If I’m not mistaken, a decision needs to be made with 75% of the votes (we even voted for this...
Posts from Let's talk about our Red Rush strategy...
Ban or allow Red Rush:
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.
(с) Roger Zelazny
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)
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.
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.
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))
(с) Roger Zelazny