Why did I google that?
It turns out that these units in their most advanced form... Kinda get into a loop for being more expensive, when it comes to super micro.
That is, if I add them into my tool.
At first, I thought: "My tool doesn't work as intended?"
But then I figured. I am doing something else wrong.
And are there examples out there?
Yes! There is this marines ball in Starcraft 2 that is rather similar to how to micro in a similar fashion.
Can it be countered? So...I googled. And compared the results to my board game.
Countering a fast unit with a long attack range (often referred to as a "kiter" or "hit-and-run" unit) requires prioritizing mobility, disruption, and terrain over brute force. Because these units are designed to trade efficiently by avoiding damage, you must force them into unfavorable engagements, trap them, or outrange them with specialized artillery.
Ok sure.... that can indeed be the case for my boardgame as well. But why don't I see the results in my balancer tool?
1. Hard Counters and Tactical Choices
Fast Cavalry/Units: Use units that are equally fast or faster to chase them down and force them into melee, where they are often weak.
Long-Range Artillery: If they have the longest range, you need something that can fire from further away. Use siege weapons (like Trebuchets, Falconets, or Long-range SAMs) to force them to move or die.
Anti-Air/Specialized Units: If the unit is flying or specialized, use dedicated counter-units (e.g., dedicated anti-air vehicles) that have higher damage output in specific scenarios.
Surround/Split Tactics: Do not charge in a single line. Split your forces into smaller groups to surround them, limiting their ability to retreat in a straight line.
Alright, lets break this down indeed.
Fast Cavalry/Units:
Long-Range Artillery
These, are not THE options. Sure they are... But only if I removed the most advanced version of our little kiter. But that would mean I banish a design. And I rather include all possible designs. "Why?", you ask... well, for making sure that if we have a "design feast" game. We cannot make an unit that is overpowered.
Anti-Air/Specialized Units:
Ok, this is just a bullshit comment of the google ai.
Surround/Split Tactics:
And here, the ai actually found a good point.
I should include surrounding, aka trapping, in the calculator. This will make the units less powerfull. In fact, the most advanced kiter has a score of 100% against all other kiters and most lesser forms in designs.
--> I need to include trapping in the calculator. But how?
There is also this side note of how the terrain will assist in this. And of course, if it is the terrain that is of influence. Then we need to work with extremes. NO escape!!
Ok, I might have answered my question already.
2. Disruption and Control
Use Terrain: Force them to fight in tight areas, such as forests or narrow mountain passes, where their speed advantage is negated.
Control/Slow Effects: Use abilities that slow movement speed or stun the unit, preventing them from moving far enough to escape or re-position.
Targeted Abilities: In MOBAs or RPGs, use gap-closing abilities (dashes) combined with burst damage to catch and eliminate them before they can react.
Use Terrain:
There it is! :)
Control/Slow Effects:
Ok, this is unfortunately bullshit. "Why?", you ask again...
Applying this effect can only be done by a "weapon" design that functions in the same way as the Fast Cavalry or Long-Range Artillery
And the same applies for....
Targeted Abilities:
Yamato gun...anyone?
I often see super fast units flying away. And the Yamato gun just ignores the distance.
This gives me one idea though. What about a missile that keeps following, and the only other effect is that the damage goes down on the moment of hitting. Then...nah, it is the Fast Cavalry in sheeps clothing.
Volume over Quality: If the unit is expensive, overwhelm them with cheaper, faster, or more efficient units. Even if your individual units are weaker, high numbers can surround them.
Force Bad Trades: If they are "poking" you, do not take the fight on their terms. Keep your troops defensive, such as setting them to hold position in good terrain (woods, hills), forcing the opponent to come closer if they want to cause damage.
Remove Support: Often, these units rely on defenders. Attack the "home" base or infrastructure that supports them to force them back, rather than chasing them across the map.
Volume over Quality:
Wut?!
Isn't this another way to say, "trap the bastards!"?
It might be yet another case to have fodder that is of the Fast Cavalry type. Then again, if that is the case. Then trapping is really only possible in a relative "slow" way in combination with terrain. My game needs terrain effects. There is no other way.
Force Bad Trades:
Pokey Pokey!! Yes, thats how I consider my Bram poker's Stalkula units to behave. Again, terrain is mentioned. This time, not only as a way to block it. But wouldn't you believe it? High ground is also mentioned here. In other words, if the situation arises, the "cheaper" unit will be more effective. As long as it is on high ground.
I am actually hoping for some other options though...
...
...
Remove Support:
I almost didn't even read this properly.
But when I did. Eureka!!!
Of course, simply damage something else. And that ISSS your victory condition.
There are even hit'n'run designs in RTS where the units are melee and have specific targets. While ignoring or even unable to target other units/buildings.
C&C; Engineer, Flamethrower/Flametank
WC3; Wolfrider
KKnD; Saboteur, Flame-ATV
Starcraft/Broodwar; Zealots, Zerglings (they ignore air units and destroy a building asap) etc.
--> I should calculate the inflicted damage, while dying. And compare that to the hit'n'run units.
But...
Shouldn't I calculate that for ALL units? A, "what if... I cannot attack? What I do then?"-Type of situation. Meaning, I should calculate the damage they can inflict while dying.
I already did something similar for my towers.
Situation A: towers are within each other attack range.
Situation B: 1 tower is placed later and outranges said target. But that target, can it inflict damage on something else? And if so, how much?
Only issue I have with this is that a "what if" situation arrises where we don't have a tertiary group.
How much should both weight? 1:1? 1:2? 2:1? I don't know.
The ultimate goal is to force them into a sustained fight (a "trade"), where they are forced to take damage in return for the damage they deal.
Well, I now know what to do.
I hope you enjoyed this read.


1.Claude
2.ChatGPT
3.GoogleAI ( the one in the browser, not sure if its gemini)
Google on 3rd place? Interesting. ChatGPT on 2nd, also interesting. But I have never heared of Claude before.
Claude is good if you need accurate real life information. Getting ideas to fix games does not require to be up to date in the news for example. Knowing where to invest in the stock market does require accurate information. Claude is better for that.
While, I use chat GPT for game design. It helps finding issues, determining priorities, exploring possibilities, calculating probabilities, etc. I have more chances to finish a game now that I have AI. It helps me organize priorities too.
For video games, it also helps for programming, debugging, researching, and comparing different implementation path. We concluded yesterday that shipping my game without music for now is acceptable.
Ironically, for my upcoming stock ticker video game, I talked with AI how to design a simple AI based on simple probabilities and distribution of weights over the price of the stock. I was a good 2-3 hour talk, but now I have a good implementation idea, that have good probability of working, so I am not losing time working on something that will not work.
In overall, its about optimizing the time spent.
Yeah, I agree. I never did this before. But thought, let's give it a try. I did save me a lot of brainstorming time.
But now for the next step, I need to think of what to do next. Which is entirely new in the world for all I know. Let alone, how to ask AI about the next step.