October 18, 2019, 01:06:10 AM

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Question: WHich rules will we issue for mages?
regiments allow to escape with any methods for 3 rounds - 2 (33.3%)
regiments allow to escape with any methods for 4 rounds - 1 (16.7%)
regiments allow to escape with any methods for 5 rounds - 0 (0%)
each such regiment will be icnreased should be increased in the cost - 0 (0%)
other (post it) - 3 (50%)
Total Voters: 6

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Author Topic: WHich rules will we issue for mages/cavalry with banner/pistoleters/elves?: poll  (Read 3379 times)
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alavet
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« on: May 08, 2009, 05:45:05 PM »

as for points see Cruose post:

Point cost: (based and compared on BGK point cost)
Bright mage: 5 points.
Ice mage: 3 points
Vampire: 6 points
Necromancer: 5 points
Shamen: 2 points.
Pistoliers: 4 points.


i little tired of this discussion so i guess this poll will solve the problem.
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Flak
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« Reply #1 on: May 08, 2009, 06:01:24 PM »

bright mage 5 and vampire 6 now thats just silly

they are not that good thats for sure
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alavet
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« Reply #2 on: May 08, 2009, 06:49:10 PM »

suggest anythign else (i actually agree with you)

and i cant see your vote
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ZzUu
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« Reply #3 on: May 08, 2009, 06:56:46 PM »

And what if there are several regiments of this kind? or a cavalry unit, deliberately avoiding engagement? or maybe some mummies in addition to vampire? It would be more then 1 regiment then...
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Crusoe
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« Reply #4 on: May 08, 2009, 07:54:39 PM »

SORRY !!  i forgot something again...

Game has 8 magic slots, those who charge it every moon cycle (but we know they full randomly) ,so even if we give 8 rounds for magic users , maybe (and most probably) slots dont full.

I think that magic users may have at least 1 fair opportunity, so the rounds should be 8 (moon cycles)
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alavet
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« Reply #5 on: May 08, 2009, 08:38:50 PM »

And what if there are several regiments of this kind? or a cavalry unit, deliberately avoiding engagement? or maybe some mummies in addition to vampire? It would be more then 1 regiment then...
i actually thought about it and actually pointed out in my other repliesin other thread if im not mistaken. i think we may allow ppl to use 2 units cause its way harder to control. although mummies seems to be losing for any fast range regiment but anyway we cannot change everything for the mummies.

i dont like 8 magic rounds at all. its evry big amount and sometimes you get 3 magic points which means 3 firesculls for someone in sometimes and so on... 4 is close but i prefer 3
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Flak
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« Reply #6 on: May 08, 2009, 10:26:11 PM »

I think it is very hard to make one rule that can apply to all possible scenario's

the possibilities of units to use for hit and run tactics are endless

im not sure what to vote for, but if a player is down to the last mage or regiment its safe to say that his tactics have failed and it would seen unfair to run around and kill a stronger enemy off for 30 minutes.

In sayn that all players must have some kinda plan as to how an army would deal with a mage, it can also be a bad army build that leaves this option open to a mage or pistoleers or who ever.

Nothing wrong with using teleport for hit and run when the fight is on, to take out artillery or archers, its when it goes from battle to guerrilla tactics that it poses an "unfair" threat.

I guess a time limit is the best way to handle this but ill need to think more about how long is fair
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"There is only one way out of hell, thats through it" -- General Patton

"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere

"Evil Turns upon it self" -- Paladine
Malus
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« Reply #7 on: May 09, 2009, 10:56:31 AM »

At the TT there are no endless teleporting wizards or hit´n´run elves.
I think the best for balance such a situation like 1 wizard vs 2 mummie units is to stop the game an count the points of each side and compare it. The player with most unit points is the winner.

I think both player are able to find out who is the winner of a fight.

The games get very stupid if every player must use a wizard or hit´n´run units. And if his wizard havn´t the teleport but the other side got it, it seams to be a autolose.

To say, get CC after 3-4 rounds is one realy badly rule i think.
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Flak
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« Reply #8 on: May 09, 2009, 01:45:03 PM »

but then its not a real rule, then its an interpretation of how well the battle was going

also unless the game is won by one side, then no battle report is generated and its impossible to know the loses exactly
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"There is only one way out of hell, thats through it" -- General Patton

"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere

"Evil Turns upon it self" -- Paladine
bembelimen
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« Reply #9 on: May 09, 2009, 04:52:10 PM »

All depends on the situation in the game. So I don't think, that we can find an global "rule" which fits for all situations, we can only appeal on the honor and the common sense of each player. For example, I don't think, that a mage/whatever should go to cc if it is a tight game, but he should go in cc if the other player is much better.
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tovertrut
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« Reply #10 on: May 09, 2009, 11:33:04 PM »

Bright mage: 5 points  theres no way a bright wizard is worth 5points,i realize screaming skull is very powerful but theres no guarantee ull get it.and a bright wizard is shot down very fast.bright wizardis worth as much as an ice mage in my opinion.

Ice mage: 3 points i could agree to ice mage and bright wizard to 3 points but dont rly see a need for it

Vampire: 6 points: i would agree to make vampire to 5 or 6 points because he is just so superfast.

necromancer: 5 points: undead need at least 1 cheap caster and necromancer is not so powerful that he needs to be 5 points...2points is oke unless ice mage/bright wizard get increased to 3 then id say also increase necromancer to 3
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