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  #1  
Old March 30th, 2010, 06:48 AM

militarist militarist is offline
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Default call the winds

If I cast call the winds.. or send a horror.. does it have a sense to send them to one province ? Will they fight all together or each army independently?
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  #2  
Old March 30th, 2010, 07:19 AM
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Default Re: call the winds

Hawks from call of the wind are consider to be your troops, horror - special monster. There will be 2 battles in that province, order, I beleive, depends on casters ID.
But I think your plan was to kill PD with horror and then claim empty province with hawks. Usual tactic is to give oder to scout from adjoining province to MOVE into the province same turn you send horror to it.
Note: don't order scout who's in the province to Atack current province, as he may (and often does) attack it before horror.
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Old March 30th, 2010, 07:55 AM

Redeyes Redeyes is offline
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Default Re: call the winds

Actually, the special monsters attack always happens before the one from rituals with units you permanently control - this includes teleport spells.

In effect, all spells like Send Horror (other example. Ghost Riders) will go together in one initial battle with Call of the Winds/Horde From Hell/Teleport spells happening immediately after but before regular troop movement.

If the special monsters win the province becomes independent, empty and of all troops. If you also ordered another army to enter (or teleported/farsummoned one) it will instantly be taken as would any other defenseless province.
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Old March 30th, 2010, 10:58 AM

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Default Re: call the winds

Quote:
Originally Posted by Redeyes View Post
Actually, the special monsters attack always happens before the one from rituals with units you permanently control - this includes teleport spells.

In effect, all spells like Send Horror (other example. Ghost Riders) will go together in one initial battle with Call of the Winds/Horde From Hell/Teleport spells happening immediately after but before regular troop movement.

If the special monsters win the province becomes independent, empty and of all troops. If you also ordered another army to enter (or teleported/farsummoned one) it will instantly be taken as would any other defenseless province.
Not true. Game just concluding we had call of the winds and horrors in the same combat against the defender.
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Old March 30th, 2010, 03:33 PM
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Default Re: call the winds

militarist
1) Read this:
Quote:
Originally Posted by WingedDog View Post
Usual tactic is to give oder to scout from adjoining province to MOVE into the province same turn you send horror to it.
Word usual means it is widely used. Widely used means it work.
Mechanic is following: horror attacks province, horror kills the PD, horror claims province for independents, horror dies, independents build no PD, scout enters empty independent province, scout claims province for your nation.

2) If 2 calls are cast by one nation at the same province - they both attack province at the same time at magic battle stage, since they represent the same nation.
If you move your troops to one enemy province from different friendly provinces do they fight together at the same time or there are several separate battles?

Quote:
Originally Posted by thejeff View Post
If the birds, horrors, riders and Neifel troops were all in the battle at once, then that explanation doesn't hold.
He said there was only one battle in province, he didn't say hawks attacked along with special monsters, and I'm pretty sure they didn't.
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  #6  
Old March 30th, 2010, 05:19 PM
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Default Re: call the winds

Quote:
Originally Posted by WingedDog View Post
Mechanic is following: horror attacks province, horror kills the PD, horror claims province for independents, horror dies, independents build no PD, scout enters empty independent province, scout claims province for your nation.
Is the bold portion true only for the turn in which the PD is destroyed, or for all turns following the PD's destruction while the province remains independant?
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Old March 30th, 2010, 05:21 PM

Redeyes Redeyes is offline
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Default Re: call the winds

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Originally Posted by Mysterio View Post
Is the bold portion true only for the turn in which the PD is destroyed, or for all turns following the PD's destruction while the province remains independant?
Unless it gets an event where an independet army shows up (like a barbarian attack, or something nastier).


My original post is still accurate in every way and answers all the questions asked unless teams using farsummoning rituals at a single province messes things up - but It hasn't in my games.
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  #8  
Old March 30th, 2010, 05:47 PM

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Default Re: call the winds

Quote:
Originally Posted by Redeyes View Post
My original post is still accurate in every way and answers all the questions asked unless teams using farsummoning rituals at a single province messes things up - but It hasn't in my games.
Except this part which is false:

Quote:
Originally Posted by Redeyes View Post
Actually, the special monsters attack always happens before the one from rituals with units you permanently control - this includes teleport spells.
It is randomly decided (by unit id) which happens first - the special monsters attack or the regular remote summon/ teleport attack.
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  #9  
Old March 30th, 2010, 05:27 PM
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Default Re: call the winds

It's also what happens when somebody gets dominion killed. All of their troops and PD vanishes. Still have to break down castle walls, but there's nobody inside.
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  #10  
Old March 30th, 2010, 09:33 PM
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Default Re: call the winds

Quote:
Originally Posted by Graeme Dice View Post
It's also what happens when somebody gets dominion killed.
What is meant by "gets dominion killed?"
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