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Post by bluestone28 on Nov 25, 2022 9:52:48 GMT
Hi, a morning 2 cents idea : (edited) - a general in contact (read, on his side, front, back but not corner to corner) of another unit, who normally cost 2 pips to move, cost only one pip. thanks to the motivation he gives to the troops at his side. - note it can be used by general for his own unit (elephant general for example) as the general unit is always "motivated"! - if for example, the general (El gen) is in the middle of the El group, all the group move for 1 pip (3 units including the El gen) (same for a Hd group) maybe one time in the game, as it's really powerfull : if you place correctly your general,you can motivate 5 units (including the general one) in the same time! (it's quite dangerous for that general btw...)
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Ainkatsiss
Evocati
My english is... what it is. If you don't understand me, please ask me to clarify ;-)
Posts: 104
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Post by Ainkatsiss on Nov 25, 2022 9:56:56 GMT
Wouldn't the create an unfair advantage for the armies with such element ?
PS: we still haven't play together ;-)
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Post by bluestone28 on Nov 25, 2022 10:11:30 GMT
not unfair as you need to move your general with this unit to get that "bonus" and it work only for one unit, not a whole group : ex if you have a group of 3 elephants (Classic Indian army ) after the first bound, you'll need 2 pips to move it, if you general is in contact of one unit, the bonus is only applied to this unit, or his own unit, not on the whole group, but yes, it could change a little the balance (house rules idea! )
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Post by Brian Ború on Nov 25, 2022 11:27:02 GMT
By the way, let's say I have a group of three El or Hd. How many PIPs do I need to move them as a group?
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Post by Brian Ború on Nov 25, 2022 11:46:24 GMT
Hi, a morning 2 cents idea : a general in contact (read, on his side, front, back but not corner to corner) of another unit, who normally cost 2 pips to move, cost only one pip. thanks to the motivation he gives to the troops at his side. note it can be used by general for his own unit (elephant general for example) if you find it too "powerfull" maybe you can have this possibility one time during the game? A nice house rule. You could limit it to those charismatic generals who throw 5 or 6 PIPs in their first bound.
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Post by bluestone28 on Nov 25, 2022 11:55:21 GMT
Normally 2, with the bonus still 2 if you want to move all, it's just usefull if you want to move one unit for 1 pip but yes if for example the general (El gen) is in the middle of the group, we can imagine than all the group move for 1 (3 units including the El gen) (maybe one time in the game, as it's really powerfull : if you place correctly your general,you can motivate 4 units at the same time!) it's always the same with house rules! at start it seem simple and you see that it is changing quite lot of things and it cause rules balance problems! (maybe it's because this rule is already so well balanced that a small change cause cascading problem? ) oh btw it was only a morning idea!
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Post by bluestone28 on Nov 25, 2022 11:59:06 GMT
Wouldn't the create an unfair advantage for the armies with such element ? PS: we still haven't play together ;-) ah yes i must look if i'll be available for playing these days!
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Post by jim1973 on Nov 25, 2022 12:39:51 GMT
I've always assumed the 2 PIPs for moving Elephants outside TZ is a play balance thing to stop them being a super element. Historically, manoeuvring them before contact doesn't seem to have been too difficult. Pyrrhus moved his to the other end of his line against Rome (he used a crooked die methinks!). But after contact things got tricky.
Cheers
Jim
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