Nature
Follow This Easy Process To Get Started Playing Alamaze
Step #1 - Register for Forum Account      Step #2 - Create New Player Account      Step #3 - Sign In  (to issue turn orders and join games)
ATTENTION: After Creating Player Account and Signing In, select the GAME QUEUE link in the Order System screen to Create or Join games.
Alamaze Website                 Search Forum              Contact Support@Alamaze.net


Player Aids             Rulebook             Spellbook             Help Guides             Kingdom Set-Ups             Kingdom Abbreviations             Valhalla             Discord

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Last Hurd of Winged Stallions and limit
#1
I have a question: let's say that I have this artifact, which allows me to fly and carry 5 brigades. Done. Let us also say that I have7 brigades of Specters in that group, which also fly. Does this mean that I can do the entire 12 brigades or is this not allowed.
Reply

#2
I don't think it works like that. If you read it carefully, it says that it allows a division or smaller group to fly. I don't think they will carry just part of your troops, although it does make some sense the way you laid it out.
Reply

#3
Another question: How does one fly with said Herd of Winged Stalions? I know that there used to be an order for it in the turn entry program thingy, but i don't know, and I am not certain where to look in the revamped rule book that unclemike wrote, as it is lengthy.
Reply

#4
Flying has changed. It is not really flying anymore. You travel your normal way, but the herd will allow you to fly over water or land in a water square. The flying with still help you in combat with a PC. It is written up in one of the updates.
Reply

#5
Having returned from a year off, this is quite a jarring change. I don't understand it at all as it devalues the Bats, Herd and Dragon pair artifacts almost to uselessness.

Then normal moving kingdoms with some flying troops get no advantage from having a flying group (of Bat Brigads, for example). And there are a bunch more kingdoms like that now. Does that make sense at all? Shouldnt the group be able to fly over plains at 2.5 movement points or something faster than marching?

I wonder why Rick made this change. Makes no sense to me.
Reply

#6
(05-12-2023, 06:26 PM)Pine Needle Wrote: Having returned from a year off, this is quite a jarring change. I don't understand it at all as it devalues the Bats, Herd and Dragon pair artifacts almost to uselessness.

Then normal moving kingdoms with some flying troops get no advantage from having a flying group (of Bat Brigads, for example). And there are a bunch more kingdoms like that now. Does that make sense at all? Shouldnt the group be able to fly over plains at 2.5 movement points or something faster than marching?

I wonder why Rick made this change. Makes no sense to me.



Pine,

Also watch out if you are playing the Dragon, you can land in the water but if you are in a battle with an enemy group and they have fleets the could wipe you out.

R
Reply

#7
(05-12-2023, 07:08 PM)Ruingurth Wrote:
(05-12-2023, 06:26 PM)Pine Needle Wrote: Having returned from a year off, this is quite a jarring change. I don't understand it at all as it devalues the Bats, Herd and Dragon pair artifacts almost to uselessness.

Then normal moving kingdoms with some flying troops get no advantage from having a flying group (of Bat Brigads, for example). And there are a bunch more kingdoms like that now. Does that make sense at all? Shouldnt the group be able to fly over plains at 2.5 movement points or something faster than marching?

I wonder why Rick made this change. Makes no sense to me.



Pine,

Also watch out if you are playing the Dragon, you can land in the water but if you are in a battle with an enemy group and they have fleets the could wipe you out.

R
Given that this is the case and that a Dragon army of any size on water could be eliminated by just 1 brigade which has a fleet, I am surprised that the Dragons haven't been given the chance to have fleets or another work around hasn't been done.
Reply

#8
(11-04-2022, 06:51 PM)Windstar2 Wrote: I have a question: let's say that I have this artifact, which allows me to fly and carry 5 brigades. Done. Let us also say that I have7 brigades of Specters in that group, which also fly. Does this mean that I can do the entire 12 brigades or is this not allowed.

Actually, this is one of the problematic areas that we wanted to fix in the last update. It gets confusing for everyone when a group with flying brigades possesses a flying artifact, which has priority? How should the mechanics of flying work, go by the flying brigades or by the limited flying artifact? Well, we tried to simplify the rules regarding flying that I hoped was explained adequate enough in every kingdom's turn 0 setup.

To answer your specific question above, how the code works is that it checks the group for flying brigades. If all brigades are of flying caliber, then the group may fly over terrain, water, etc., as well as receive the numerous flying bonuses (+20% combat vs. pc's since flying over fortifications, immune to earthquake spells, etc.). So, with the last update, a group that consists entirely of flying brigades will have precedence over an artifact like Winged Stallions, which are limited to 5 brigades or less to fly.

Also, the previous command for an artifact that bestows flying (I think it was order #727), was eliminated because it acted like a teleport where the user specified a single map area instead of actually flying over terrain. So, that was removed from gameplay to simplify flying rules to be consistent and uniform with other acts of flying.

As for the nice movement rates of previously flying groups (like BL or RD whose movement rate of 2.5 per map area is just awesome), that was assigned only for specific kingdoms as their special, and unique, natural trait. So, dragons retained those nice movement rates. All other flying entities from other kingdoms (including FF fairy folk), move the group at their standard kingdom movement rate, but have the advantage of a flying group itself (+20% pc bonus, earthquake, etc.). So, that clarification on flying movement rates was another manner of simplifying the rules, while still affording the dragons their incredible and natural movement rate.

And we further expanded flying for certain kingdoms (Giants and Elves) with their special and exclusive brigade types only for them: Rocs for Giants, Giant Eagles for Elves. More was planned but ran out of time.

We also clarified other situations like when a group acquires a non-flying brigade (perhaps wizard summoning) that we had to examine when a group gains or loses its flying ability. I tried to go over all of that in the turn 0 kingdom setup explanation.

I could go on, but that's the gist of it...
Reply

#9
(05-12-2023, 07:08 PM)Ruingurth Wrote: Also watch out if you are playing the Dragon, you can land in the water but if you are in a battle with an enemy group and they have fleets the could wipe you out.

R

That was supposed to be handled as a normal group battle (though the flying group would battle a naval ship), though ran out of time to implement. The wizard spells Summon Kraken and Summon Leviathan was planned to change from its current ship-to-pseudo-ship battle to the newer version as well. But time constraints...
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Powered By MyBB, © 2002-2024 Melroy van den Berg.