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Thread: Collecting possible and usefull battlemodes...

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  1. #6
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Collecting possible and usefull battlemodes...

    How about a "blind" match? You cannot identify your opponent's units until they engage in combat. The enemy units appear as some kind of generic block figure or all the units in your army appear as a particular type of unit of your choosing until their actual unit types are revealed via combat. Missile units would have to fire before being revealed and melee units would have to engage in h2h combat. You would have to carefully observe your opponent's army to guess the type of units they are using while you would have to try to not give away clues about your units as you move/position your army.

    Another idea: a set of 2 or more games with a designated koku value to spend for the whole set. Units that survive first game are available for the second game - but only with the number of warriors the unit had at the end of the game. However, these units would get an increase in honour due to their veteran status. Remaining koku not spent in the previous games of the set can be used to purchase replacement units for the next game. Routed units could either be discarded or return for the next battle with a decrease in honour to reflect that they fled the previous battle. Like in the SP campaign, partial units could be combined to create full units or koku could be spent to fill up the ranks with replacements. In addition to the skill of fighting the battle, you would have to consider how much koku to ration for the later battles. I'm not sure what would be a fair way to determine the winner of these "mini" campaigns though.
    Last edited by Gregoshi; 09-11-2010 at 05:13.
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