Shift: Disintegrating Battlefield for Discerning BadassesOkay, so. This is a more interesting concept. But, I would argue it is a less appealing Shift. I have two main problems with it:
If you don't like how something works, go ahead and Shift it.
Shift: Shifting Battlefield+1
At the end of each Battle Phase, the terrain of the entire battlefield changes randomly.
Eg, changing from flat granite to dense woodland one turn, then changing to scattered islands the next, and so on.
Shift: Shifting Battlefield
At the end of each Battle Phase, the terrain of the entire battlefield changes randomly.
Eg, changing from flat granite to dense woodland one turn, then changing to scattered islands the next, and so on.
Shifting Battlefield: Crystalizedmire, SamSpeeds
Shifting Battlefield: (3) Crystalizedmire, SamSpeeds, NUKE9.13I stand by my original proposal.
Shifting Battlefield: (4) Crystalizedmire, SamSpeeds, NUKE9.13, Kashyyk
Of course any combat or support shift we do has to at least appear neutral, by dint of the "you can't target one side" rule.To be clear, I meant a Shift that introduces more potential design space, as suggested in the core thread:
The bad news is, this makes Designs using materials that aren't metacrystal a bit difficult.Such theme Shifts wouldn't favour one side, as both sides would be able to design units in the newly unlocked theme.
The good news is, you can Shift the game. If you want more things to work with than metacrystal, all you have to do is Shift that.
Bishop v2
The Bishop is a humanoid construct made of durable metacrystal. Colored according to the color of the faction it belongs to. It moves at a brisk walk, and can communicate out to moderate distances. It has a complex intelligence allowing it to identify where it should best position itself. May direct other constructs and share information. Wields a metacrystal giant wrench that it can use to deal moderate damage or repair like-colored constructs.
Bishop: (1) NUKE9.13
Tophat: (1) NUKE9.13
Diamond:
En-Passant:
Bishop v2:
Bishop: (1) NUKE9.13
Tophat: (2) NUKE9.13, Kashyyk
Diamond: (1) Kashyyk
En-Passant:
Bishop v2:
but also because ideally it won't ever be in combat, making combat strength a waste of Metacrystal.The notion of a healer staying out of combat is idealistic, in my opinion.
Bishop: (2) NUKE9.13, MoP
Tophat: (3) NUKE9.13, Kashyyk, MoP
Diamond: (1) Kashyyk
En-Passant:
Bishop v2:
basic crystal idiotshave a vote for making me laugh
Bishop: (3) NUKE9.13, MoP, Quarque
Tophat: (4) NUKE9.13, Kashyyk, MoP, Quarque
Diamond: (1) Kashyyk
En-Passant:
Bishop v2:
Bishop: (4) NUKE9.13, MoP, Quarque, Crystalizedmire
Tophat: (3) NUKE9.13, Kashyyk, MoP
Diamond: (1) Kashyyk
En-Passant:(2) Crystalizedmire, Quarque
Bishop v2:
Bishop
The Bishop is a humanoid construct made of durable metacrystal. It moves at a brisk walk, and can communicate out to moderate distances. It has a complex intelligence allowing it to identify where it should best position itself. May direct other constructs and share information. Emits an aura that repairs and maintains like-colored constructs.
Tophat
A construct designed to construct, the Tophat consists of a small horizontal circle with four legs and two arms. It can extrude blocks of metacrystal, which it can either feed into a Gate to speed up the generation of other units, or assemble into simple fortifications (or other simple structures). It has no offensive capabilities.
Ooh, I'd like to build up to pushing that shift (Quarque's, I got ninjaposted) in a couple turns, do enough to hold our ground while building up infrastructure and then hit em with a turn of oopsiedoodles. I think it'd be doubly good to hold off on that one since there isn't gonna be any ground actually changing hands for another combat phase, and that's a big one-turn slap.:D
Hmm... whilst I'm still happy with our designs last turn, I think we would've lost Progress. We'll need a way to deal with those Wizards.I would like to spend one design in the next phase on a heavy duty combat unit. To counter the wizards / bulwarks and the units they design this turn at least somewhat.
My Menagerie suggestion is intended to lead into that. I don't want to do an artillery-esque design if we can help it, cos if there's a switcheroo, they'd be able to destroy our walls with it. I mean, they can still design artillery by themselves, and it's only a 1/6 chance... but still, I'd prefer a solution that only works for us. I figure heavy cavalry (in whatever format) is suitable for breaking through to Wizards, but not suitable for breaking down walls.Hmm... whilst I'm still happy with our designs last turn, I think we would've lost Progress. We'll need a way to deal with those Wizards.I would like to spend one design in the next phase on a heavy duty combat unit. To counter the wizards / bulwarks and the units they design this turn at least somewhat.
Uno Reverse:
choking gates:
Open the Menagerie: (1) NUKE9.13
Split Attentions:
Raw Crystal:
Uno Reverse:
choking gates:
Open the Menagerie: (1) NUKE9.13
Split Attentions:
Raw Crystal: (1) Quarque
Uno Reverse:
choking gates:
Open the Menagerie: (2) NUKE9.13, Kashyyk
Split Attentions:
Raw Crystal: (1) Quarque
Okay so I misunderstood what Fallacy was going for with this game, rendering the Menagerie borderline useless for now. Whoops.Less useful in the short term, but better in the long term.
Okay so I misunderstood what Fallacy was going for with this game, rendering the Menagerie borderline useless for now. Whoops.After rereading the rules for the Menagerie I think that it could start to pay off pretty quickly, because it seems we're allowed to do an additional design on top of the two designs we normally get:
Mechanically, each faction may make one Mercenary Request per Design Phase to one Mercenary faction, of which there is currently only the Menagerie.
Fortunately Blue also did a Shift that lets us design more interesting things. We should probably do one logistical design and one that makes use of the new elements. We probably shouldn’t even bother to ask for mercenaries this turn.I am not convinced that any design using the new elements necessarily yields better results for us. It will increase the difficulty of the roll in return for uncertain gains, see the new rules for designs:
(NEW) Designs may also incorporate one or more of the Core Elements - Fire, Water, Earth, Air, Electricity, and Natura. Designs utilizing the Core Elements tend to be more complex and difficult to create than metacrystal-only designs, and while the creation of lifeforms using Natura is entirely possible, such lifeforms will need sustenance. Natura also resists the other Core Elements being used in the same Design as it, though it will tolerate metacrystal.
It will be extremely difficult to create an animate construct utilizing the Core Elements that is not either wholly biological using Natura, or possessing of a metacrystal core.
Yeah, but if we botch negotiations we get blacklisted for a while. So it might be best to wait until we have a negotiator on hand before trying.Okay so I misunderstood what Fallacy was going for with this game, rendering the Menagerie borderline useless for now. Whoops.After rereading the rules for the Menagerie I think that it could start to pay off pretty quickly, because it seems we're allowed to do an additional design on top of the two designs we normally get:QuoteMechanically, each faction may make one Mercenary Request per Design Phase to one Mercenary faction, of which there is currently only the Menagerie.
Still gonna share it, both to ask Fallacy if it is viable, and to maybe inspire someone else.
The Red Dwarf: (1) MoP
Cannibal Crystals: (1) MoP
The Red Dwarf: (1) MoP
Cannibal Crystals: (1) MoP
King: (1) Quarque
Queen: (1) Quarque
Now, does the Red Dwarf contain a metacrystal core? The design doesn't mention it. But Fallacy said that designs using the new elemental rules pretty much don't work without one (unless nature).
It will be extremely difficult to create an animate construct utilizing the Core Elements that is not either wholly biological using Natura, or possessing of a metacrystal core.
After rereading the red dwarf design more carefully, I fear it is too inaccurate to hit wizards, but perfect for them to destroy buildings if it ever switches hands?Agreed. I think it would be better to design something with an area-of-effect attack; not great for busting fortifications, quite suitable for wiping out fragile enemies.
Flame Tower
A tower (made from construction metacrystal), topped with a large Fire Crystal. Lobs fireballs at enemies from medium range, which have little impact damage, but cover the surroundings in flames capable of burning through fragile metacrystal. Tower is not autonomous, so must be controlled by a friendly intelligence. Not mobile, must be assembled from prefabbed pieces, similar to a Gate. Passively provides modest illumination to surroundings, for what that's worth.
The Red Dwarf: (1) MoP
Cannibal Crystals: (1) MoP
King: (2) Quarque, NUKE9.13
Queen: (1) Quarque
Flame Tower: (1) NUKE9.13
The Red Dwarf: (1) MoP
Cannibal Crystals: (1) MoP
King: (2) Quarque, NUKE9.13
Queen: (0)
Flame Tower: (2) NUKE9.13, Quarque
The Red Dwarf: (1) MoP
Cannibal Crystals: (2) MoP, Crystalizedmire
King: (2) Quarque, NUKE9.13
Queen: (0)
Flame Tower: (3) NUKE9.13, Quarque, Crystalizedmire
Is it possible to use the King for a Mercenary Action on the turn we design it? Even if not, Bishops and Knights are of Complex Intelligence, so we're not taking a big malus to our attempt.We need a "(very complex) or (specialized complex)" intelligence unit to negotiate at the +2 level.