for the first time. Those little cuts add up pretty quickly, and the aborted attacks are extremely costly. |
Re: Repel attempt bonuses
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Anyway, it looks from this sequence that berserking wouldn't help against repels (not immediately anyway) because the morale check is made before damage is potentially done to the attacker. But if the berserker makes his morale check once, and then takes damage from the repel, he will go berserk and automatically pass the repel morale tests in future rounds (and possibly have increased att/str this round?) It also looks like mindless regenerators can ignore repel attempts (they automatically pass the morale check, and 1 hp won't seriously hurt a regenerator generally), and nature-9 blessed sacred troops can too. |
Re: Repel attempt bonuses
Not if they are advancing against many enemies with pikes. Sounds like each one would have to overcome a repel from every defender, possibly taking one damage from each.
It'd make a lot more sense if it were changed as I mentioned below - only one damaging repel per repeller, but at full damage. I guess it sorta comes out in the wash on average, but it doesn't make much sense on a literal level to have everyone repellable by everyone, at one damage each. Not a huge deal, but I always like things to make good sense. So, a suggestion. PvK |
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