![]() |
|
Units, artifacts and armor-bearers Discussion, questions and solutions about units, artifacts and armor-bearers. |
![]() |
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
![]()
No. Technically, a unit cannot move/attack more than 2 times per fight. When you give a troop an extra move/attack/etc. they have the right to do that in the end of the sub-turn (as if you gave the same troop the order to wait the first time), after everyone else had moved.
This makes it impossible to have a troop act more than twice per battle. There is a small exception to the rule when 2 demon/executioner stacks start hacking at each other, as they may go on until one of them is destroyed. Another exception to the rule is the Gorguanas, who have a significant chance to get an extra attack if the stack just scored a killing hit. As such, a gorguana can get a lot of moves in one turn as well (limited by the number of enemy stacks currently on the battlefield). EDIT: I checked the russian guide in an attempt to bring some clarity to the discussion here If we're talking about Trigger, these are the units he affects: Skeleton Archer, Archer, Cannoneer, Catapult Goblin, Elf, Hunter, Goblin, Royal Thorn, Thorn Hunter, Alchemist, Repair Droid, Cyclops, Beholder, Evil eyes. If we're talking about Self-loading crossbow/Arbator it affects: Skeleton Archer, Archer, Elf, Hunter If we're talking about the Telescopic sight, these are the units it affects: Skeleton Archer, Archer, Cannoneer, Catapult Goblin, Elf, Hunter, Goblin.
__________________
Last edited by DGDobrev; 12-14-2009 at 01:23 PM. |
#2
|
|||
|
|||
![]() Quote:
|
#3
|
|||
|
|||
![]()
What about Sniper set (telescopic sight and ale barrel)? What type of archers benefit here?
|
#4
|
|||
|
|||
![]() Quote:
If I recall correctly, bowmen, elves, high elves, cannoneer, goblin, catapulter? and there are a few others. Found it! http://forum.1cpublishing.eu/showpos...1&postcount=58 Archers - for the sake of the set Skeleton Archer, Archer, Cannoner, Goblin with the Catapult, Elf, Pathfinder, Goblin. (Only for an item the Optical sight and the complete set of the Sniper) Last edited by ckdamascus; 01-11-2022 at 12:06 AM. |
#5
|
||||
|
||||
![]() Quote:
Hmmm... And with this configuration : zombie paladin bowman bowman plays paladin makes bowman play again zombie waits bowman plays zombie makes bowman play again Does this work, or will the zombie play before the bowman even using the wait option? Hope the question isn't stupid, but I'm not sure to understand your explanation (yeah, my bad english...) Last edited by Coin-coin le Canapin; 12-14-2009 at 02:08 PM. |
#6
|
|||
|
|||
![]() Quote:
edit2: No it doesn't work, I was right with the ordering: Skeleton Archers: attack Zombies: Pass to Archers, Archers get put to last initiative order Paladins: Wait, in order to go after the archers, but they get their turn put before the skeleton archer have their second, so no, sadly it doesn't work. I still havn't tried the Phantom method yet, but I think that'll work out the same, as whoever has their turn "Passed" or "Second Winded" to them, will always move last in that turn, regardless of any methods to get around it. =========== No, when you "Pass" or use the Paladin's "Second Wind" the unit you use it on automatically get's put at the very end of the initiative line. So to give them a third turn you'd have to somehow get a unit to cast "Pass" or "Second Wind" after the unit has had it's second turn, but with it's second turn being pushed to last place, it's not possible ![]() So it'd be like: Bowman attack Zombies "Pass" Cast Phantom on Zombies. Bowman attack. Zombie Phantoms "Pass" It all comes down to when the Zombie/Paladin Phantoms got their turn. I used zombies in the example because their initiative is awful, so if it has anything to do with who goes first, the zombie phantoms would be relegated to moving after the Bowman. Last edited by Akimbo; 12-14-2009 at 02:21 PM. |
#7
|
|||
|
|||
![]()
It doesn't work like this.
If zombie waits, it will get its turn on the sub-turn before the bowman has moved, and so, you won't be able to use it twice. However, if you have 2 archer-type, you can use both of them in the same turn ![]() On the other hand, mini-phantom can work.
__________________
|
#8
|
|||
|
|||
![]()
I'm not 100% sure if the phantom moves last, or before the Archer unit gets its second turn though. I didn't try that yet
![]() |
#9
|
|||
|
|||
![]()
Yeah, I'm uncertain as well... That was a supposition, but come to think of it, it may not work... Guess we have to test it first
![]() I've been thinking about an archer party for quite a while... I guess I may as well do one. The main thing I'm still pondering about is should I go for Trigger and its built-in archer crit or for Telescopic + Ale barrel (that gives +100% base attack to all archers in addition to a nice crit bonus), because unless I pick a mage, I can't go for both (I need 2 artifact slots for those, and with warrior/paladin + trigger I have only 1)... It would require some further planning I guess.
__________________
|
#10
|
|||
|
|||
![]() Quote:
On Moro: Elven Bow Elven Crown Marshal's Baton Dragon Cloak On Me: Elven Crown Marshal's Baton Axe of Lightning Bow of Skill Slippery Cuirass Protective Bracelets Pilgrims Boots Dragon Chain I could actually put in the Telescopic sight instead of the Dragon Chain, as I did find one of those. I also have the Barrel, but no Artifact slot to use it in ![]() ![]() The Phantom method doesn't work either by the way, so it's impossible to give a single unit 3 turns in one go. It's perfectly possible to give 3 Archer units 2 turns each in one turn though. As a mage I suppose you could keep up 2xPhantoms every turn since you only need to cast the level 1 version of the spell to get the extra-action skills. The number of troops in the phantom unit doesn't matter. Or cast Mass Precision for 6 Archer attacks all with +40% damage in the first turn...Why oh why don't I have a mage yet. New run through for me soon I guess hehe. By the way my army for testing was: Zombies Paladins Hunters Elf Archers Skeleton Archers It's also worth noting that the Paladins Second Wind, doesn't work on Undead, so remember to Pass to them with the zombies and phantom the Paladins to Second Wind both Elf units ![]() On a side note I've not found any better gloves (Those are +1 defense +50 leadership) or boots (+1 speed to slowest troops) what do people usually end up using for those slots. Last edited by Akimbo; 12-14-2009 at 04:31 PM. |
![]() |
|
|