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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.” Auto-translated

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In reply to Pit for LM
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#1510
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3.2. Hit-and-run is prohibited: Your hero, attacking an opponent's hero, is not allowed to retreat in the first round of battle if they cast any magic. This prohibition does not apply to a hero who is defending.

I've been playing for a while, but somehow I haven't paid attention to this.

Let's say I have Armageddon or (any other combat spell). I attack an opponent's hero, and in the first round, I cast Armageddon. Then comes the second round. Can I cast Armageddon in the second round and immediately retreat? Without waiting for the opponent to take their turn?

I want to clarify.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Pit for LM
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#1512
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Second question.

Let's say we have a standard scenario. I'm standing with a full growth bonus of 127 near a Haven, with an army of 10 birds and the rest being weak units. I'm red.

A player with 131 power comes along, buys ONLY 4 birds, and attacks the Haven, where these 4 birds are destroyed. Then, he moves along the road and captures the enemy's castle.

The question is: Was this a red rush or not?

(Darkello, I wasn't asking you, but thanks anyway :D)
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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#1513
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Lider1
Let's say I have Armageddon or any other combat spell. I attack an enemy hero, and in the first round, I cast Armageddon. Then, the second round begins. Can I cast Armageddon again in the second round and immediately retreat without waiting for the opponent to take their turn?
There are only restrictions on the first round; in the second and subsequent rounds, there are no restrictions.
Lider1

Let's say I have a standard map. I'm standing with a full growth of 127 near a Guardian of Order, with an army of 10 birds and the rest being weak units. I'm red.

A level 131 enemy arrives, buys ONLY 4 birds, and attacks the Guardian of Order, where these 4 birds are destroyed. Then, I move along the road and capture the enemy's castle.

The question is: Was this a rush?
No, it wasn't a rush. Moreover, you can win the battle against the Guardian of Order without any losses and give the 4 birds to a weaker unit or dismiss them altogether.
In reply to Pit for LM
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#1515
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Okay, thanks. Firing someone is definitely not an option. And the Global Order didn't really bother me, but I did have some doubts about the opponent's town/heroes.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to высокий
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#1516
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high
Or maybe it's easier for him to find a witness and flip a coin. And then tell everyone how someone saw him flip the coin and that everything here is fair?
Just go into the Warlord Tournament chat, draw lots, and take a screenshot.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to Pit for LM
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#1517
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WELL, HERE IT IS!! THE MAIN POINT!
5.2. Hit-and-run is prohibited: the attacking hero is not allowed to retreat in the first round of combat if they cast any spells. This prohibition does not apply to the defending hero.

In my understanding, "HIT AND RUN" translates to (HIT AND RUN AWAY, DEAL DAMAGE AND RUN AWAY), but here's the catch... let's say I decide to attack with a small or not-so-small army against an opponent's hero, and I decide to cast Bloodlust on my centaur units or Mass Slow on the opponent, while also using the "Wait" command for all my units. In response, the opponent might cast something too, like a single-target spell or Mass Haste, and when the moment of truth arrives and my unit wakes up from the "Wait" command after the damage inflicted on my army by the opponent, I realize that I cannot retreat because I cast Mass Slow (which was perhaps interrupted by Mass Haste!). And here's the dilemma: the opponent's losses at this moment are 0 - zero!
I suggest discussing an addition to the above-mentioned point, with a phrase like:
"in the event that the damage dealt during the attack is 0 (regardless of what spells were cast), this attack is not considered a hit-and-run!"

лето 2012.
In reply to Pit for LM
#1518
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...an attacking hero is not allowed to retreat in the first round of battle if he has cast any magic and dealt any damage to the opponent in any way...

I like the idea.
In reply to Pit for LM
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#1519
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By the way, it should be noted that even if resistance was triggered, the spell was still cast.
In reply to Grando
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#1521
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Oldboy
...an attacking hero is not allowed to retreat in the first round of battle if they cast any magic and dealt any damage to the opponent in any way...

I like the idea.
Well, it's a valid idea:cool:
Imagine you just attack to check out your opponent... it's your first turn... you cast mass slow and run away... well, that's no fun... and then the opponent declares that you technically lost :smile21: :smile21: :smile21: :smile21: :smile21:

лето 2012.
In reply to Dark
#1522
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darkello
well, it's correct:cool:
imagine you just attack to check the opponent... it's your first turn... you cast mass slow and run away, well, it's fun... and then the opponent declares that you have a tech loss :smile21: :smile21: :smile21: :smile21: :smile21:

ignorance of the law is no excuse.
icq - 630493876

Лето 2013.
In reply to Dirty_Player
#1523
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Dirty_Player
By the way, it's worth mentioning that even if the resistance works, the spell was still cast.

as an alternative:

5.2. Hit-and-run is prohibited: the attacking hero is not allowed to retreat in the first round of battle if they cast an offensive spell. This prohibition does not apply to the hero who is defending.
In reply to Pit for LM
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#1524
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No need to change anything. If you want to check it, just bear with it.
Не бійся коли ти один, бійся коли ти нуль.

484800548

In reply to Pit for LM
#1525
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In Heroes, there's this unclear aspect: even a minor mistake, including a technical one, can lead to irreversible consequences. This is, at the very least, frustrating, and at worst, it kills the enjoyment of the game. Hit-and-run tactics fall into this category, especially when a 20th-level mage escapes from a dungeon and, riding a firebird, burns down your army with Armageddon and gets away with it. Let's look at how other resources handle this. For example, there's a rule that prevents attackers from fleeing if the damage they inflicted is greater than their own, and they can't flee for three rounds. This is much more interesting. But the rule that prevents fleeing after casting a spell without inflicting damage seems a bit strange.
In reply to Pit for LM
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#1526
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This question is discussed with a frequency of once every year or two. Same as the red-rush on low-levels.

And each time, after getting burned in discussions or in real games, the community returns to a simpler and more unambiguous option — it's forbidden and that's that.

I will also note that when developing rules, it is useful to consider the need to unify them with other sites. And in WT, the restriction on red-rush is implemented programmatically, specifically in the form that is currently in effect on HeroesWorld.