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  #1  
Old July 5th, 2009, 08:55 AM

Viajero Viajero is offline
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Default 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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  #2  
Old July 5th, 2009, 10:22 AM

Sombre Sombre is offline
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Default 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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Old July 5th, 2009, 10:50 AM

Fate Fate is offline
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Default 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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Old July 5th, 2009, 10:52 AM

Viajero Viajero is offline
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Default Re: Teleportig armies

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Originally Posted by Sombre View Post
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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Old July 5th, 2009, 11:28 AM

thejeff thejeff is offline
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Default 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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Old July 5th, 2009, 12:41 PM

Micah Micah is offline
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Default 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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  #7  
Old July 5th, 2009, 01:27 PM

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Default 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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  #8  
Old July 5th, 2009, 02:09 PM
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Default Re: Teleportig armies

Quote:
Originally Posted by Viajero View Post
Easy enough to do for commanders (and their troops) that actually can cast teleporting spells like Gateway, Astral Travel or Stygian Path... but
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.
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Old July 6th, 2009, 06:33 AM
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Default Re: Teleportig armies

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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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Old July 6th, 2009, 10:42 AM

Viajero Viajero is offline
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Default Re: Teleportig armies

Quote:
Originally Posted by NTJedi View Post
Quote:
Originally Posted by Viajero View Post
Easy enough to do for commanders (and their troops) that actually can cast teleporting spells like Gateway, Astral Travel or Stygian Path... but
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.
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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