...Here's where things get interesting. 121. Mephala enters the tavern, intending to break through the opponent's guard. The guard consists of Archdevils. Their stats are low: +3/+3 shield and +2 speed. Nothing else. The Manticores from the box immediately take damage, and most of them die. The guard is broken, but Brogh is still there. I continue, and there's Brogh with his entire army, and the main attack force is with the Dragon standing nearby. It's too late to turn back. Brogh has 20 units, and the Dragon has even more Monarchs. I attack Brogh. I exchange units as much as I can, saving the Harpies. The battlefield, I want to note, has a place where a single-hex infantry unit can run, so that 2-hex units cannot attack it. Therefore, first, I kill the stack of Goblins and Lizards, and the Harpies take a position on a safe island. Then, there's an exchange of units with Brogh. In the final stages, Brogh offers a bribe. Next, there's the Dragon with the Monarchs. There's no way to kill the Dragon. Mephala's army is almost all she has. I decide to move to Brogh's location, thereby blocking the passage along the road, and I hope that the opponent will attack. Since I know the terrain and there's a safe island where I can hide the Harpies and win the battle. That's what happened. On his turn, the opponent brings reinforcements and attacks Mephala. Harpies in 3 stacks. Monarchs in 2 stacks. The only chance is morale. The Monarchs wait, and the Harpies take the safe island and bring victory. There are shackles there.
Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”
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Having to replay a game because of some trivial reason – that’s quite a thought. Especially considering that a game of Heroes can last for several Sundays, for example.
If this battle is insignificant and doesn’t affect the outcome, one side will retreat.
I see a contradiction in Oldboy’s arguments – on the one hand, when talking about banning Necromancer and troop experience, he uses the argument that it “enriches the game,” which is correct, but on the other hand, when talking about a patch, he seeks justice rather than enriching the game.
What exactly is the contradiction? At first glance, the two questions are not related.
Regarding Necromancer, this is a question of global game balance. The change improves the balance, therefore it enriches the game.
Regarding the patch, it’s a question of resolving a specific deadlock and resolving it as close as possible to the intended meaning of the game.
There's no need to replay anything. Are you even reading?
A draw? Just write a report. That's it. The game is over.
If it's something insignificant that doesn't affect the outcome, one player can concede.
What if it's not nonsense? Replaying the game? What if it's a club tournament? Or a mandatory continuation after the deadline for the round has passed?
What is the exact contradiction? At first glance, the two questions seem unrelated.
Regarding necromancy, this is a matter of global game balance. The change improves the balance, thus enriching the game.
Regarding the patch, this is a matter of resolving a specific deadlock situation and resolving it as closely as possible to the game's intended meaning.
No need to replay anything. Are you even reading?
A draw? They go and write a report. That's it. The game is over.
If this battle is insignificant and doesn't affect the outcome, one side will retreat.
Wicc, you gave an example with harpies.
Write – what does it have to do with the discussion? How does the old rule work and how does the new one? And which is better/fairer in this situation?
I like games where a player wins against an opponent with a large army through tactical tricks. Here, an overpowered Brogh was defeated, and his opponent used the only possible chance.
I can find games where similar tactics were used to win battles against hundreds of demons, thousands of skeletons, and so on. And I believe that it is these tactics that enrich the gameplay and strategy of Heroes, making it a competition of players, not a competition of builds.
The playoffs of a tournament played using the very popular Double Elimination system are underway. The opponents are busy people, with families, who have found a few days off to play this very interesting, difficult, and long game on the 6LM10A map (for example). And then, a draw! Really? But time is running out, and there won't be time to replay. So what do we do? Long live the coin toss, whoever is lucky wins!
Isn't that obvious?
Added 1 minute ago
I just gave an example of a similar situation.
I like games where a player wins against an opponent with a huge army through tactical tricks. Here, the overpowered Brogh was defeated, and his opponent used the only possible chance.
As I understand it, he wasn't defeated through tactical tricks.
He was defeated thanks to a ridiculous rule that contradicts the spirit of the game.
If harpies could attack the entire battlefield from that cell, then yes, he was defeated. If they couldn't, it's just an unworthy victory in a court of law, thanks to legal loopholes.
Yes. A coin flip is fairer than awarding victory to someone who doesn't deserve it.
Isn't that obvious?
He was defeated due to a ridiculous rule that contradicts the spirit of the game.
Tactical tricks are the creative use of the game's rules, often in conflict with their original purpose. And yes, that includes exploiting bugs.
The contradiction is that when designing the rules, you use the principle of "enhances the game" in one case, and the principle of "close to the meaning of the game" in another. Why not the other way around?
The rules should correspond to the meaning/spirit of the game.
Arguing about enriching the game at the cost of losing its meaning is like arguing about enriching a barrel of honey with a spoonful of tar.
This is what I mean by the "current rule about a stalemate situation" (a spoonful of tar) in "Heroes" (a barrel of honey).
I don't see the point in such enrichment.
The barrel of honey is transformed into a new substance, which is no longer so attractive. To the point where you just want to say, "Go to hell with these rules."
With the ban on necromancy in WoG, if you think about it, we are deviating from the meaning of the game, but not by much. I see the meaning there in the necromancer summoning skeletons. In WoG, he can still summon them thanks to the converter. I never claimed that the solution was ideal. I didn't come up with it, and I'm not going to defend it. Necromancy is one of the most obvious overpowered elements in the game, and the decision was also made based on the principle of choosing the "lesser of two evils."
The discussion about necromancy is a completely different topic. And it's still unclear what the connection is. Why are we getting sidetracked?
Added 5 minutes later
Well, with Yurist and Wicc, I think we've reached the main point where we disagree.
You believe that when creating rules, you can forget about the original essence of the game and thus transform this essence. And then live in a new reality.
I state that the original essence of the game is the complete destruction of the enemy. And there is no point in multiplying entities and giving new opportunities for victory (in this case, thanks to nuances in the rules in certain situations).
The fact that examples of "victories" over legions of skeletons or demons come to mind simply proves that this rule is also used as a crutch to partially solve other headaches from a completely different area - balance - necromancy and demonology on very large maps (instead of dealing with these things in their pure form).
All arguments have been made and heard. The rest is a matter of taste, which is not something to argue about.
Весна 2012.
The rules should align with the meaning/spirit of the game.
Discussing how enriching the game comes at the cost of losing its meaning.
I don't understand why a coin toss should decide the outcome of a tense battle between players, especially at a serious stage of the tournament.
Зима 2011-12.