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				July 5th, 2009, 08:55 AM
			
			
			
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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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				July 5th, 2009, 10:22 AM
			
			
			
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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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				July 5th, 2009, 10:50 AM
			
			
			
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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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				July 5th, 2009, 10:52 AM
			
			
			
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				 Re: Teleportig armies 
 
	Quote: 
	
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					Originally Posted by Sombre  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. |  Fair enough, thanks. |  
	
		
	
	
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				July 5th, 2009, 11:28 AM
			
			
			
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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.
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				July 5th, 2009, 12:41 PM
			
			
			
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				 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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				July 5th, 2009, 01:27 PM
			
			
			
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				 Re: Teleportig armies 
 We just have to assume that all commanders are far too arrogant to accept help from other commanders. |  
	
		
	
	
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				July 5th, 2009, 02:09 PM
			
			
			
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				 Re: Teleportig armies 
 
	Stygian PathQuote: 
	
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					Originally Posted by Viajero   Easy enough to do for commanders (and their troops) that actually can cast teleporting spells like Gateway, Astral Travel or Stygian Path... but |  ....  was the spell ever fixed?   Last time I casted the spell it only my commander arrived barely alive and the 100+ troops were gone... also the report read that I lost 9 million units.  The report made it clear the spell was broken.
 
I recall reading it was also a spell which worked better for stealthy units.
				__________________There can be only one.
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				July 6th, 2009, 06:33 AM
			
			
			
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				 Re: Teleportig armies 
 
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					Originally Posted by NTJedi  Stygian Path....  also the report read that I lost 9 million units.
 
 |  So they killed your units, then they killed them all a second time, then a few more times for good measure.  And after that they chopped them all into tiny pieces and then jumped up and down on them.
 
Now that's  a rough neighbourhood.    |  
	
		
	
	
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				July 6th, 2009, 10:42 AM
			
			
			
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				 Re: Teleportig armies 
 
	Quote: 
	
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					Originally Posted by NTJedi  
	Stygian PathQuote: 
	
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					Originally Posted by Viajero   Easy enough to do for commanders (and their troops) that actually can cast teleporting spells like Gateway, Astral Travel or Stygian Path... but |  ....  was the spell ever fixed?   Last time I casted the spell it only my commander arrived barely alive and the 100+ troops were gone... also the report read that I lost 9 million units.  The report made it clear the spell was broken.
 
I recall reading it was also a spell which worked better for stealthy units. |  Yes, the spell calls for every unit to pass a MR roll or die basically. Unless the unit is stealthy in which case it has only a 20% chance to be subject to the MR death attack. The caster always gets attacked irrespective of his/her stealthiness.
 
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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