Xlom3000 wrote:
what decides who's unit attacks first? Say I have a tank that has one shot left but I want it to do one last shot on an enemy unit but it gets to fire first. Is there a speed stat I am unaware of.
Great question. There's a 50/50 chance of initiative if two opposing units with equal stats begin a turn within firing range. Also, all units will shoot 3 times per turn *except* the Light Tank, which shoots 5 times per turn, and the Artillery, which only shoots twice per turn. We should add this as a stat to the unit descriptions in-game.
Xlom3000 wrote:
Artillery tanks seem to be able to fire a little too far for the damage they do. I had a Jugs and while it had a ton of armor, it seemed to take a ton of damage before it decided it was close enough to fire a shot back. Maybe it was the situation, but it seemed I had to be within 2 hexes to fire while the arts were hitting from 5 or 6 is memory serves me.
Your Heavy Tank should have started shooting when it was within 3 hexes. The Artillery unit's 5-hex range is offset by its low health (75 HP), but you're right, they can be beastly, especially with a Marksman buff or Artillery Hero status.
Xlom3000 wrote:
The extra movement speed to infantry is nice, but I used a card to put an infantry into a vehicle and was beat to a equal distance resource by a movement speed card infantry. That felt a little odd to me. Maybe vehicle infantry should get +2 or 3?
Currently the Infantry move 3 hexes on their own, up to 5 hexes with the Adrenaline Shot card. Troop Transport will move 5 hexes on its own, but will also deal more damage with its gun than an Infantry would, and it protects your guy in the process. Coupled with the Octane card, you can move up to 9 hexes on one turn depending on the terrain!
I'll pass on the feedback about Heli and Artillery units. Reducing the Artillery's range would put it at the same range as the AA Halftrack, which might seem strange to some.. though sometimes I think the AA range is too long.
