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Old July 10th, 2008, 10:15 PM

K K is offline
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Default Re: Battlefield spell + retreating?

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AdmiralZhao said:
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I don't accept that. Have you ever heard of Master Enslave, Undead Mastery, or Arcane Domination which allows exactly just what you are trying to tell me the devs didn't want? How about Shark Attack? Unravelling? Solar Brilliance? Ever see what two turns of Shimmering Fields or Shadow Blast can do when cast by an extremely powerful mage? Have you ever seen an SC cast a battlefield spell and just sit around until the opposing army is dead? How about an SC with a damaging aura who doesn't even cast any spells or make attacks, but just sits there while a thousand unit army kills itself on the aura?
Each of these tactics has many counters. The only counter that has been listed to MoD is to kill every enemy mage within one or two rounds of combat. (which I 'm pretty sure is the universal counter).
Or sending in flyers to cut off their Retreat so that you can kill them later in the battle, or even just engage the mage in melee so he won't cast the spell.

Or moving your armies with magic or flight so that they don't know where know where to send the one or two mages who can cast the spell.

Or using small, elite armies that will Retreat after a few losses combined with cutting behind provinces so that you don't lose much to an MoD attack and their retreating mage dies as he has no province to retreat to.

Or casting MoD first.

Or casting spells that are always successful like Petrify or Claws of Coctyus so that they can't cast the spell.

Of putting up Astral Corruption so that any Cloud Trapeze chicanery starts eating their mages.

...and that doesn't even count the dozens of way of killing the mage in those first two turns.

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Pffttt. At the end of the day anyone focusing on MoD ambushes will lose so many mages and expensive Air items that whatever war they are fighting is going to be going badly for them very soon.
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