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spies and scout rebalance

Posted: Thu Mar 23, 2023 10:42 am
by DreJaDe
Scout
-Cost change to 1 turn
-remove invisibility
-affected by camouflage tech
-not affected by terrain -sight penalties
not affected by all-terrain penalties (Optional)

spies
becomes like in aos
cost change to 1 turn
can be squashed by others going to the same tile

Re: spies and scout rebalance

Posted: Sun Jun 04, 2023 10:30 am
by TntAttack
DreJaDe wrote: Thu Mar 23, 2023 10:42 am Scout
-Cost change to 1 turn
-remove invisibility
-affected by camouflage tech
-not affected by terrain -sight penalties
not affected by all-terrain penalties (Optionally) //Nah

spies
becomes like in aos
cost change to 1 turn
can be squashed by others going to the same tile
I like these changes.

Can the spies' see into carrier be increased to 2? It doesn't make sense that a spy has to reveal themselves if they are going to gain Intel.

Also, for scouts, I'm not sure how accurate this was in real life, but in some games scouts act as a artillery/aa forward observer so I suggest we provide them with an effect or aura that bluffs aa/arty.

Re: spies and scout rebalance

Posted: Sat Jun 17, 2023 1:18 am
by DreJaDe
TntAttack wrote: Sun Jun 04, 2023 10:30 am Also, for scouts, I'm not sure how accurate this was in real life, but in some games scouts act as a artillery/aa forward observer so I suggest we provide them with an effect or aura that bluffs aa/arty.
They already do this though for USA and maybe Britain... Almost everyone can call for artillery in ww2.
TntAttack wrote: Sun Jun 04, 2023 10:30 am Can the spies' see into carrier be increased to 2? It doesn't make sense that a spy has to reveal themselves if they are going to gain Intel.
Well, it's not like the enemy is also a slouch.