Quote:
Originally Posted by capsocrates
Quote:
Originally Posted by dok
You could take the first two powers off the card and they are playable.
|
There's a typo there. You meant "broken."
--
Quote:
Originally Posted by kevindola
In regards to the Knights:
I really like what the knights are trying to do, but the card seems quite busy to me. I like all 3 abilities individually, but having all 3 of them on the same card seems like too much. I would keep Oath of Fealty, but only keep one of the other two.
|
I agree. I would drop the first power for sure.
Quote:
Originally Posted by Kinseth
Quote:
Originally Posted by kevindola
Also, as I am reading this, if I attack Sir Dupuis with my 4 Heavy Gruts, you can move two of your Knights 16 spaces each? Not sure that's a great circumstance.
|
Anytime you attack a Paladin or Knight Hero with a normal. You can move two Knights 4 spaces each. If you attacked Sir Dupius 4 times with Heavy Gruts, then yes I could have moved 2 Knights 16 spaces each.
The Theme is the knights are moving in to help defend their Hero as he is in trouble, the more that are attacking him the worse trouble he is in.
I think it is a great theme, and the power represents it properly.
|
Hm. Have you considered a restriction that a Knight can only be moved once per turn by that power? 16 spaces is a lot of spaces for an armored Knight, even if he is in a big hurry.
|
It is already quite a wordy power, I don't know if we want to make it even more wordy. The real question is, are we worrying over nothing? How often are the paladin/heroes being attacked during the same round?
Part of the power is designed to help protect the heroes, want to take ranged attacks at the Heroes, knights are moving forward to engage your ranged figures.
The design leaves as much choice with those who are Piloting the Knights army as those who are fighting against it. Target the heroes too often and you run the risk of the Knights overrunning you.