Emx77 wrote:8<
1. How is it possible that my opponent's last RGD destroyed existing and also depot under construction?
Emx77 wrote:2. What could I do to prevent Indian Raid?
Emx77 wrote:I had two divisions guarding province. Exactly how many elements is needed to defend depot against Indian raid RGD?
Code: Select all
StartEvent = RGDScriptIndiansRaid|999|0|NULL|NULL|NULL|NULL
Conditions
SelectSubUnits = Region;Enemy
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
Actions
RemoveStructure = ByKind $StuDepot;ALL;ANYFAC
EndEvent
Emx77 wrote:Did I make mistake by not putting at least one unit inside El Paso? Would that help?
DrPostman wrote:I thought that the more troops you had there the less of a chance
the RGD would work. Hope you get a good answer because I'm
curious too.
Captain_Orso wrote:The first RGD destroyed your level 2 depot. Since you used either the Build Depot SO or the Build Depot RGD to increase the depot level and you are lucky that this took place after the original depot was destroyed, you incidentally got a new level 1 depot with the status 'under construction'.
The next turn he played the Indian Raid RGD again and destroyed the new depot too.
Code: Select all
RemoveStructure = ByKind $StuDepot;ALL;ANYFAC
Gray Fox wrote:I don't want to put words in Emx77's post, but like him I understood that the RGD destroyed one level of a depot, not the whole level 2 depot. So a level 2 becomes a level 1 after the first RGD. It then gets removed after the next RGD. The depot under construction would still give him a level 1 depot.
The Indian Raid RGD does not reduce the target depot by 1 level, it removes it
- Decisions and partisans can remove only one depot level per try.
- RC9: All Depots size can now be razed. Partisans’ decisions still raze only one depot level at a time.
Cardinal Ape wrote:Wow. I knew that you needed a good amount of troops to defend a depot against an RGD raid, but holy cow, 1% per element! Considering that a failed attempt doesn't lose the card it is even worse.
Ubercat wrote:It sounds like trying to have depots in the Far West is a lost cause. How can you get a big enough army out there to sufficiently protect them?
Captain_Orso wrote:I have suggested elsewhere that these RGD's be re-tweaked, but nobody wanted to voice an opinion...
Pocus wrote:Are you sure that the RGD remains available if the check is failed, this would imbalance the RGD indeed.
tripax wrote:I remember this being discussed here (thread: Fyi rc9). At that thread I mostly agreed, I think Durk and GF did too, but then the path of the discussion shifted a bit. I'm sure it was discussed elsewhere as well.
Pocus wrote:Are you sure that the RGD remains available if the check is failed, this would imbalance the RGD indeed.
Pocus wrote:That's the problem, a failed RGD should anyway be removed, if failed. Or that defeats the purpose most of the time.
You can fail a RGD because it decays, because of enemy presence, because of failed success roll, because of failed script attached to it. In all cases it should be removed from FP.
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