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Old January 29th, 2010, 12:15 PM
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TwoBits TwoBits is offline
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Default Re: Trading commanders, exploit or not?

Um, you know, you can give key BE mages a ranged weapon and double the gems, and script them to: cast spell X, hold x 4, fire closest (or some such). They'll ride out any irritating Ritual Attacks, and still be able to cast during the 'normal' combat phase.

Costly? Sure. First off, obviously you'll need double the gems. And those casters wont be able to do much more to help after casting the BE. Then they might do something stupid in the 'main' fight after running out of ammo, if the battle runs long. And they'll have at least one, and most likely both, hand slot(s) full, so no Elemental Staves, etc.. So you'll probably need lots of extra mages along to compensate, for that really important fight.

But it's doable, and in a fortress-storming situation, very fair - you should have to bring along a lot extra, if the ultimate prize (say, the enemy's capital) is worth it.

As far as 'CAP' goes, while it's not available in siege situations (you'll have to resort to the above or some other technique), it is available in open-field provinces, at the cost of time, money and gems: Build a lab, and throw up some Domes, before you move on. That'll keep the Ritual attacks at bay while you advance. Slow, but doable.

Of course, that wont help against "suicide squads". But don't you have options of your own to deal with that? Someone mentioned assassination. What about your own flying? Or flanking? How about your own Ritual attacks?

So I'm not saying anything in general about the whole meta-question of how to deal with 'exploits' and what not. I just don't think GR, etc., and 'suicide squads' are a valid to the argument though - sure, they're irritating tactics, but I think they're valid, and they can be dealt with.
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