Suggestion - Change "Fortify"

Fantasy General II - Invasion is the reimagination of the strategy game classic from the 90s!

Armies once again draw battle-lines on the war-torn land of Keldonia, and a new generation of commanders will test their bravery and tactics against each other. Fantasy wargaming is back!
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brettwjohnson
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
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Suggestion - Change "Fortify"

Post by brettwjohnson » Wed Sep 16, 2020 12:56 pm

I'm playing the Invasion campaign again (and enjoying the updates, like the training camp).
Repeating an suggestion I made after my first play thru and seeing the same problem with this play thru.

I suggest changing "Fortify" to allowing it to be used after move, instead of only allowing if the unit doesn't move.
This would allow units to move and fortify instead of move and attack (which as a defensive unit, is exactly right).

Using "Spear Maidens" (a L2 unit (i.e., 1 upgrade from base class)) as an exemplar... As currently implemented, they are primarily defensive units. However, by the time they move into position (to defend), they typically take a bunch of kills/wounds from enemy units before they even get the chance to fortify. This makes their ability mostly pointless. Currently, I only buy them as a stepping stone to winged Valkyries and can't wait to get rid of them.

If we compare Spear Maidens to Beserkers (both L2 units), Beserkers have a bunch of useful abilities (Ambush, All Terrain, Slayer), while Spear Maidens have the mostly useless "Fortify."

Changing Fortify to allow it to work after movement would make it a decent defensive ability, rather than one that is (mostly) currently pointless.

OBG_primetide
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Re: Suggestion - Change "Fortify"

Post by OBG_primetide » Fri Sep 18, 2020 3:13 pm

you know what - I want to give that a try. We need to make sure that fortify does not simply make you into a mobile advance tank...but I agree with the use case.
Making Fantasy General 2

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