Electron Dance
24Aug/10Off

Armpit Empires VI of X: Green Zone

HM loves Armageddon Empires and wants to share this love with you.

This ten-part series covers some common newbie mistakes in this game, which has a learning curve like X-COM, the Inuit version. You will make these mistakes and more. But at least you will know you were not alone.

Green Zone

You've got an army off exploring, looking for resources. Maybe you'll get lucky and uncover a cache of fabulous treasure, but +1 Attack FG-2 Flechette Guns don't grow on trees. Unless you're in the employ of the Xenopods, of course.

You're smart. You're aware that if you move your army too far away from HQ, out of supply range, it'll get penalised and grind to a halt. So it is with some surprise that moving an army three hexes away from HQ you get smacked upside the head by something that looks suspiciously like a supply problem... unit stats are now bright red and the army has become restricted to one hex movement per turn.

Why hast Thou forsaken me?

I'm sorry to tell you this, but you're not smart enough. You're the village idiot, not some mathematician with a PhD. What you've missed is the topography. Click the SUPPLY button and you'll see the supply range highlighted in forest green:

It's blatantly obvious, didn't you see the thick topography markers alongside the edge of the hex? Didn't you notice you used up all your army's movement points in one short move? They just climbed a goddarned mountain. Your guys are now out of supply range.

Seriously, until you start paying attention to tiny near-invisible features inserted between the hexes, you might as well quit playing games. Get the hell out of my supply range and don't bother me again until you've got yourself a certificate of gaming adequacy.

Next: The Democratic Error

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