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KoTL vs Wolfen Xbow

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Lima

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KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 5:27 pm

Oh its happened like 5 times now.

So the game is at its end and I have lost my mage and lion and one of my sparks, but I have traded them nicely and the only think on the field now is a Xbowman at 50% health. I still have my kotl full health and a low hp spark to heal him. But wait theyre are still 7 turns left, and in that time all he does is harrass shot and run away, i try to keep healing my kotl but eventually he gets a lucky shot or scattering shot and kills my spark.

Oh no.

The game is over there. I cannot reach him even to try to get a attack of opportuniy on him, his running distance is too great for my kotl.

So the only time I dint lose in a situation like this is when I ran away the last 3 turns and managed to hold for draw. its a 150AP that lost to 50AP without even the 150AP having a chance.

Is this how its supposed to be?
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Serdak

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 5:47 pm

If you can't catch him, why run after him and expose yourself to fire?
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Deep Blue

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 6:28 pm

this would happen with any wolven unit to be honest. Unfortunately this is how it is...you could have always tried to sprint next to him...eventually he will get engaged and most likely suffer from disengaging vs the knight... (remember that since you had two units you could move the sparkling + after the knight...up to 8 hexagons and the turn after, assuming you start, you will move by another 8 and hopefully engage him).
Closed beta tester - Ram & Wolf player

Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
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Glean

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 6:37 pm

That's the problem with this skill. A: you can't not expose yourself, because they can step around a rock, shoot, move back. And B: so your only option is sit there and wait, atempting a draw.

I'v broght this up a few times in chat and everyone seems to think it's easy to combat...so I'v been using my 4xbow 2lwolf army trying to find someone to counter it. Never haveing to engage while still doing damage is just a massive advantage. If you think it's bad for humans you should try it with ram, who are even slower.
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Lima

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 7:01 pm

Serdak wrote:If you can't catch him, why run after him and expose yourself to fire?


2 reasons:

1- if i hide badly he can harras shoot and move and hit me without me being able to do anything

2- i could avoid dmg if i cover up well, and thats the time i managed to avoid losing by running away till end of game.

And deep blue I did use the spark 2-3 games to get the oportunity strike off but all i go were parries due to sparks ammazing acc. when i used it to just heal at least i didnt lose and survived to finish
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Serdak

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 9:01 pm

I've never had a problem with archer-heavy armies, even before the Valkyrie's FA nerf, so I'm afraid I can't relate.

If I can get to the archer, I get to him (this was frequently the assignment of my Mobility-buffed assault unit before the regulars became so inexpensive that there wasn't much point). If not, I advance or retreat under hard cover. Even with harassment, my opponents' archers usually get only 1-3 clean, high-hit-chance shots off each game, usually at a Hunter or Lion who eats them the following turn.

That said, I wouldn't mind a change to Harassment - mostly upping the AP cost and restoring the Xbow's MOV 6, or increasing the penalty to hit.

Forcing draws by running away is a systemic problem with the game, not a problem with Harassment, and should be addressed via some other fix.
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Deep Blue

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 9:17 pm

well just had a draw with...the wolven! :) I was playing as ram and he managed to escape with a PoB with 7 hp and a lonewolf with 5-6. My units left were 1 archer + 1 pala + 2 skel warriors (all full HP). I couldn't manage to kill both of them in about 6 turns but i've to admit i was bit unlucky as the lonewolf disengaged with 90% hit chance, and then again with 75%. I also missed a 45% shot to kill the PoB...if luck would have been on my side i could have managed to win. Anyway im telling this story for one reason. Imagine if we finally have the system which counts the remaining AP and declares the winner based on that...I think i would have lost as probably the lonewolf and pob would count for 250+ AP while my units were barely 200 AP (but they were full HP while they had both critical injuries). Would i have thought it is a fair loss? NO WAY as both of them could have been oneshot by any of my units.

My fear is that if (IF) cyanide will create this system...that suddenly wolven will Hit & run even more....hoping to win just by surperior AP left.

One idea that could be used is that after the 14th turn, the remaining turns (6?) all units will have their MOV set to 4.
Closed beta tester - Ram & Wolf player

Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
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Lima

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 10:20 pm

Just as I write this a lonewolf is in one of my games running away from my kotl and 1shotting my sparks that come close. Its turn 5/14.

Ok it ended, guess what draw, but not what you think. At turn 9 I got bored and put my kotl in a corner with my last spark. Went to the bathroom (#2) and came back on the 14 turn with both my kotl and spark alive, he was so busy running he didnt even bother to turn and win the game.

Wolfen are clearly abusing this insane running distance with included attack and its no longer funny.
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Almanro

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 10:21 pm

As I said in another post, the possible solution is NOT to calculate the APs of the remaining units as they are, but to scale them with their remaining HP!

E.g., in the example Deep Blue has just given, the PoB with 7 HP would have given to that player at max (considering it lvl5 with all its more expensive abilities) 203/40*7=35 APs, while the Lonewolf with 7 HP would have given to that player at max (considering it lvl5 with all its more expensive abilities)112/40*8=22 APs, so the total for both his units would have been 57 APs. Just your pala with Max HP would have been sufficient to win that match (as you would have expected if he didn't flee around!) :)
Same story in the case with Lima, the enemy should have tried at least to attack him or lose for the less APs remaining.

This is a very simple solution to implement directly in a program, but can be refined easily with more advanced ones (not necessary as simple as AP starting value * max HP / current HP) during further tests/developments.
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Lima

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Re: KoTL vs Wolfen Xbow

PostTue Feb 25, 2014 10:32 pm

Serdak wrote:Forcing draws by running away is a systemic problem with the game, not a problem with Harassment, and should be addressed via some other fix.


Im sorry I dont agree with this, why would there be something wrong with the entire game when one race is the only one who can do it? Keep harrassment if you want, nerf with walking distance. The 2 cant stay, not if this problem wants be adressed.
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