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Let's talk about our Red Rush strategy...

#14
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Pit for LM
In general, I already wrote that this is a matter of tactics. Banning/allowing rush attacks changes the game, and that's it. You need to clearly know how the rule is formulated and think about how to benefit from it.

Okay. Then, a more practical question.

In my tournament game, I was playing as Blue. My opponent captured my outpost town (unbuilt) by attacking with a reinforcement. I had one fly guarding it. He killed it with an arrow attack.

According to the rules, he couldn't do that. He attacked the hero at the end of the chain, which is exactly the situation I'm asking about.

Furthermore, he had a town portal, so it didn't really matter how he took the town – whether he did it this way or not. And in the game, I had already decided everything based on this situation. Namely, it doesn't matter, let's move on; it's still an unclear rule (in reality, the rules were re-read during the game immediately after the attack, and I even agreed in ICQ that he could do it that way).

But, let's say the rules were written to be effective – in this case, should we seriously penalize a strong opponent, or force a replay of the turn? But I don't see the point of the rule. And even if he didn't have a town portal, meaning the hero at the end of the chain ended up with a reduced army without reinforcements, I would counterattack with reinforcements – again, I don't see the point of the rule.

The question is – is there really anyone who would say that it was possible to penalize the opponent or at least insist on replaying the turn? If so, I still want to know – what is the deep meaning behind it? And if not, then why have a rule that no one wants to apply?

In general, the question remains open. The game is still ongoing; we'll finish it, and I'll provide the save files, although the passwords are currently unknown.

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