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#144
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Mizrael
Archers aren't the best example – it's precisely ranged units in Castle Clash that allow you to break through without significant losses, because distance isn't a factor there, and unit speed matters (the same centaurs easily defeat slow-moving archers with minimal problems, which is impossible in melee combat). The example with iffrits directly confirms NumOne's words: a close fight, a couple of extra morale points, and the iffrit is gone, while a replayable quick battle allows you to "reroll the dice" and change the morale outcome. I don't use the 3+ mod, so I wasn't aware of the Q button, but if it exists, what prevents you from using it, engaging in a close fight, and pressing it if you're confident in the outcome? So far, the replayable quick battle is a safety net, and no other arguments have been presented (speeding up battles with instant completion should save at least as much time as a replayable quick battle). But the saving of nerves, concentration, and troops when using a replayable quick battle is an advantage.
As an example, if there's a bug-free Castle Clash, it will be even better. Still, 30 unupgraded archers can't defeat 1+1 iffrits in melee combat. Without a replayable quick battle, I will always defeat them manually = wasting my time and my opponent's time. Regarding concentration, I repeat that I agree, but it affects the game in the same way as fast army movement or splitting units, because in this case, the player simply runs out of time or has no time to make a decision based on a partially revealed map on the current turn.
ICQ 245338291
Ник в лоби - Kilgory

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