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Flying pegasi can be bad?
#1
Keeping details to a minimum, since it is an active game, but I had a very weird result and wondering if others know if it is correct?

I had a patrol do a 710 order to land at an unusual sighting. This group does have the flying horses as an artifact.

My results say that flying troops cannot land in the water.

So, somehow, just having the pegasi means I cannot do a normal 710 order? Ok with it if that is how it works, just trying to verify if this is a known way it works or not before I bother Command Central.
So, you can't fly there and you can't do a 710 order, so just having that artifact keeps you off the water?
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#2
No it is part of the new engine. Had something similar with some bats in a game. The new engine treats them now like flying units and you can not land in water with the group that has them. In my case I moved them to another group and moved the next turn. The benefit of this is your group is also immune to wall of fire. Game 300 forum has this among its close to 500 posts.
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#3
Flying ability of the Pegasus and Red Bats provide both positive and negative effects. Advantages are that if your group is division sized or less, it becomes immune to earthquake and wall of fire damage much like a normal flyer. However, your group also gains the disadvantage in that you cannot issue a sea movement order 710/715 much like the other flyer types. These effects may change once I receive Ry Vor's updated artifact list but until then, if you ever need to use one of the sea orders, either transfer the flying artifact out of your group or add more than 5 brigades which will cause your group to lose its flying ability.
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#4
So if my group has more than 5 brigades now. Can I issue a 720 order without an error saying that it has the ability of flight and I used wrong order
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#5
You can always use order 720, you must have issued a sea movement order 710/715 which flying blocks from happening for the same reason that dragons cannot use ships (flying creatures are too big to fit on the boat or such). The recruit/transfer/combine orders check for artifacts so if you increase your group beyond 5 brigades, it loses the flying ability and you can issue 710/715 that turn. It's easier though if you transfer the flying artifact with an agent to another group/emissary/pc. I think the order checker logs an error if you try to use 710/715 with a flying artifact onboard. You must have investigated an encounter, picked up a flying artifact, and tried to move via 710/715 on the same turn. If you tried to use 710/715 the following turn, the order checker should display a warning to you.
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#6
I picked up Bats in a game last week and issued a sea move the same turn and got a surprise. Not an issue, just another interesting mechanic imo.
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#7
UM your right. I went back through my turns, and that turn, I tried issuing a 710. That is why I got the error.
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