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Subject: A little uncertain about this, what make the unit types 'unique'? rss

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Dave Mauro
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been reading up on Wizard Kings, my game collection is sorely missing any kind of block war game...

I note that there are tons of unit types, but is there anything unique about them other than wizard vs. non-wizard, terrain movement and strength caps?

For instance, the Amazon Charmer, does she have some unique skill? Unless I missed it I didn't see anything in the rules identifying unique powers for individual unit types...
 
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Joshua Gottesman
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From what I've seen, it all comes down to the special movements and the costs. I don't think WK is trying to be an RPG, so its not like you're playing an individual Amazon, you're commanding a unit of them. That being said, from my limited experience with the game, the armies do have a different flavor because of the terrain they can exploit, the spells their spellcasters can cast, and the difficulty (or ease) of recruiting various units.

The strength caps and costs help to create this a bit, too. An orcish troll is a fearful thing...and its really expensive to build in the 1st place, so raising them is going to be tougher. So do you want to compose an army with this huge troll at its forefront, or with hordes of base orcs?
 
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Niko Ruf
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eldavicho wrote:
For instance, the Amazon Charmer, does she have some unique skill? Unless I missed it I didn't see anything in the rules identifying unique powers for individual unit types...


The wizards for each faction have a unique spell list that is not given in the rules but on a separate set of "cue cards". Apart from that, unit abilities are distinguished by what you can see on the block labels (cost, maximum strength, initiative rank, fire power, movement type, movement points).
 
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Uwe Heilmann
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Hi from Germany,

I can only recommend not to restrict yourself to what the original game system might provide or not.

WK assumes each combat unit block to be a kind of military unit. I treat them as regiment equivalents.
In order to ease play, I created one Data card for each unit type. This way there is no longer the need to consult the rules.

The different armies are also organized.
Again, using specific Army cards help again to ease play and to foster the idea of deploying and employing military units in a reasonable way. The 7 armies are, of course, quite different.

And why should you restrict yourself to the units provided by COLUMBIA GAMES.
By the way, COLUMBIA GAMES prints and sends you stickers of your own design.
Not quite for free ...


Armed forces need charismatic leaders.
Only your own imagination provides barriers ...

This is an example making a "block" unique.



Cheers
U.L.H.

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Brett Christensen
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Scenarios can provide interesting unit effects as well.
 
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