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Pit for LMStatistics
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Posts:3,038
#390
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Indeed, rule 5.6 of HeroesWorld about hit-and-run is intended by its author to somewhat protect the defending side from numerous raids by the attacker using battle magic followed by fleeing. In the LT League rules:
Hit-and-run is prohibited. Both players must have a chance to cast magic.
In the "No Rules" tournament, this is not specified at all. In Seasons for any side in any round:
use hit and run (use battle magic against an opponent in combat and flee/buy your way out during that turn)
Other options are possible. A universal rule cannot be created due to the abundance of situations that arise in games. For example, our rule allows the following: the attacker casts Mass Haste and kills as many of the opponent's troops as possible on their turn, then buys off the last warrior and repeats the attack until mana, time, or money runs out. Mass Haste is not battle magic... Imbalance is not regulated... In our case, if my magic were significantly weaker than the opponent's magic, then acting under the Lithuanian rules, Roman could destroy my troops with several attacks. Similarly, the meaning of the rule disappears... One could come up with a bunch of other examples. It's impossible to anticipate and balance everything. Yes, probably not necessary either. After all, the game is random; imbalance gives it life. I don't really care what rules to play by. In any case, I'll come up with something to gain an advantage :D . I would just like players to know the tournament rules interpretation and act accordingly. If you know hit-and-run is allowed, sleep with the Sphere of Inhibition. P.S. In our match, of course, on such a template and at such a stage, crashing into the opponent was somewhat adventurous. You could have run into not only more powerful magic but also the Shackles of War.