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				July 15th, 2008, 02:47 PM
			
			
			
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				 Re: Battlefield spell + retreating? 
 
	Quote: 
	
		| You didn't develop a SC or army capable of dealing with the issue - so instead of merely retreating, you were eliminated by a heat from hell, etc. 
 
 |  Unless i'm utterly wrong, that is not true. If i cloud trapeze  onto your army/SC, cast the MoD and retreat, you will die regardless of anything. Your SC might as well be "inmune to heat, shock and frost". Or "inmune to death" and still would die. Becouse after 50 turns the attacker (that is, me) would retreat. As i dont have units, just the endless phantasmal warriors, fight would keep until turn 75, at which point everyone is destroyed.
 
Is not that the case? |  
	
		
	
	
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				July 15th, 2008, 03:05 PM
			
			
			
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				 Re: Battlefield spell + retreating? 
 Good luck stopping my Air Queen with Armor of Virtue.  Perhaps if you planned from day 1 just to kill me, then you'd be safe.  Assassins just give me more experience, retreat paths are irrelevant with the ritual of returning, and at this stage in the game air gems are abundant.  And I am playing LA TC - not known as an air nation.  You better have casters with Rain of Stones ready to go everywhere b/c my armored telpeporting celestial masters with ritual of returning will be popping in wherever they see a troop buildup.  And rain of stones will likely do a lot more damage to you than it will to my single kamikazee casters.
 Anyway, it is personal preference and to each his own.
 
				__________________i crossed blades with the mightiest warriors of the golden age.  i witnessed with sorrow the schism that led to the passing of legends. now my sword hangs in its scabbard, with nothing but memories to keep it warm.
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				July 15th, 2008, 03:14 PM
			
			
			
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				 Re: Battlefield spell + retreating? 
 not to be imposing, but would someone like to answer my question too?  
				__________________ IN UN LAMPO DI GLORIA! |  
	
		
	
	
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				July 15th, 2008, 03:30 PM
			
			
			
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				 Re: Battlefield spell + retreating? 
 Yes, the mod fixes everything. |  
	
		
	
	
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				July 15th, 2008, 04:03 PM
			
			
			
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				 Re: Battlefield spell + retreating? 
 Sorry, chris, I totally disagree with your points. 
 Mod-retreating is a godmode. It might take some time to type in something like 'whosyourdaddy', and the others might be successful disurbing the typing process, but once it takes effort no one and nothing can beat it. I'd say, allowing anything like  godmode in MP might be fun, but tragic.
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				July 15th, 2008, 04:12 PM
			
			
			
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				 Re: Battlefield spell + retreating? 
 
	Quote: 
	
		| triqui said: 
 Unless i'm utterly wrong, that is not true. If i cloud trapeze  onto your army/SC, cast the MoD and retreat, you will die regardless of anything. Your SC might as well be "inmune to heat, shock and frost". Or "inmune to death" and still would die. Becouse after 50 turns the attacker (that is, me) would retreat. As i dont have units, just the endless phantasmal warriors, fight would keep until turn 75, at which point everyone is destroyed.
 
 Is not that the case?
 
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No, at turn 75 the defender would retreat. Only those who cannot/will not retreat are destroyed. 
 
Mindless, berserk, unconscious, immobile, etc units will be destroyed, but most will just retreat. |  
	
		
	
	
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				July 15th, 2008, 05:20 PM
			
			
			
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				 Re: Battlefield spell + retreating? 
 tnx Endoperenz ^_^ 
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				July 16th, 2008, 07:31 PM
			
			
			
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				 Re: Battlefield spell + retreating? 
 Tifone - by making the spell last only 9 turns, it is just one of the many spells that can be quickly cast to do some damage by a retreating caster.  In fact, there are others that would work better.  By putting a time limit on it, the 75 turn limit is never reached, and the other force is not automatically dissolved by game mechanics.
 Chris - there is really no way around the concept that this is a glaring bug.  Casting a BE and then leaving wouldn't be nearly as big a deal, because the battle would end.  However, it was never intended that the constant autosummoned units from MoD would keep the fight going indefinitely.  ie- you can NEVER make them stop coming, so you cannot win the fight.  All Mindless units are forfeit, and if this tactic is used defensively, I'm pretty sure that defender keeps their units even if they're forced to route, but the attacker loses ALL units remaining on the field.  Now you don't even have to kill them in the defensive use, you're just trapping them there to die uselessly.
 
			
			
			
			
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				July 17th, 2008, 03:18 AM
			
			
			
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				 Re: Battlefield spell + retreating? 
 In case anyone is still interested, a combat using MoD + Retreat can be ended (and won) by killing all the phantasmal units. 
Attached games are in this thread:
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1 |  
	
		
	
	
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				July 17th, 2008, 03:38 AM
			
			
			
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				 Re: Battlefield spell + retreating? 
 Way to construct a ridiculously obvious straw man.
 
Nobody cast a BE that does damage, which is where 99% of the real abuse of MoD comes from, and the army fighting off the MoD cast a bunch of zero encumbrance, life draining flyers with magical attacks, via false horror.
 
I can't think of anything else that would nearly close to that effective. If you have regular flyers, they're going to get fatigued flying all over the place. *If* they can even fly through storms. If you don't have flyers in the army, then you can't zip around the map fast enough to kill the MoD phantasms.
 
I mean, really, K. I think you can do better. This is just embarrassing.
 
Jazzepi |  
	
		
	
	
	
	
	
	
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