Slann
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Ninth Spawning
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Activating in combat is the only thing you reliably get to do, and even then your opponent will dictate which units are in combat. So the amount of control you have is limited even in this aspect.Well, with all honesty, in your opponents turn, you can: 1) move endless spells; 2) throw unbindings; 3) some factions can use couter-abilities and make decisions (like destiny dice); 4) most important - activate your units in combat, which is a big part, when you have melee vs melee armies.
As for the other actions you can do:
Endless spells aren't always present, nor can you necesarly do much with them other than simply moving them out of the way.
Unbinding is an underwhelming mechanic and not particularly involved (though that is in principle a magic- issue, it doesn't help). Plus it relies on there being wizards.
Faction specific counter abilities are far and few between (e.g. gryph hounds, parting shot) so again, not super relevant.
In contrast your opponent can do, well, everything he possibly can. Twice.
So yeah, it's 20 minutes of you mostly waiting and feeling powerless while your opponent goes to town on you.
Yeah it is an inherent issue all turn based games face is the risk of allowing a player to do too much during his turn before his opponent can actually respond in their turn. And a double turn pretty much guarantees that player A gets to do too much because he now has two turns for players B one turn and thus by definition can do more than player B can. Which is the reason most games generally don't allow it, it completly screws up the flow of the game....then your complaint is about turn based games not the double turn.
The things you do pre-emptivly you do not do during the double turn.... which is the point. During the double turn you just stand around looking pretty while your troops get slaughtered. Maybe you prepared well and the damage is minor. Maybe you screwed up and the damage is major. But that preperation is before the double turn, not during. Which is what people don't like. That during that double turn they might as well leave the room for 90% of it because they can't do anything during it. It doesn't matter that you can do something before to prepare for it. The issue is that during his double turn you can't do anything other than wait for it to end and pray your preperations were good enough to survive."doing things pre-emptivly" is still.. surprise, doing things. It's a lot different than your initial comment which was "all you can do is pray and hope to survive" which is total bullshit and completely removes player skill and tactical decision from the equation. Which is something you seem to do a lot in your arguments and something i hate.
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