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Old July 17th, 2008, 04:19 PM
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JimMorrison JimMorrison is offline
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Default Re: Battlefield spell + retreating?

Quote:
K said:
In a very real way, it turns MoD from "godmode" to "something the runs the clock on very small armies, much like Quagmire or spamming summons."
Ehhh, Quagmire kills small armies? Good to know..... o.O

I'm not sure anyone intended to actually claim that there was *no* way to counter MoD. However, NOT using a second BE in conjunction with the MoD (usually stated in the exploit rules that people use), kind of invalidates the test IMO. Maybe the second BE would kill some phantasms, but if it takes 25+ turns without significant losses to the other army, then imagine how hard it will be to counter, even if the other BE only kills 10% a turn? I think you'd find that after 5-6 turns, either the army lacks the punch to kill the phantasms, or the spells have caused plenty enough imbalanced damage already.

And not only is your "50% loss to BE" damage for the phantasms laughable, but often clever players would just use Heat From Hell or Grip of Winter anyways, so won't be killing many phantasms. Of course, you would try to tailor that to your opponent, but still, the only thing you've even proven is that -some- types of summons -may- be able to stop the spell -if- they do not get killed by other effects first. Some nations, builds, and playstyles may not include Air or Death, and from there your options for things that will actually have even a remote chance of success, dwindles rapidly.


Apparently, someone has a very different definition of easy than most of the other people present.
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