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

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Ban or allow Red Rush:
54 voters
Multiple choice Public votes Closed 2013-09-20
This poll is closed.
allow on XL+U templates
50% 27 votes
Leave the ban on XL+U templates in place
50% 27 votes
allow on the Diamond template
25.9% 14 votes
leave the ban on the Diamond template
55.6% 30 votes
allow on the Mini-Nostalgia template
27.8% 15 votes
leave the restriction on the Mini-Nostalgia template
53.7% 29 votes
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#164
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The poll is closed; let's summarize the results. Taking into account the amendments from =Maestro= and Myxomoar: Redraw - allow / prohibit on XL+U templates ----> 26 / 28, - allow / prohibit on the Diamond template ----> 15 / 30, - allow / prohibit on the Mini-Nostalgia template ----> 15 / 30. The ban on redraw remains in effect for all templates.
Dirty_Player
If I’m not mistaken, a decision needs to be made with 75% of the votes (we even voted for this...
Yes, there were even 2 topics about the quorum for making changes to the Online Games Rules: /topic/6646/ /topic/7041/ Dubrovin Pavel conducted the polls. In my opinion, the result is not entirely correct. If you simply calculate the arithmetic mean for the first poll, you get approximately 64%. And in the second poll, the option with 75% did not reach the necessary 75%. Perhaps it makes sense to return to the discussion. In any case, Müllich and mages have more than 75%. But when each vote can tip the balance and the result is close to 50-50%, it becomes quite difficult to find the truth.
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#165
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It is essential to introduce a rule that takes into account the percentage of voters and also sets a minimum threshold for the number of voters. For example, at least 40 forum members. This threshold should be in place to prevent a small group of like-minded individuals from significantly influencing the entire forum. In this vote, 54, 44, and 44 forum members voted in the 3 polls, which is quite normal and active. Introducing new rules into existing ones would be good, provided that the change (innovation) in the rules receives 75% of the votes. This is the minimum percentage that should be, in my opinion, because introducing new rules with a questionable vote is definitely not a good idea; a clear majority is the right approach. However, the range of 51 to 74% can be considered seasonal priorities (like wanting one thing today and something else tomorrow), and we should also allow for the fact that not everyone votes thoughtfully and with a full understanding of the poll.
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 R55Max
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#166
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I suggest rephrasing the red rush rule as follows:

The red player can attack the blue player on the 1st day of the week with a purchased reinforcement, but in this case, stacks containing units purchased that week will not participate in the battle (they will skip their turns).

The wording is approximate; the principle is what matters. :)
This, in my opinion, will help avoid annoying situations where the red player accidentally engages in a minor battle with a reinforcement.
In final battles, a reinforcement that serves as a mere statistic (and even disables entire stacks if the red player decides to engage in a final battle but doesn't disband the excess units) should also not provide any bonus, since the blue player doesn't even need to attack it – let's remember the widely discussed situation about the retreating attacker, where the troops cannot destroy each other.
"...the personal strengths and weaknesses of a leader are no true indication of the merits of his cause"

(с) Roger Zelazny
In reply to wowa
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#167
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wowa
the red player can attack the blue player on the 1st day of the week with a purchased reinforcement, but in this case, the stacks containing units purchased this week do not participate in the battle (skip their turns)
There might be some nuances here that would be worth considering...
Example 1: Red enters the blue player's territory with a maximum speed of 9 units on day 7 (let's say the blue player has a speed of 11), and on the first day of the following week, they receive reinforcements, let's say, dragonflies, and attack the opponent's main hero. The dragonflies will skip their turns, but they will still provide the initial speed boost...
Example 2: Red receives a couple of immune creatures from the reinforcement on the first day and attacks a hero who has Armageddon and enough units to eliminate everything in 2-3 turns...
In other words, the mere presence of a certain unit on the battlefield can radically change the outcome of the battle.
http://www.twitch.tv/mikevalentine/
In reply to Mizrael
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#168
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Mizrael
There might be some nuances that should be considered...
Example 1: Red enters Blue's territory on day 7 with units moving at maximum speed 9 (let's say Blue has speed 11), and on the first day of the following week, they receive reinforcements, for example, dragonflies, and attack the opponent's main hero. The dragonflies skip their turns but provide the initial speed boost...
Example 2: Red receives a couple of immune creatures as reinforcements on the first day and attacks a hero who has Armageddon and enough creatures to eliminate everything in 2-3 turns...
In other words, the mere presence of a certain unit on the battlefield can radically change the outcome of the battle.
The described cases are quite rare and cannot be specifically planned for.
However, this can be taken into account and reflected in the rules:
1. casting is not allowed during the reinforcement turn
(which would also be fair when Red has magic left, but everything except the reinforcements is defeated: if you didn't preserve your regular troops, you can't kill – retreat!)
2. dismiss the hero if only reinforcements managed to survive in the battle (i.e., come to a situation as if there were no reinforcements in the army, and both would die in a massive battle)

i.e., reinforcements do not affect the outcome of the battle in any way, even if they are present in the army!
And most importantly, by accidentally attacking with reinforcements, Red does not suffer a tech loss in the game :) and also does not suffer from the inability to attack/the need to dismiss part of the army if the revealed Darkness suddenly shows an enemy weakling or a support village
and the issue of (non-)influence on the battle is automatically resolved))
"...the personal strengths and weaknesses of a leader are no true indication of the merits of his cause"

(с) Roger Zelazny