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July 5th, 2009, 08:55 AM
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Corporal
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Join Date: Feb 2009
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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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BANNED USER
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Join Date: Feb 2007
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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, 10:52 AM
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Corporal
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Join Date: Feb 2009
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Re: Teleportig armies
Quote:
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.
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Fair enough, thanks.
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July 5th, 2009, 10:50 AM
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Sergeant
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Join Date: Aug 2005
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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, 11:28 AM
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General
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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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Major
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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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National Security Advisor
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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 20th, 2009, 05:56 PM
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Second Lieutenant
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Re: Teleportig armies
Quote:
Originally Posted by llamabeast
We just have to assume that all commanders are far too arrogant to accept help from other commanders.
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Van: Quick, hop in my boat so we can attack that island over there!
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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July 5th, 2009, 02:09 PM
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General
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Re: Teleportig armies
Quote:
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
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Stygian Path.... 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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Major General
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Location: Scotland
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Re: Teleportig armies
Quote:
Originally Posted by NTJedi
Stygian Path.... also the report read that I lost 9 million units.
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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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