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JerBear 
Supreme Commander
Posts: 387
(1/12/04 9:39 pm)
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Intermediate rule abilities?
Well, it seems the lazarus neutrality issue has been beaten back and forth for a while, but I think there is somewhat of a concensus:

In the description of domination, change "At the beginning of each turn the Network rolls one die for each 4 territories it posseses." to "At the beginning of each turn the Network rolls up to one die for each 4 territories it posseses and must use all successful rolls."

Neutrality: Lazarus cannot be attacked until one of the following occurs:
a) Lazarus controls more than 12 territories.
b) Lazarus attacks another player.
c) Lazarus uses a domination roll against another player.


That all seems well and good, but what about the intermediate rules? I was just glancing through them a bit, and it would seem that Lazarus really gets the shaft when it comes to Intermediate factional abilities. No games have yet been played with that rule set, but based on experience, I think Hydra will run away with the intermediate game. Iron is always vital, and the one bonus will help a great deal. Wake and Taizu make out pretty well, and I think Ra will do fine. Atlas shouldn't have any trouble, and could become pretty nasty if he heads for the eye. The problem is Lazarus. Influence is very much a wild card. Usually almost all the neutral territories are gone by about round 10. That means Lazarus is likely to get only 1-2 successful influences. After that his abilities are useless while everyone else has abilities that last the entire game.

I have been trying to come up with a good adjustment that would fit the role of Lazarus, yet still not be overpowering. One option is to make neutrality also part of the intermediate abilities. But I have come up with another option:
Spy Network: Lazarus has spies spread throughout the empire which give them a better indication of terrain features and locations of enemy troops. The militia ability of loan infantry is negated by the spy network and loan infantry do not gain any defensive advantage over multiple infantry. i.e. 1 infantry in flat terrain defends on a 2, in wooded terrain defends on a 3, and on rugged terrain defends on a 6 (3 if attacked by combined arms).

Any thoughts?

JB

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(6/14/05 12:27 am)
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