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  #1  
Old October 11th, 2007, 08:44 PM
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Default A Cunning Plan: Trample

Let's see...

I was looking at my notes, and wondered if there was a reason why Trample couldn't be handled like Repel.

Hypothetically, of course.

Namely, compare unit sizes and if the difference crosses a threshold, then Trample is available as an attack.

For example, instead of specifically saying that a unit does or does not have trample, could we not simply say that a unit can trample any unit with Unit Size 2 less or more? So, a Size 6 Titan could auto-trample units of Size 4 or less. Or Size 4 Heavy Cavalry could auto-trample Size 2 Infantry.

I like this concept because it seems simpler to apply. I could be missing something though. Does Trample only apply to particularly bulky units for a given Unit Size? Or something else?

I realize that this is just an intellectual excercise, but I'm curious what the community thinks of this. If such a change would make Trample overpowered, how could it be re-balanced?
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Old October 11th, 2007, 10:34 PM

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Default Re: A Cunning Plan: Trample

Not that such a change will make Trample overpowered, but mostly it will make big units USELESS. There are so many ways to stop trample and you'll definitely hope your tarts/elemental royals DO something other than trying to trample your enemy's army.
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Old October 11th, 2007, 11:07 PM

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Default Re: A Cunning Plan: Trample

Also, heavy cav are size 3.
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Old October 11th, 2007, 11:09 PM

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Default Re: A Cunning Plan: Trample

I don't think it makes sense. Elephants trample not only because they are large, but because they can't fight - they just stomp along crushing things. Minotaurs can fight, but are bullish enough to squish people under their hooves and so on.

Trample is used by units which use their bulk to simply crush enemies.

As for repel and trample, well I think repel should work vs trample by checking length against size. So pikes could stop elephants trample if they passed a repel test and the elephants would then use their trunk that turn. Spears could stop minotaurs (unless they were berserk) and force them to use their axes, but spears are length 4, too short to stop elephants trampling (size 6).
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Old October 11th, 2007, 11:14 PM

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Default Re: A Cunning Plan: Trample

My suggestion would also allow tramplers to make more use of their weapons, which in my opinion is a good thing. Long spears on elephant back would actually be worth it, minotaurs would get to swing their axes, trampling SCs wouldn't be using two shields as much. Cuts down on generally retarded stuff a bit.
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Old October 11th, 2007, 11:27 PM
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Default Re: A Cunning Plan: Trample

caelum is size 3, but very skinny right... so size isnt a great indication of trampling ability.
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Old October 12th, 2007, 01:41 AM
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Default Re: A Cunning Plan: Trample

Interesting reponses so far...

So perhaps Trample would be for units unusually bulky for their Unit Size?

And in real life, most trample-capable animals were trained to overcome their natural reluctance to step on squirming bodies - maybe add a Morale Check to enable?

And, if we treat Trample like a four-legged body slam, that would require the Trampling unit to stop, or at least move at a slower speed.

There is a certain intuitive sense behind this though...a bunch of Size 2 Monkeys shouldn't hold up a Size 4 Chariot, should they?
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Old October 12th, 2007, 01:56 PM

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Default Re: A Cunning Plan: Trample

I am not really intrested too much of units stats and all details, but on a broad perpective from what I can see is most trample units having immense problems at other fronts.

C'tis monster toads, elephants, trogdolytes and such all are not all that good at really attacking enough to be noteworthy at all. They all are rather pathetic on protection and attack skills if I recall right or not.

So on a gamebalancing side of it, if tramplers as troops would be easily counterable with something as simple as with spearunits via reach they would become totally useless.

Even now only problem people have to deal with tramplers are suggestions to avoid rushing to melee with them, use magic. Use ranged weapon options or simple smash them up with a big strong and singular supercombatant. I personally DO enjoy the trouble warelephants bring to my C'tis armies and send my monster toads to cripple them, even if they die.
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Old October 12th, 2007, 03:57 PM
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Default Re: A Cunning Plan: Trample

I agree with your analysis cleveland, except i think you need to be able to get on top of something to trample it. A bullet has a lot of momentum, but doesnt trample. A chariot only tramples things it knocks down, right? So a chariot with a cowcatcher. I always put cowcatchers on everything.

war-donkeys with cowcatchers FTW!
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Old October 13th, 2007, 01:31 AM
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Default Re: A Cunning Plan: Trample

Lyzra : You are essentially correct.

While Trample was not usually a dangerous weapon in and of itself, it was a powerful tactical weapon, a potent "crowd control" device that made disrupted formations easy pickings for the follow up troops.

That is to say that it worked in large numbers and with supporting troops for mopup duties.

In some ways, I feel Trample is the opposite of Repel in that the unit can actively force the enemy to miss their action, while Repel does that when the enemy tries to close.

Unfortunately, the current Dom3 rules make Trample far more lethal than Repel, and this is usually balanced by restricting the number of units that can trample.

But why complicate matters with a seperate mechanic (Trample), when you could pretty much use the same mechanic for both (Reach/Repel and Size/Trample forcing Morale Checks or lose action)?

Verrrry interesting...
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- Stewie Griffin

"The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness."
- The Top 100 Things I'd Do If I Ever Became An Evil Overlord
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