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Let's dedicate this topic for random short questions and answers.

How do I change unit's facing in tactical combat without moving it to another hex?

How do I get units flee from battlefield (tactical combat)?
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Kuokkanen: Let's dedicate this topic for random short questions and answers.

How do I change unit's facing in tactical combat without moving it to another hex?
Right click them and hold, then drag the mouse in the direction you want them to face.
Note that the only time this has gameplay consequences is when the unit casts a spell afterwards.
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Kuokkanen: How do I get units flee from battlefield (tactical combat)?
You can get them to flee by panicking them, there are spells and unit abilities which can do that. Note that only the attacker can flee, so if they are defending they can only increase their distance to your troops.
If you as the attacker want to flee, move on the hexes with the arrows on the edge of the battle map (they are also outlined in light purple (that might only be when you're in movement range)).
Post edited April 02, 2014 by Narvek
*Ignore*
Post edited April 02, 2014 by coldalarm
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Kuokkanen: How do I get units flee from battlefield (tactical combat)?
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Narvek: You can get them to flee by panicking them, there are spells and unit abilities which can do that. Note that only the attacker can flee, so if they are defending they can only increase their distance to your troops.
If you as the attacker want to flee, move on the hexes with the arrows on the edge of the battle map (they are also outlined in light purple (that might only be when you're in movement range)).
So I as defender can't flee then? So having solo unit armies exploring the map isn't a good idea?
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Kuokkanen: So I as defender can't flee then? So having solo unit armies exploring the map isn't a good idea?
No you can't: imagine if you could, why would you ever take losses at all as a defender? Also, where would you withdraw too? What if all adjacent hexes have enemies on them? etc.

Solo units exploring the map is a very good idea!
You will lose them eventually, but by then they should have picked up their value in gold, mana, population etc pickups.
Knowledge of the lay of the land is very important, and if you meet cities/dwellings you can get quests earlier that when completed give you that city/dwelling.
Post edited April 03, 2014 by Narvek
I noticed that the combat will end with a lose for the attacker (without consequences) if noone deals damage for a few rounds (around six I guess). So, attacking and waiting until the defender's buffs are vanishing is pointless. But it gives your scout a chance to "flee". It is not very nice to look at, but if your scout is fast enough, just run away from the enemy units and wait for the battle to end. You can move the scout the next round as if nothing happend.

Btw: I have a lot of fun with AoW3 and it is running good on my six years old PC. Congratulations! :D
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Narvek: Solo units exploring the map is a very good idea!
But if low level 1 unit army is attacked by wandering independent unit (scoundrels, monsters, whatev), it's goner. Unless DaKarach's advice works. I try that with my irregular units. Irregular units (civic guard, initiate etc.) make excellent scouts when speed upgrades (off the beaten path and trail running) have been researched.

More questions:
Can this game be modded and to what extent?
Can bridges be built?
Can ship move under the bridge?
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Narvek: Solo units exploring the map is a very good idea!
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Kuokkanen: But if low level 1 unit army is attacked by wandering independent unit (scoundrels, monsters, whatev), it's goner. Unless DaKarach's advice works. I try that with my irregular units. Irregular units (civic guard, initiate etc.) make excellent scouts when speed upgrades (off the beaten path and trail running) have been researched.

More questions:
Can this game be modded and to what extent?
Can bridges be built?
Can ship move under the bridge?
You can only flee the battle as attacker, so for the tactic to work you'd need to keep evading the enemy for 6 rounds, which can be pretty hard to impossible.
Almost all classes have a tier 1 summon that makes an excellent scout: summon 5, send in all directions, if one goes down summon another :)

Modding: There's a level editor that is really powerful. but unit stats for example cannot be modded (yet).
Bridge building: no
Ships moving under bridge: yes (if they have enough movement points)
I'm playing with High Elf Dreadnought . What are my best units against Phantasm Warrior.
Post edited April 04, 2014 by Kuokkanen
@Kuokk: Look at the unit description and choose by looking at the protection values. I think it has a high tolerance for normal damage -> use elemental damage. So I would expect the flametank/priest to be good and the muskets bad against it.

Question: I started to play as a Sorcerer. I summoned an Eldrich? Horror and a Phantasm Warrior. But if I try to summon a 2nd Horror or anythin else above the Phantasm Warrior, the spell cast is stuck with 1 turn left. Waiting for several turns with full cast points and a lot of mana crystals doesn't finish the spell. Is this a bug or do I have to build sth for a 2nd Horror?

- In short: how to build up an army with summoned sorcerer units?
Post edited April 05, 2014 by DaKarach
Are you casting spells in battle every turn? Remember your leader casting points represent a common pool for ALL spells - if you cast enough combat spells you will drain your points for the current turn and your summons will be delayed.

For summoners try not to cast too many spells in combat. Better yet, get your heroes to do it... their casting point pool is different. Also you might want to research the casting point increase abilities or build grand palaces.
Post edited April 06, 2014 by AverageBear
I waited a few turns without using spells as I wrote above. That didn't help at all. The counter just stayed at 1 turn. I think it was a bug...
Try reporting it in the bug sections on AoW3 forums ... they are really responsive!

BTW there should be a patch out this week fixing a lot of issues. Hopefully that may solve your issue too...
@DaKarach: if it's stuck at 1 turn left that sounds like a bug.. and one I haven't heard of yet.

If it's stuck at 0 turns you may be trying to cast it outside of cities/hero stacks?
You need to summon the summon next or on a hero (if the stack isn't full) and on or next to a city.

If it is a bug and you haven't reported it yet on our sites I'd humbly ask you to do so, that makes it much easier for us to handle them.
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DaKarach: @Kuokk: Look at the unit description and choose by looking at the protection values. I think it has a high tolerance for normal damage -> use elemental damage. So I would expect the flametank/priest to be good and the muskets bad against it.
Right on target. Flame tanks make delicious barbeque of anything without fireproof protection, including Phantasm Warriors. Hero, 2 Flame Tanks, and 3 musketeers are good stack. Becouse game categorizes musketeers as archer units, that means elf musketeers do more damage than equivalents of other races. Perfect!