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Discussion on 3rd Cycle: The Choosing Rules & Resources
#41
(03-17-2016, 05:45 PM)gkmetty Wrote: CI

I have a question about Sea battles, or rather the affect of a sea battles on the troops being transported.  I had a sea battle the the PI and when my group tried to investigate an unusual sighting the results were that my group was entrenched.  My understanding is that Sea battles are exclusive of the troops being carried.  If that is true then the sea battle should not have affected the investigation of the US.

Is my understanding wrong or are the turn results a mistake?

Thanks!

Interestingly, one of my leaders got a boost from that sea battle as well. I don't remember that happening before, but perhaps it was always the case for sea battles that were set off by a 110 order and I just don't remember. I would assume, though, that from a practical standpoint my fleets drove off your fleets from the area of the unusual encounter so we could investigate it.
'twas only a ring of protection, btw, nothing very exciting.
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#42
It is a little bit incongruous, though, to be driven off from a sighting when the reality is that losing a sea battle won't prevent a 150 or other pop center interaction.
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#43
Maybe it was some kind of auto defense. He did mention he was entrenched which is considered a defensive position that would prevent 150 and a US exploration.

Adding to the idea a kingdom with acuity is never surprised so becomes entrenched. Entrenched is a defensive order which prevents you from issuing a 150 or 140 type order.
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#44
(03-17-2016, 05:45 PM)gkmetty Wrote: CI

I have a question about Sea battles, or rather the affect of a sea battle on the troops being transported.  I had a sea battle with the PI and when my group tried to investigate an unusual sighting the results were that my group was entrenched.  My understanding is that Sea battles are exclusive of the troops being carried.  If that is true then the sea battle should not have affected the investigation of the US.

Is my understanding wrong or are the turn results a mistake?

Thanks!

Funny but it's not supposed to do that of automatically entrenching your group on water. I'll correct the code before the next turn runs.
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#45
UM what does immune to death magic include? Summon death? What about kill wizard/leader or plague
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#46
(03-20-2016, 05:11 AM)Jumpingfist Wrote: UM what does immune to death magic include?   Summon death?  What about kill wizard/leader or plague

If your kingdom has the Death Immunity trait, you're 100% protected against the wizard spells: Kill Leader/Wizard, Death spell, and Summon Demon/High Demon/Imp spells.
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#47
Thanks UM that is an impressive list
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#48
(03-20-2016, 03:24 PM)Jumpingfist Wrote: Thanks UM that is an impressive list

By Death Spell I assume he means spell #99 summon Death?

I see no kingdom with death immunity and 3 with death resistance (RA,BL,RD) - wondering if spell 99 fails 33% of the time or does 33% less damage.
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#49
AN has immunity.
Resists are all or nothing except where noted. I think stalwart is one that reduces damage
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#50
Just wondering about Fanatics and whether they now refuse to give up their employers 100% of the time? Thank you!
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