buserian_at_juno.com wrote:
> On the subject of eliminating units like Hungry Jack, what other units in
> the game are worthy of deletion? Whose loss would not really be noticed
> much? Twin Stars is one, for me, just because they can ONLY show up as a
> Random Event (an event for which, I might add, Sartar does not have an
> equivalent). BUT, because of their importance in Prax, I would want them
> kept simply so they could be used in combo games with NG. However, I
> would definitely make them simply part of the Lunar Battalia (along with
> 3-5 other Lunar spirits, as well as adding 4-6 Sartar spirits and several
> independent spirits, like Chalk Man), and remove them from the Random
> Events Table.
Oh boy, that opens things up. Well, I'd certainly change
- chuck or substantially change hungry jack (why does it need a dragon
for gawds sake?! Change it to "any major unit" and that would be
a start)
- hydra (or make her more useful if kept - I do like her but not very
useful since she's out of the way and so slow. She does put a hole
in Ethilrist should be appear though :-))
- twin stars, not chucked but changed as you say above
- grazelanders need something a little better than just the horse herds
- puppeteers are rarely used/useful, take a lot of counters, yet I like
them for ambience
- delecti/zombies need substantial work. I'd keep them but do
something(TM) with them
- ethilrist is good - no change
- exiles are OK - no change
- cragspider becomes useful with the addition that the dragon can go
anywhere once allied, but goes away if she dies
- dwarf is good - almost always the pivotal point as the sides vy for
the alchemical or at least the canon cult. I'd change one of the
stone men to something else exotic/exciting
- ironhoof needs a shaman counter or something
- dragonnewts are OK (counterwise at least :-)
- the barbarian horde (DP only) are usually a waste of time since it's
3-4 turns before they get towards the battle and, in general, it's
mostly over by that time. Sometimes they're useful but they do take
up a lot of counters that could be moved into a DP-NG combination
pack and replaced with some other Sartar units (or at least let them
deploy into the smaller sartar area from the start!)
- thunder delta slingers seem pretty weak to me given their reputation
- how about some juicy chaos for the lunars to ally/control from
Snakepipe Hollow?
These are the most obvious things I can think of vis a vis counters.
I'd like to see more rules like independents transfering allegiance when
something annoys them (like in WBRM when capturing capitals), and single
indepedents which make a big difference but only last a short time (like
burning the travelling stone).
Rob