However, you forget that the attacker can always assess the chances of winning and opt for a draw.
However, you forget that the attacker can always assess the chances of winning and opt for a draw.
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Oldboy, I apologize – I must have read it carelessly. (
However, you forget that the attacker can always assess the chances of winning and a draw.

The question is whether it worked out or not.

Guys, the draw rule is one of the few ways to counter a legion of skeletons. How will this be possible with your new rule? This is the first thing I don't like about the new rule.
The second thing is that you'll have to think much less during battles between factions. According to the current rules, when you attack some fairies with 20 skeletons or zombies, you first need to think about how you will kill these fairies, especially if the fairies have magic.
Here's a simple example: let's say Vidomina has 7 fairy units, 20 mana, and 4 archers. You have Kira with skeletons and zombies, bought in the Necropolis, 30 mana, and 6 archers. If you attack as is, you won't have enough mana for all the units, and you'll have to retreat. This means you need to think and find a solution to this problem. Either rely on buying out and immediately buy another hero, or look for some upgraded snake creature, or maybe a couple of archers. In general, you need to prepare for the battle first, and then attack. And this is very good; it forces players to take this aspect of the game more seriously. In your case, it will be enough to simply attack with larger forces against smaller ones, and the latter will have to retreat. And there are also factors such as morale and terrain, which you also need to keep in mind. And, for example, in Might and Magic 200, such battles happen every turn. The option of a draw is technically impossible, so I won't even comment on it.
You say that it will be fairer if the one who is retreating has to retreat, but this may be the case, but it will greatly impoverish the tactical and strategic aspects of the game. You will have to think much less, just attack and not worry about anything in the endgame.
In War of the Ancients, necromancy was removed. Is that fair? Yes. Did it impoverish the game? Yes.
Experience was added to troops. Is that fair? Maybe. Did it impoverish the game? Yes.
It's not worth citing the situation in the specific Oldboy-Shemon game, as this is a very rare case, and besides, the attacker had a real chance to win the battle, but he didn't take advantage of it.
Besides, all players have long been used to the draw rule, and it will take a long time to get used to the new wording. And our current wording in this aspect coincides with the rules of other resources. How are we supposed to play in interportals?
Guys, the rule about a stalemate is one of the few opportunities to counter a legion of skeletons. How will this be possible with your new change?
Secondly, you'll have to think a lot less with your head in battles between low-tier units... Under the current rules, when you attack, say, some fairies with 20 bone dragons or zombies, you first need to think about how you're going to kill those fairies, especially if the fairies have magic.
I'll give a simple example: say Vidomina is standing there with 7 individual fairies, 20 mana, 4 archers. You have Kira with bone dragons and zombies bought in the Necro village, 30 mana, 6 archers. If you attack as is, you won't have enough mana for all the individual units, you'll have to retreat. So you need to think, look for a solution to this problem. Either rely on ransom and immediately buy another hero, or look for some upgraded snake, or maybe a couple of archers. In general, you need to prepare for the battle first, and then attack. And this is very good, it makes players take this aspect of the game more seriously. In your case, it will be enough to simply attack smaller forces with a large army, and they will have to retreat.
And for example on M200 such battles happen every turn.
The draw option is technically unfeasible, so I won't even comment on it.
You write that it would be fairer if the one evading has to retreat, that may be true, but it will greatly impoverish the tactical and strategic components of the game. You'll have to think a lot less with your head, just blindly necro and not worry about anything in the endgame.
In WT they removed necromancy. Fair? Fair. Did it impoverish the game? It impoverished it.
They added army experience. Fair? Possibly. Did it impoverish? It impoverished.
As for citing the situation in the specific game Oldboy-Shemonyu, it's not worth it at all, as this is a very rare case, and besides, the attacker had a very real chance to win the battle, but he didn't use it.
Besides, all players have long been accustomed to the rule about stalemates, and it will take a long time for them to get used to the new wording. And our current wording on this aspect aligns with the rules of other resources. How are we supposed to play in inter-portal games?
To everyone who thinks the old rules are unfair, especially comrade Oldboy, I advise you to reread R55Maks's post; in my opinion, it is quite accessible and clearly explains why things are done this way.
I see a contradiction in Oldboy's arguments – on the one hand, when discussing the ban on necromancy and troop experience, he uses the argument that it "enriches the game," which is true. On the other hand, when discussing the patch, he seeks justice rather than enriching the game.
It's obvious that the current patch rule enriches the game compared to "fight or run." This is precisely what makes it valuable – it causes immense frustration for reckless aggressors.
The only exception I see is battles with handcuffs – there, it's truly a fight to the finish, and the advantage of the defender should be limited to "if both stand still, the attacker should move forward."