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  #1  
Old March 14th, 2004, 07:33 PM
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Default Re: Fire when guard commander

Righto. But OTOH: Two armies set to "fire" will have the exact same effect as well (same as set to guard commander and firing while doing so). I fail to see the net loss / problem with firing while guarding a commander.
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  #2  
Old March 14th, 2004, 07:39 PM
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Default Re: Fire when guard commander

Quote:
Originally posted by tinkthank:
Righto. But OTOH: Two armies set to "fire" will have the exact same effect as well (same as set to guard commander and firing while doing so). I fail to see the net loss / problem with firing while guarding a commander.
Two armies set to fire will have their missile troops close to melee range after their ammunition runs out.
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Old March 14th, 2004, 08:31 PM
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Default Re: Fire when guard commander

Quote:
Originally posted by Graeme Dice:
Two armies set to fire will have their missile troops close to melee range after their ammunition runs out.
Which is why we need a new "Fire and Hold" command for missile troops (rather than just the current Fire & Attack), along with Fire while Guarding.
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  #4  
Old March 14th, 2004, 09:52 PM

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Default Re: Fire when guard commander

Quote:
Originally posted by Arryn:
quote:
Originally posted by Graeme Dice:
Two armies set to fire will have their missile troops close to melee range after their ammunition runs out.
Which is why we need a new "Fire and Hold" command for missile troops (rather than just the current Fire & Attack), along with Fire while Guarding.
But then you could end up with two armies holding indefinitely at opposite ends of the battle screen. Which I guess wouldn't be so bad since auto-rout eventually kicks in.
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Old March 14th, 2004, 10:04 PM

Zurai Zurai is offline
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Default Re: Fire when guard commander

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Originally posted by Yossar:
But then you could end up with two armies holding indefinitely at opposite ends of the battle screen. Which I guess wouldn't be so bad since auto-rout eventually kicks in.
Exactly. There's already a method for handling combats which take too long/are stalemated. No need to take away perfectly viable gameplay mechanics such as having Daoine Sidhe guarding your commander and throwing their javelins when something comes in range.
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Old March 15th, 2004, 10:02 AM
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Default Re: Fire when guard commander

Yeah, I do not see the problem either: I think its the Defender's right to sit and wait for the enemy to attack! And if the enemy does not attack, because he only got his guarding missile troops, then the defender should win after some, say 22, turns...

So discouraging cowardly attackers does not sound bad to me!
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Old March 15th, 2004, 11:07 AM

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Default Re: Fire when guard commander

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Originally posted by Chazar:
Yeah, I do not see the problem either: I think its the Defender's right to sit and wait for the enemy to attack! And if the enemy does not attack, because he only got his guarding missile troops, then the defender should win after some, say 22, turns...
I believe attacker's troops rout at 50 turns, defenders at 60, and everyone left (immobiles, berzerkers, paralyzed troops) dies at 70. Could be a bit off.
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