First Codex Games - Impressions

Yes, but in an RTS, it works both ways. In an RTS, anti-air units work exactly as you’ve modeled: your flyers can either attack them to try to knock them out, or fly over and eat the damage. Conversely, ground units aren’t blocked by flyers, but they also don’t get a free pass when walking under them; they eat the flyer’s damage as long as they have air superiority. It’s not obvious after a few games of Codex that this aspect of RTS is captured in the design.

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This keeps the game quick for newer players and earns then a good feel for the game regardless of performance. As you get more experienced with your Codex and acquire more game-knowledge, you’ll start developing a gameplan a few turns ahead of time and tech in reaction to the opponent.

Know your Codex, have a plan, react. If you aren’t familiar with a particular Codex yet, don’t agonize over tech decisions. Just try something new and learn from how your opponent responds.

2 Likes

Codex is extremely interactive. But maybe you mean interrupts?

Flying is a very powerful keyword and forces the opponent to be able to deal with it or just die. Sure if you’re on the back foot and you play a non-haste flying thing when the opponent isn’t using flyers they might not help you much. However, if the board is even or you’re ahead flying is incredible. The flying defense comes from killing things for free that would be attacking you next turn.

5 Likes

Think of flying less as another unit, and more like a direct damage spell that you can use over and over again FOREVER (note: not actually forever, but your opponent is probably going to need to figure out a way to deal with it, offer not valid in the Province of Quebec).

8 Likes