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Arnuz: Why would you do that?
... Unless it's on an ally?
=D

I have a few different ideas, but none of them involve casting on an allied ship (which seems too much like abusing the spirit of the rule, if not the letter). I'm specifically talking about casting on ships that aren't allied with you.

I kind of want to try them out and see what happens before spoiling the surprise.
Spoilers!

FM on warships (especially indie galleys from dead players) will cause the AI to eventually move them to shore if it sees a juicy target for the taking. If you remove the enchantment while it's on land, it strands the ship and you can move any land unit over to capture it. If it happens to be sitting beside a water hex (or you reenchant it), you now have a free new warship at your command. "Yarrrr, I will commandeer this here boat now"
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Thereunto: Spoilers!

FM on warships (especially indie galleys from dead players) will cause the AI to eventually move them to shore if it sees a juicy target for the taking. If you remove the enchantment while it's on land, it strands the ship and you can move any land unit over to capture it. If it happens to be sitting beside a water hex (or you reenchant it), you now have a free new warship at your command. "Yarrrr, I will commandeer this here boat now"
Aaaand you spoiled the surprise. :(

I had 2 ideas.
1) Cast Free Movement on indie galleons and block off passages so they go harass my opponents by stealing their stuff. Galleons shoot javelins, have Marksmanship, a lot of hp, and a lot of movement. Having one running around on land would be a sizeable annoyance, and siccing it on my opponents means it isn't stealing my stuff AND I don't have to risk units trying to kill it.

The lulz factor alone of herding an indie galleon into an opponent's home area would be well worth the cost. :D

2) As Thereunto said, once it was on land, I'd have the option of cancelling the spell and then capturing it, effectively converting it to my side. Going by the rules, I'd be unable to get it off land unless I happened to catch it right next to water, but 12-16 mana to "kill" a galleon with no risk to my units would be a pretty good deal.
Hahaha neat stuff
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Arnuz: Hahaha neat stuff
It's all fun and games until someone herds a rampaging galleon into your lands to unflag all your stuff. ;)
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Thereunto: Poke
As far as I know, you're up.

Edit: Nvm, just no TS was posted.
Post edited November 07, 2019 by Bookwyrm627
Undead, Day 26

The Elves have declared war. We prepare to face whatever they might have to throw at us.

TS

The restart comes from boat troubles. I tried to load a stack on a boat, and the units went "under" it instead on joining it. I tried walking off and back on, but the same thing happened. I then tried exiting the turn and coming back in, but that removed the stack entirely. There were some important units in that stack, so I restarted. I tried to burn the same resources that I'd spent to that point in the turn on the same things, including feeding some survivors that didn't survive the first time to a strong indy.
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Bookwyrm627: Undead, Day 26

The Elves have declared war. We prepare to face whatever they might have to throw at us.

TS

The restart comes from boat troubles. I tried to load a stack on a boat, and the units went "under" it instead on joining it. I tried walking off and back on, but the same thing happened. I then tried exiting the turn and coming back in, but that removed the stack entirely. There were some important units in that stack, so I restarted. I tried to burn the same resources that I'd spent to that point in the turn on the same things, including feeding some survivors that didn't survive the first time to a strong indy.
TS

I've seen that a few times and the only way I've seen to fix it is to unstack, move the boat at least a hex, and then restack.
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Bookwyrm627: Undead, Day 26

The Elves have declared war. We prepare to face whatever they might have to throw at us.

TS

The restart comes from boat troubles. I tried to load a stack on a boat, and the units went "under" it instead on joining it. I tried walking off and back on, but the same thing happened. I then tried exiting the turn and coming back in, but that removed the stack entirely. There were some important units in that stack, so I restarted. I tried to burn the same resources that I'd spent to that point in the turn on the same things, including feeding some survivors that didn't survive the first time to a strong indy.
Happened to me as well a few turns ago.

TS
Post edited November 07, 2019 by jyri
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Bookwyrm627: Undead, Day 26

The Elves have declared war. We prepare to face whatever they might have to throw at us.

TS

The restart comes from boat troubles. I tried to load a stack on a boat, and the units went "under" it instead on joining it. I tried walking off and back on, but the same thing happened. I then tried exiting the turn and coming back in, but that removed the stack entirely. There were some important units in that stack, so I restarted. I tried to burn the same resources that I'd spent to that point in the turn on the same things, including feeding some survivors that didn't survive the first time to a strong indy.
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jyri: Happened to me as well a few turns ago.

TS
I *think* I fixed the issue clicking furiously repeatedly on the stack in frustration once, cursing (might be that helped) but it was during my first days so I don't know.
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Arnuz: I *think* I fixed the issue clicking furiously repeatedly on the stack in frustration once, cursing (might be that helped) but it was during my first days so I don't know.
Repeatedly clicking will allow you to cycle through everything in the hex, which in this case includes both stacks. It didn't get the units to hop on the boat, though. :(

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Undead, Day 27

We spot the Elf leader!

After a LOT of hemming, hawing, evaluating numbers, and running mental scenarios, we finally say a prayer and flip a coin. The attack commences. The leader survived, but his entourage was wiped out. We consider the loss of an unhappy basilisk, two lurkers, and a frog definitely a worthwhile exchange for a galleon, a giant mole, and a hero. A lot of upkeep on both sides has been freed up.

We also decide it is far past time to get the nodes in our homeland rebuilt. Need mana!

TS
TS
TS
SOUTHERN YOU GOOFED!!!
Undead, Day 28

I finally find out why a High Man elephant has been sitting and staring at a tower on the middle layer for a dozen turns or so. It hired the flipping tower guards (2 giants, 3 giant moles, and 3 bombard cannons) and set them to work. Sonuvacrap. Needless to say, I was NOT prepared for this eventuality.

We also keep an eye out for the Elven leader, who has gone MIA again.

TS

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southern: poke
You need to check the Indy guard status for a bunch of your neutrals. There are two known issues.

1) The set of 3 goblin clerics sitting on Reflecting Pool on the bottom layer near the Undead tower toward the middle were willing to be hired by me, while the 3 doom priests on the reflecting pool near the Azrac base were not. I'm assuming the goblin clerics are the ones in err here.

2) Especially check the hire status of all the guards sitting on all those towers in the middle layer of the map. Very specifically the one with 2 giants, 3 moles, and 3 cannons. All the evil oriented ones were not willing to be hired by me during this iteration or the previous iteration, so I'm assuming they are fine.