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Old August 26th, 2004, 01:49 PM
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Reverend Zombie Reverend Zombie is offline
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Default Re: Moloch rout solution -> imps as bodyguards?

Quote:
Ivan Pedroso said:
No this wouldn't work.

If the only participants on your side is a commander with bodyguards, the commander will rout as soon as the first bodyguard is killed (or perhaps only wounded). This has happened to me with a PoD with a skeleton-only bodyguard. He didn't get to summon anything before a "flying" triton caused everything to rout [img]/threads/images/Graemlins/mad.gif[/img]
(I then changed them to hold and attack closest and all was well )
So could the imps be put on "hold and attack," I wonder
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Old August 26th, 2004, 03:02 PM

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Default Re: Moloch rout solution -> imps as bodyguards?

This won't work, but it inspired me to a solution that would: Ignore combat summon monsters when calculating a rout. That would fix imps, phantasmal warriors, skeletons, whatever.
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Old August 26th, 2004, 06:16 PM

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Default Re: Moloch rout solution -> imps as bodyguards?

Ignoring Combat summons would un-neuter the Moloch, but would really change a whole lotta other battles.

After you have combat summoned a couple of unbreakable units (false horrors/skeleton/etc) to augment one of your large armies of mundane troops, you pretty much don't have to worry about the entire army routing off unless the summoned unbreakables all die. Individual Groups might flee after taking damage, but the entire army is pretty secure even if you only have a measly summoned skeleton or two in the back with a necromancer...

Though it does seem kind of silly that a group of cowards are somehow influenced by the morale of unbreakable units, both combat summoned ones and ones you bring into the battle. Why does mixing a single crippled claymen (so he doesn't engage anyone anytime soon) with a group of Hydras make them feel so confident?
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