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Reply: Runewars:: Rules:: Re: Summon lightning

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by sigmazero13

Honosbinda wrote:

sigmazero13 wrote:

Pretty close, but not quite: it's even better for the defender in this case that you guess!

Units that are already routed before the battle are not added to the battle. So when the battle starts, the sides are:
- Defender: 0 units
- Attacker: 1 unit.

If the defender plays Summon Lightning, the defender has no units to damage. So it doesn't matter what units the Defender had that were already routed, they aren't in the battle and thus are not affected.

So the single attacking unit would take 4 damage (likely killing it), and the defender would win by default (as it would be tied for strength, 0 to 0), barring any modifiers.

This is an example why you should always bring in more than you think you'll need, even if the defense has "no units".

The same would apply if the attacker attacked an empty stronghold, too; so if the attacker brought in "just enough" to beat the stronghold, the Summon Lightning would create a major hitch!


Thanks for the elaboration and correction! I see that routed units don't join the battle at all. However, if the battle is won, routed units of the enemy are automatically destroyed. Hence there was no point using the lighting in this situation.

While true that previously routed units are destroyed anyway if the attacker wins, in the original post there is a point - if the defender hadn't played it, the attacker would have won the battle! This would have destroyed the previously-routed defending units. By playing it, the attacking unit is killed, thus making the final tally a tie, which goes to the defense.

It's worth noting, only the defense can play it, so the attacker can never use it as a way to whittle down the enemy, too :) And since the attacker can never bring in routed units, it will always do SOMETHING against an attacker :)

It does look like the defender could still use tactics cards though, even if the defending army was entirely routed, as in this example.

Yes indeed. In fact, to get technical, you should be drawing cards for the battle, even though they mostly have no point. (For the case of Necromancers and Knights, however, the cards could have benefit that makes them worth pulling. So at the very least, you should pull cards for those units in a 1-sided battle).

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