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Rarity curve - how important is it?

 
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NMcCoy
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Joined: 20 Jun 2011
Posts: 147
Location: Portland, OR

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PostPosted: Tue Jun 21, 2011 10:55 pm GMT    Post subject: Rarity curve - how important is it? Reply with quote

I've played a few games, but am still pretty new to the theory behind army-building. Getting the distribution of unit rarities right seems at least a bit important, especially when playing Ferals - too few at any tier and promoting gets problematic. Too many high-end units and reviving becomes difficult; too many low-level ones and you deprive yourself of SAIs and make yourself more vulnerable to health-targeting magic. Ferals, at least, seem to need to keep some commons around or their feralization dries up.

Looking over the database of (non-monster) units, it seems that they're largely balanced between rarities and each other - not counting IDs (which are the same between everything), commons get 6 icons total, uncommons get 12, and rares get 16 plus possible SAIs. (Though I note that the Wolf-folk has only 15; My first guess was that perhaps this is because Rend both explodes and counts for two types? But the Goblin Leopard-Rider has his full 16 icons, and /two/ rend sides... what gives? I want to love the Wolf's icon distribution, but that 2-melee side bugs me...)

I'm working on a rather top-heavy strategy for a feral army right now, to make the most of the Wilding spell - is 4 commons, 4 uncommons, 4 rares, and 3 4-point components pushing it too much, or workable?
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piMaster
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Joined: 16 Jan 2005
Posts: 3235
Location: Rockford, IL

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PostPosted: Wed Jun 22, 2011 6:27 am GMT    Post subject: Re: Rarity curve - how important is it? Reply with quote

NMcCoy wrote:
Though I note that the Wolf-folk has only 15

The Wolf-folk and Conqueror have only 15 icons. Why? Because no one at TSR noticed the error until it was too late.
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eggsaladsandwich
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Joined: 31 Jan 2005
Posts: 519
Location: West Linn, OR.

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PostPosted: Thu Jun 23, 2011 4:07 pm GMT    Post subject: Reply with quote

most of my armies are 4 c,4 u, 4 r and 3 4pt components. Mainly because I like the randomness of SAIs and like to see the 4 pt units used. Rares are more efficient but less fun for me. Most of the competition armys i've seen usually are built around at least 3 or 4 rare mages, cantrips are very useful and easy to get with this many rare mages. Rolling Eyes
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