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Author | moral |
Moral should be changed hunts, merc quest and theive caravans making your monster get another attack straight away cause i have lost a few hunts because my shrews got moral making them unable to strike and runaway from the monster. | -1
You just need to adjust your tactics to take account of this or dont have any points in morale when you join the battle.
It is all part of the game and not something which needs changed just because occaisionally it does not work out quite how you would like it to. | -1
You are not making much sense.
Your shrews can never get less turns because their morale kicked in.
It is your fault if you left them in a vulnerable position instead of running away. | my shrews got moral making them unable to strike and runaway from the monster.
i agree with 3.
morale would actually give you the opportunity to run away....
missing your turn could happen though, according to the description:
• Morale
Determines the chance of the troops to get their turns faster, than their initiative allows, or, on the contrary, to miss turns.
but i never witnessed this......
anyway: -1
7. It is forbidden to create topics with suggestions to weaken/strengthen any unit, artifact, faction.
(https://www.lordswm.com/forum_messages.php?tid=1894495) | • Morale
Determines the chance of the troops to get their turns faster, than their initiative allows, or, on the contrary, to miss turns.
You only miss turns if you have negative morale and morale effects your troops (e.g. wear rings of doubt which dont negatively effect necro) | -1 | -1 | -1 | maybe he complaint about monster who got morale, so his shrew cant run away.
-1 anyway | Everyone already said all.
-1 sure. | i'm playing DE myself, and sometimes (in rare occasions) morale is a bad thing for your shrews.
for exemple if you are using hit/run against several stacks of slow monsters
S: shrews, M: monster
order of playing: SSMMMMMSSMMMMMSSMMMMM...
you hit, you run, the 5 stacks move, you hit, you run, the 5 stacks move...
but your shrews get morale, gains 0.5 turn, and their new position in the ATB scale is between the turns of monsters:
SMMSMMMSMMSMMMSMMSMMM...and you can't use hit and run anymore: you run, 2 stacks move, you run, 3 stacks move, you run, 2 stacks move...and you can never attack.
but you don't need a rule change to avoid it, it can easily be avoided by playing smarter.
when you win a bad 0.5 turn with morale, you just have to lose this unexpected 0.5 turns by waiting, and you will recover the wanted order: SSMMMMMSSMMMMMSSMMMMM...exactly like it would have been if you didn't had morale. | closed by evil_archer (2011-09-14 12:53:03) |
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