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  #11  
Old March 30th, 2010, 03:26 PM

thejeff thejeff is offline
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Default Re: call the winds

If the birds, horrors, riders and Neifel troops were all in the battle at once, then that explanation doesn't hold.


militarist: Horror (or Ghost Riders, etc) kills PD, takes the province then leaves. The province is then an Independent province with no defenders. So a scout can move in and take it.

Any number of call of the winds cast to the same province will always arrive together.
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  #12  
Old March 30th, 2010, 03:33 PM
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Default Re: call the winds

militarist
1) Read this:
Quote:
Originally Posted by WingedDog View Post
Usual tactic is to give oder to scout from adjoining province to MOVE into the province same turn you send horror to it.
Word usual means it is widely used. Widely used means it work.
Mechanic is following: horror attacks province, horror kills the PD, horror claims province for independents, horror dies, independents build no PD, scout enters empty independent province, scout claims province for your nation.

2) If 2 calls are cast by one nation at the same province - they both attack province at the same time at magic battle stage, since they represent the same nation.
If you move your troops to one enemy province from different friendly provinces do they fight together at the same time or there are several separate battles?

Quote:
Originally Posted by thejeff View Post
If the birds, horrors, riders and Neifel troops were all in the battle at once, then that explanation doesn't hold.
He said there was only one battle in province, he didn't say hawks attacked along with special monsters, and I'm pretty sure they didn't.
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  #13  
Old March 30th, 2010, 04:36 PM

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Default Re: call the winds

The original post had:
Not true. Game just concluding we had call of the winds and horrors in the same combat against the defender.

The second one was less specific.

If it did happen, I wonder if it had something to do with the spells being cast by different nations?
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  #14  
Old March 30th, 2010, 05:19 PM
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Default Re: call the winds

Quote:
Originally Posted by WingedDog View Post
Mechanic is following: horror attacks province, horror kills the PD, horror claims province for independents, horror dies, independents build no PD, scout enters empty independent province, scout claims province for your nation.
Is the bold portion true only for the turn in which the PD is destroyed, or for all turns following the PD's destruction while the province remains independant?
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  #15  
Old March 30th, 2010, 05:21 PM

Redeyes Redeyes is offline
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Default Re: call the winds

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Originally Posted by Mysterio View Post
Is the bold portion true only for the turn in which the PD is destroyed, or for all turns following the PD's destruction while the province remains independant?
Unless it gets an event where an independet army shows up (like a barbarian attack, or something nastier).


My original post is still accurate in every way and answers all the questions asked unless teams using farsummoning rituals at a single province messes things up - but It hasn't in my games.
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  #16  
Old March 30th, 2010, 05:27 PM
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Default Re: call the winds

It's also what happens when somebody gets dominion killed. All of their troops and PD vanishes. Still have to break down castle walls, but there's nobody inside.
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  #17  
Old March 30th, 2010, 05:47 PM

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Default Re: call the winds

Quote:
Originally Posted by Redeyes View Post
My original post is still accurate in every way and answers all the questions asked unless teams using farsummoning rituals at a single province messes things up - but It hasn't in my games.
Except this part which is false:

Quote:
Originally Posted by Redeyes View Post
Actually, the special monsters attack always happens before the one from rituals with units you permanently control - this includes teleport spells.
It is randomly decided (by unit id) which happens first - the special monsters attack or the regular remote summon/ teleport attack.
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  #18  
Old March 30th, 2010, 09:33 PM
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Default Re: call the winds

Quote:
Originally Posted by Graeme Dice View Post
It's also what happens when somebody gets dominion killed.
What is meant by "gets dominion killed?"
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  #19  
Old March 30th, 2010, 10:50 PM
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Default Re: call the winds

Quote:
Originally Posted by Mysterio View Post
What is meant by "gets dominion killed?"
If you run out of white candles on the map - you lose the game. It is called dominion killed or domkilled.
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  #20  
Old March 30th, 2010, 11:40 PM
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Default Re: call the winds

Quote:
Originally Posted by thejeff View Post
The original post had:
Not true. Game just concluding we had call of the winds and horrors in the same combat against the defender.

The second one was less specific.

If it did happen, I wonder if it had something to do with the spells being cast by different nations?
If nation A and nation B cast horror and ghost riders respectively in a province of nation C - both riders and horrors join their forces in a single battle, since they represent one force - the Special Monsters. Hawks from Call of the Wind could never join that battle since they represent a nation which summoned them.
So my call it was the case and CrisP and his teammates just didn't watch the replay closely. If I'm wrong and hawks did joined forces with horrors and such - then the CrisP's post should take place in Bug Discussion tread, becouse it is not supposed to be tat way by game mechanics. And it is definitely not the tactic to recommend to a newbie.

P.S. A miracle is an event described by those to whom it was told by people who did not see it.
Elbert Hubbard
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