As Noticed For All Players
I'm not sure that everyone has understood the combat system, and I forgot to post something that is now obviously important to say. This isn't personal, it's probably me who wasn't clear.
1) No Conditional Orders
And by Conditional Orders, I mean no orders fitting the "If
X happens, then do
Y" pattern. It's just too problematic to deal with. Just try to figure this out:
Player 1 orders: My spearman moves north if Player 2's knight doesn't move anywhere. If Player 2's knight moves, don't move the spearman.
Player 2 orders: My knight moves north if Player 1's spearman doesn't move anywhere. If Player 1's spearman moves, don't move the knight.
Therefore, orders shall always be consistent and inquestionable. I'm really sorry if it ruins anything, but my brain can't take it if I have to solve loops. All orders are bound to follow this pattern:
"Move the knight north, then attack the spearman."
2) Combat
I've already been asked to have archers and units attack an area to hit enemy units... While raining arrows over an area if units move into it seems logical in the real world, in this game, it doesn't compute.
In order to attack a unit, one must have the attacking unit attack the zone the defending unit is in when you issue an order. That means, you can't range attack (archery, duh) the empty grasslands in case that the enemy spearman will enter it. In order to shoot that spearman, move into the grassland and attack the square he's in. Or, perhaps more clarified:
Battle Map
[ Zone ] [ Zone ] [ Zone ]
Units
[ Man ] [ Zone ] [ Archer ]
Attack
[ Man ]
<-[ Archer ]
<-[ Zone ]
Red colour indicates attack, blue indicates movement. Note that the attack will be rolle regardless of where the Man moves to during the same turn. I think I have made myself understood now.
3) Assassins
I have been horrifyingly unclear with the assassins, and I'll update it with the next round. No worries. I'll explain them for a bit now:
Invisibility - this is what I'll codename their inherent ability for now - as they can't be seen. Now, how to spot him? The assassin is invisible until either he attacks himself, or he ends a turn in the same zone another unit ends a turn. This will not cause combat though, as no units ordered it (And can't due to the combat rules you know). Also, when discovered at any point, they'll not be invisible again for the rest of the game.
Can't defend - this might be quite unclear as well. The thing is, when a unit enters combat, each unit will attemp to attack each other. Assassins roll for defense when they attack another unit - but when attacked, they will always recieve damage.
I think that was what I wanted to say. Any more questions anyone?
(Also, I'd like to add that
the orders deadline has been extended to Tuesday in case anybody would want to revise their orders. It's my fault, sorry. Of course, if I get all orders in before then, I'll update.)
Please post in this thread if you want to stick with the orders you sent for turn 2.