zilfallon wrote:Personally i don't think this means that height is a big factor. It affects a bit, but essentially it's all random, is what this line says
We say stuff is random all the time when probablities aren't equal. A square in a randomly generated game map might have a 30% chance 50% chance or 90% chance of being land.
Stanley left because Parson's plan failed, and a bunch of his warlords and dwagons were croaked, underscoring why he's not perfect. Parson decided to attack the siege units, overstretched, and lost all those dwagons. Even if Tram left they'd still have the archers and casters, for capital defence- to keep the analogy, he'd take the fliers, which can move fast. The king decides deployment of the casters.
Parson had
24 dwagons left in position to capture the pliers, croak Ansom, eliminate Jillian and her fliers and hit the siege. Parson's plan to save a few dwagons failed. He still could have eliminated Ansom, Jillian, took the pliers, and destroyed most of the siege. They had dwagons back in GK that he could have used to fly Wanda out and make three new (higher level probably) warlords to replace the ones lost.
Parson's plan to eliminate Ansom failed
because Stanley ran off with the units he needed to destroy the enemy. If Tram ran off with the units he needed to destroy the enemy Kingworld would have failed too.
Ytaker wrote:They hit enemy foes who were flying next to the top of the outer wall. They then couldn't assist him across hex boundries. You'd rely on them to hit casters inside the hex boundries at the last minute? Sounds unrealistic.
First hitting Casters at the last minute is exactly what those archons did. In GK Charlie had a bunch of forces in position to save the day and allow the coalition forces to overcome the GK forces. The coalition won because someone saved them.
They did not win on their own power. Charlie could very easily have saved GK in this book, even with out forces that happened to be in the right spot. He could have told Sammy "end the turn right now or I destroy your kingdom." And then Kingworld would have failed. Charlie wouldn't have even needed threats since they want GK to attack, and then be there in time to take back the city.
Which shows how smart he is. Only partially countered, though, through a very risky and difficult plan. It will be touch and go.
Okay lets say there is a 50/50 chance of Parson winning. So when placed Kingworld is placed against a perfect warlords plan they are even. Now consider that Parson win or lose can make another plan. And another. And another. Perfect Warlord makes something that makes things as powerful as kingworld. Kingworld works
once. If the perfect warlord has a significant chance of defeating kingworld with a plan, the summon perfect warlord spell is
vastly better. Nor has kingworld done anything to prevent GK from crushing Jetstone if the dwagons fall here. And what do you mean partially countered? That they will take extra losses? A simple shockamancy spell would do that too.
They don't know the name of the enemy casters. Charlie is a supreme thinkamancer, and could block simple thinkamancy attacks. It's hard to veil a horde of flying units entering a city. No tunnels for Jetstone, you're relying on defeating them in their homeground, where marbits pop naturally, and where they have many traps. As you noted they don't even need the supreme warlord to kingworld, you can cast against any warlord, so you could still be caught in a very awkward position when your army freezes. The turnamancer would have the same problems reaching the caster as any unit. The very short casting time makes this very overpowered.
They could yell Charlie’s name, ask around in the MK. Not a thinkamancy attack. You only need to viel enough to blast a fragile caster. A few archons aren't a horde. If the city lacks tunnels dig them; then they can’t do anything until you’re in the garrison and Kingworld doesn’t matter. You can’t cast Kingworld if the enemy doesn’t attack, ignoring the one hex works great. Turning doesn’t seem to have any effects that can be screened.
Ytaker wrote:Veils have a save because you can see the false image- i.e. bats in the first book. You can't see this spell.
Once again YOU CAN SEE THIS SPELL.
Nor did anyone note any effect of any kind on their person.
You CAN save against things that effect things that are not you (see veils).
Thinkamancy has a save because you can think differently, as Jill did. She had the side effect of acting stupidly, which an archon pointed out. This didn't have an effect that could be broken. It was instantaneous.To have a save, you need something to save against.
It ends you’re turn. You could save against that.