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Re: Dark Knight
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That said, it would be nice if a link could be posted to the ruling on the matter, since I may have missed the post where the devs ruled it an exploit. |
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Re: Dark Knight
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The manual mentions it being an acceptable tactic. Perhaps at one point during the beta archer decoys were considered bad, but I have seen no indication that the devs currently think anchor decoys are a problem that shouldn't be used. I'll also add that personally - I don't have a problem with archer decoys. Never did. |
Re: Dark Knight
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Re: Dark Knight
From a thematic point of view it feels ridiculous to have archers fire at three gyus up close, when there is a whole bunch of threatening archers firing at you from the enemy ranks.
I dislike the current possibility to place an arrow-magnet up front just to disable the first enemy arbalest volley, making them practically useless. There is no easy fix tho the problem, but I think the targeting system is less intent on 'THE' closest nowdays. The order 'fire at - none' is less likely to target stray archers and can be used if you are expecting decoys. |
Re: Dark Knight
Problem is, it is impossible to formulate a house rule to define archer decoys.
If you have 1000 troops, a squad of 50 troops up front is an archer decoy. Or is it? So how many troops up front would make it NOT an archer decoy? If you have 5 troops, 3 soldiers in front is not an archer decoy. Or is it? How many troops up front would make it an archer decoy? If your rule is 3 soldiers up front make a decoy, what about 4? 5? 6? What about 2 squads of 3?, what about 6 squads of 2? What about 4 squads of 5? So when is it an archer decoy, and when is it chaff? One can argue all tactics employing chaff are actually archer decoy tactics. See, even with the above posted two extremes, you can get a debate going on which is an archer decoy and which is not. What about all the situations that are less extreme? Who wants to define all the possibilities and work out all the gray areas? Therefore you can not make a house rule banning archer decoys, and I have yet to play in an MP game where it is banned. |
Re: Dark Knight
rules on archer decoys are impossible to enforce. its just an accepted part of the game; not out of desire, but necessity.
Maltrease had the best archer decoy set-up i've seen - in domII - a single unit in every second square, checkerboarded, for the whole front half of his battlefield deployment http://forum.shrapnelgames.com/images/smilies/laugh.gif I was in awe, but i guess not ever desperate enough to ever mimic it ;p after all, doing something extremely boring is a cost itself... |
Re: Dark Knight
That and they'd probably all run together after about three turns anyways...
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Re: Dark Knight
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I don't think this would be difficult to code. All you need to do is... -Gather up all the targets within range -Compare relative sizes of squads with those of the army they're with -Select a target out of the available based on that information Jazzepi |
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