Manchu wrote:Or the fast players could avoid ganging up on one another to kill the slow hordes?
So give us some motivation to attack the hordes.
Could live with objectives, missions, setups of 1horde vs everyone else, drop reinforcing completly, more attacks/less wounds,
boni, whatever, just get it back moving as its now slow like a zombie horde...
How should the hard hitting fast armies balance the horde again?
Survivor does run its course if its all about reducing every other entry to 0 like a "royal rumble".
If every one is meant to die faster, the fast armies could slow down. But they need the resilience to stay in the fight, or its turns to a
hit and run game.
So:
1) start at max and no more reinforce on your own (except nids, maybe).
2) to reinforce, a player has to spend one of his own "wounds" to backup another player in the same location.
Restrict it to once per day/ player. This allows to transfer wounds, but weakens the allys as the sum of wounds doesn't change.
Maybe a compatible source would be acceptable, like
IG supporting
IG., and not orks filling the ranks of
IG....
3) maybe lower the max wounds to 15 ( horde ) 20 ( nids ) to have them feel the pain of hard hitting opponents?
4) restrict some armies to 4 or less. 5
IG could pound 3x 10w armies in 2 turns to dust, not impossible if they post after the w10
and before them in the next turn.
OTOh, impenetrable fortress.....may I go find a few
IG players
But we want it more killy, so scrap that.
5) maybe extras or missions/objectives to spice up the game? Extras should work like they did in old shoot em ups,
use them once, but maybe no way to get new ones. A simple add on to the line could show them:
insert name of army, insert type, insert extras counter, insert wounds. => Blood Ravens (
SM) (5) 10
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Thought about possible changes and, as its getting a bit dry, lengthy and may not be the perfect solution.
Its a bit pointless to attack a horde that recovers from the hits and your fast army can't recover the damage from the retaliation.
As both armies act in a turn, A3 vs R3 is a zero sum game, but will become worse if the hordes gather and A3 vs R3/A1 or
A3 vs A 1+1 is played. Hordes get 2 boni: R and wounds.
Example 2x A3 vs 2x A1/1 R3
At max its =>
A3/10w + A3/10w vs A1+1/20w + A1+1/20w.
6xA vs 20w = 14w , R3 = 17w , A 1+1 = 9/9w
6xA vs 17w = 11w , R3 = 14w , A 1+1 = 8/8w
6xA vs 14w = 8w , R3 = 11w , A 1+1 = 7/7w
6xA vs 11w = 5w , R3 = 8w , A 1+1 = 6/6w
6xA vs 8w = 2w , R3 = 5w , A 1+1 = 5/5w ( or if the 2w player accepts his doom => A 2 +2 = 4/4w.)
6xA vs 5w = 0w , A1+1 = 4/4 ( 3xA vs 2w = 0w, 3xA vs 20w = 17w , A 1+1 = 3/3w)
6xA vs 20w = 17w , A 1+1 = 3/3w (6xA vs 17w = 14, A 1+1 = 2/2)
6xA vs 17w = 14w , A 1+1 = 2/2w (6xA vs 14w = 8, A 1+1 = 1/1w)
6xA vs 14w = 8w , A 1+1 = 1/1w ( R1, R1 = 2/2w , A 1+1 = 1/1w ), ( A 1/1 vs 1/1w = 0/0w , next turn R3 = 11w)
6xA vs 8w = 2w, A 1+1 = 0/0w. Next turn R3 = 5w. ( 3xA vs 8w = 5w ,R1 = 1/2w , A 1+1 = 0/1w.)
3xA vs 5w = 2w, A 1 = 0w. ( 3xA vs 5w = 2w , R3 = 5w. )
( both fast armies and one horde is down = 20 wounds lost on fast, horde has 5-11 wounds left = 20/40 => 0/5-11. )
the outcome is clear. 2vs 2 works in favor of hordes.If the w10 run and reinforce, the horde will recover faster.
If the fast focus on 1vs1, the horde can just regenerate all day = A3 vs R3 = 0.If they focus on 2vs1, they may drag down 1 horde but will die both in that process as they are easy prey at low wounds and cannot kill both hordes.
IMO, 3 vs 2 or 2 vs 1 is the way to go then. But then you get the issue of planning a combined attack.
Without reinforcing the first example goes:
6xA vs 20w = 14w , A 2/2 = 8/8 w.
6xA vs 14w = 8w, A 2/2 = 6/6w.
6xA vs 8w = 2w, A 2/2 = 4/4w.
3xA vs 2w = 0w, 3xA vs 20w = 17w, A 1/1 = 3/3w.
6xA vs 17w = 11w, A 1/1 = 2/2w.
6xA vs 11w = 5w, A 1/1 = 1/1w.
(depends who acts first next turn)
6xA vs 5w = 0w. ( A 1/1 vs 1/1w = 0/0w.)
so either both hordes die or both fast die. Fast still become easy prey at 1/1.
or
(2x)3xA vs 20w = 17/17w, (2x) A1+1 vs 10/10w = 8/8w.
(2x)3xA vs 17w = 14/14w, (2x)A1+1 vs 8/8w = 6/6w.
(2x) 3xA vs 14w = 11/11w, (2x) A1+1 vs 6/6w = 4/4w.
(2x) 3xA vs 11w = 8/8w, (2x) A 1+1 vs 4/4w = 2/2w.
(2x) 3xA vs 8w = 5/5w, (2x) A 1+1 vs 2/2w = 0/0w.
(both horde survive, both fast are down.)
reduces horde to a smaller threat of 5w, but still fast doesn't survive
Maybe 4 vs 4 then?
4x3A vs 20w = 8w, 4x 1+1+1 A vs 10wx4 = 10/6/6/6 w.
3x3A vs 8w = 0, 3xA vs 20w = 17w. 3x 1+1+1A vs 6wx4 = 10/3/3/3w.
4x3A vs 17w = 5w, 3x 1+1+1 A vs 6/3/3/3w = 10/0/0/0w. ( 3 x 1+1+1 A vs 6/3/3/3w = 3/0/0/3w )
3xA vs 5w = 2w, 3x1A vs 10w = 7w. ( 3x 1+1 A vs 3/3w = 0/0w)
3xA vs 2w = 0w, 2x1A vs 7w = 5w.
3xA vs 20w = 17w , 2x1A vs 5w = 3w
3xA vs 17w = 14w , 2x1A vs 3w = 1w
3xA vs 14w = 11w , 2x1A vs 1w = 0w
(4 fast down, 2 horde down)
Maybe the horde post first?
4x3A vs 20w = 8w, 4x 1+1+1 A vs 10wx4 = 8/8/6/6 w. (opening)
4x 1+1 A vs 8/8/6/6w = 6/6/2/2w, 3x3 A vs 8w = 0w, 3xA vs 20w = 17w.
3x 1+1+1 A vs 6/6/2/2w = 5/3/0/0w, 2x3A vs 17w = 11w.
3x 1+1A vs 5/3w = 2/0W, 3xA vs 11w = 8w.
3x 1 A vs 2w = 0w.
(4 fast down, 1 horde down)
horde wins because 4x20w and spreading fire are better than 4x10w and focusing fire.
So fast decides to go 1vs1:
3xA vs 20w = 17w ( 17/17/17/17), but horde shouldn't do this and sticks with 4x 1+1+1 A = 8/8/6/6w
3xA vs 17w = 14w ( 14/14/14/14) again 4x 1+1+1 A = 4/4/4/4w.
3xA vs 14w = 11w (11/11/11/11), again 4x 1+1+1A = 1/1/1/1w
3xA vs 11w = 8w ( 8/8/8/8), now 1+1+1 A = 0/0/0/1w, 1xA = 0w.
(4 horde survive badly mauled but all fast are down)
neither focusing or spreading attention hands victory to fast, horde win again.
IMO, this becomes worse with greater hordes. Twice the wounds plus dishing out barrages.....
Example after changes:
2 vs 2:
(2x) 3xA vs 20w = 14w, (2x) 1+1 A vs 10/10w = 8/8w
(2x) 3xA vs 14w = 11w, (2x) 1+1A vs 8/8w = 6/6w.
(2x) 3xA vs 11w = 5w, (2x) 1+1A vs 6/6w = 4/4w.
( 2x) 3xA vs 5w = 0w, 1+1A vs 4/4w = 3/3w.
Fast leaves battle, swaps forces. ( 1x 6w instead of 2x3w).
Return to fight:
3xA vs 20w = 17w, 1A vs 6w = 5w.
3xA vs 17w = 14w, 1A vs 5w = 4w.
3xA vs 14w = 11w, 1A vs 4w = 3w.
3xA vs 11w = 8w, 1A vs 3w = 2w.
3xA vs 8w = 5w, 1A vs 2w = 1w.
3xA vs 5w = 2w, 1A vs 1w = 0w.
both fasts down, but 1 horde just barely alive at 2w...
Reduced max wounds:
(2x) 3A vs 15w = 9w, (2x) 1+1A vs 10/10w = 8/8w
(2x) 3A vs 9w = 3w, (2x) 1+1A vs 8/8w = 6/6w
3A vs 3w = 0w, 3xA vs 15w = 12w, 1+1A vs 6/6w = 5/5w
(2x) 3xA vs 12w = 6w, 1+1A vs 5/5w = 4/4w
(2x) 3xA vs 6w = 0w.
or
3xA vs 15w = 12w, (2x) 1A vs 10w = 8w
3xA vs 12w = 9w, (2x) 1A vs 8w = 6w
3xA vs 9w = 6w, (2x) 1A vs 6w = 4w
3xA vs 6w = 3w, (2x) 1A vs 4w = 2w (1A vs 4w = 2w ,reinforce 1 => 15-1= 3w +1=4w)
3xA vs 3w = 0w, 1A vs 2w = 1w (3xA vs 4w = 1w, (2x)1A vs 2w = 0w)
fast wins a 2vs2, but is low at 50% strength or dies in a 1vs2 but drags one down with.
IMO, preferrable when hordes need to gather to survive.
Assumed we want to keep the difference of A/M or M/A or M or A ,
-hordes should be slow and attack where they stand (A) or move (M).
IG needs its time to setup a proper formation, A or M. Nids may not hop from world to world but try to consume one wholly, A or M.
. Orks could A+M, but benefit from staying in one theatre of war.
-fast should be able to move and attack (M/A) and attack (A) and move (M) or attack and move (A/M).
SM may stand and fight or move and fight. Eldar may choose to A+M or M+A, a bit hit and run.
CSM could A+M or M+A, maybe if they stay 2 turns and fight their demonic allies chime in (
NPC 5w / A 1+1, may not move).
-reeinforce maybe as gaining power form eaten opponents ( nids in a fight ) or gathering a waagh ( multiple orks maybe 2 turns fighting at 1 world ). Anyone else may share wounds with his faction members. ( 1 per turn/recipient).
-statlines:
SM A3 M2 10w
CSM A2 M2 10w
IG A 1/1/1 M1 15w
Eldar A1(2) M* 10w
Orks A1/1 M1 15w
Nids A 2 or 1/1 M1 10w/max 20w
-specials
nids may omnom to recover wounds = 1/2 per turn.
orks gather a waagh if they stay and fight 2 turns. >Each ork army may recover 1 wound at the end of the second turn in the same location, fighting obviously, as lazy gitz that doesn't fight isn't proper ork
eldar may choose to A and M or M and A, using their webway their free to go wherever they please. May focus at a mission and
get a second attack, but loose the option to use the webway then and becomes M2.
csm may stay in a fight for 2 turns and call their demonic allies.
NPC/ A 1/1 M 0 5w, may never recover wounds.
IG may dig in, if left unassailed for 2 turns the
IG may choose to reduce max damage per opponent to 2.
SM, can't run away like eldar and can't use "allies" like
CSM. Their low numbers making them small targets and combined with the
inbreed resilience,
SM never suffer more than a single wound from 1 opponent.(reduce A2 to A1).
Please do not take offense if thats not to your taste.
Disclaimer: this isn't run through any math software so I may have it wrong.