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March 30th, 2010, 06:48 AM
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Second Lieutenant
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Join Date: Jan 2010
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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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March 30th, 2010, 07:19 AM
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First Lieutenant
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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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March 30th, 2010, 07:55 AM
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Second Lieutenant
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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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March 30th, 2010, 10:58 AM
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BANNED USER
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Re: call the winds
Quote:
Originally Posted by Redeyes
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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Not true. Game just concluding we had call of the winds and horrors in the same combat against the defender.
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March 30th, 2010, 03:33 PM
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First Lieutenant
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Re: call the winds
militarist
1) Read this:
Quote:
Originally Posted by WingedDog
Usual tactic is to give oder to scout from adjoining province to MOVE into the province same turn you send horror to it.
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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
If the birds, horrors, riders and Neifel troops were all in the battle at once, then that explanation doesn't hold.
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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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March 30th, 2010, 05:19 PM
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Corporal
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Re: call the winds
Quote:
Originally Posted by WingedDog
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.
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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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March 30th, 2010, 05:21 PM
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Second Lieutenant
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Join Date: Dec 2008
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Re: call the winds
Quote:
Originally Posted by Mysterio
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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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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March 30th, 2010, 05:47 PM
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Captain
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Re: call the winds
Quote:
Originally Posted by Redeyes
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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Except this part which is false:
Quote:
Originally Posted by Redeyes
Actually, the special monsters attack always happens before the one from rituals with units you permanently control - this includes teleport spells.
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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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March 30th, 2010, 05:27 PM
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General
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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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March 30th, 2010, 09:33 PM
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Corporal
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Join Date: Aug 2009
Location: Wesley Chapel, FL
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Re: call the winds
Quote:
Originally Posted by Graeme Dice
It's also what happens when somebody gets dominion killed.
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What is meant by "gets dominion killed?"
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