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Teleportig armies
Easy enough to do for commanders (and their troops) that actually can cast teleporting spells like Gateway, Astral Travel or Stygian Path... but what if I need to teleport more than 1 commander with no teleporting ability aswell? any spell or items that can help me to do that? in the spirit of roleplay why wouldn´t a consenting commander join the army of a commander casting, say, gateway?
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Re: Teleportig armies
It's a game limitation. I (or anyone else) could come up with some zany justification for why gateway can't take indy commanders with the casting mage, but in the end it's just a game limitation and it isn't going to change.
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Re: Teleportig armies
Two construction 8 items could help here:
Boots of the Planes (3S? 4S?) allow the commander to Teleport, but horror mark and drive them insane (along with possibly zipping them off to the void?). They do give them a bonus towards escaping the void, but that hardly matters after they have gone insane from being there for more than a turn. Gateway Stone (2E4S? I think) allows the commander to cast Gateway. I don't think (?) it has any side effects. |
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Re: Teleportig armies
Similar things show up in a number of places:
Commanders with sailing won't let other commanders on their ships. Commanders who grant water-breathing (either innately or through items) can't grant it to other commanders. The Flying Ship does the same for flying. It makes no sense, but at least it's consistent. |
Re: Teleportig armies
The Boots don't cause insanity, just lots of horror marks and a slight chance of being lost in time and space.
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We just have to assume that all commanders are far too arrogant to accept help from other commanders.
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I recall reading it was also a spell which worked better for stealthy units. |
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Now that's a rough neighbourhood. :hurt: |
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Risky spell indeed, unless you can afford to go with a lot of chaff type Longdead horsemen etc in which case losses may not be a big issue. |
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-Max |
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Or for a sphinx.
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-Max |
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Something to note with Stygian Paths, however, is that the movement is processed in the Movement Phase rather than the Magic Phase. It is strictly inferior to Astral Travel in this way.
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Re: Teleportig armies
I don't know that it makes the spell inferior - just different. For a start, it means you can spam off a couple of Ghost Riders at an enemy province and then walk in with your own army. The defenders may well have burnt their gems on the Ghost Riders, leaving you an easier fight.
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Re: Teleportig armies
2AN is an average of 3.5 damage per unit: it will kill 10% of 10HP units and many left will be in pretty bad shape. With 10MR you'll lose nearly 50% of the remainder from the MR Death Attack.
You wouldn't even want to take more elite recruitables like giants, Van, or Assartut: whilst you'll lose negligible numbers from damage, you'll still lose a quarter to a third with only 12 or so MR and they're very expensive troops. Good options would be demons and some types of magic beings, as they'd have 16MR (<13% lost) or more, and usually plenty of HP. |
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Human: No, I'm a leader, not a follower. Van: How do you propose to get across the ocean then? Human: I'll swim! |
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-Max |
Re: Teleportig armies
That would be rather interesting if it were the case.
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