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How many turns before they are auto-kicked?

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How many turns before they are auto-kicked?

Postby QoH on Sun May 15, 2011 3:38 pm

Hi all.

How many turns does my opponent have to miss before he is kicked out? Currently, I' playing a lot of 1v1s against demonfork, and in some of them, he has missed 4 turns, and hasn't been kicked out... Is this normal?

Thanks
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Re: How many turns before they are auto-kicked?

Postby SirSebstar on Mon May 16, 2011 2:25 am

QoH wrote:Hi all.

How many turns does my opponent have to miss before he is kicked out? Currently, I' playing a lot of 1v1s against demonfork, and in some of them, he has missed 4 turns, and hasn't been kicked out... Is this normal?

Thanks


Yes, this is normal.
from the instructions:
General Gameplay Notes
Missing a turn
.
.
.
You are automatically kicked out from the game if you miss 3 consecutive turns.


He needs to miss 3 consecutive turns, so 3 in a row. he can miss 2, take a turn and then miss 2 more, nearly indefinatly
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Re: How many turns before they are auto-kicked?

Postby QoH on Mon May 16, 2011 6:20 am

Isn't that creating an unfair advantage in some large maps such as Waterloo? He can miss 2, then take 1, having an deploy of 20... then take a turn, and then miss 2 having another large deploy...
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Re: How many turns before they are auto-kicked?

Postby SirSebstar on Mon May 16, 2011 6:38 am

he can if you don't do anything about it...
remember, he gets his drop based on the amount of terits he has, so you have 1 or 2 turns to bring his terits down. if after 2 missed turns he still has more terits then you, you fail.
also deferred troops are placed AFTER the attack so no, for a bombarding map like waterloo, missing turns is stupid, unless the opposing player does not play the map right....

in addition, intentionally missing turns for an strategic advantage is abuse.
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Re: How many turns before they are auto-kicked?

Postby QoH on Mon May 16, 2011 7:15 pm

SirSebstar wrote:he can if you don't do anything about it...
remember, he gets his drop based on the amount of terits he has, so you have 1 or 2 turns to bring his terits down. if after 2 missed turns he still has more terits then you, you fail.
also deferred troops are placed AFTER the attack so no, for a bombarding map like waterloo, missing turns is stupid, unless the opposing player does not play the map right....

in addition, intentionally missing turns for an strategic advantage is abuse.

What if dice suck, and you can't do anything about it?
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Re: How many turns before they are auto-kicked?

Postby SirSebstar on Tue May 17, 2011 2:19 am

I do not think the dice suck because he is missing turns. There looks to be no advantage to it, but you lacking dice does not improve your situation. I'd say you can voice your dissatisfaction, but atm there is nothing you can do. i think..
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Re: How many turns before they are auto-kicked?

Postby QoH on Tue May 17, 2011 8:43 pm

SirSebstar wrote:I do not think the dice suck because he is missing turns. There looks to be no advantage to it, but you lacking dice does not improve your situation. I'd say you can voice your dissatisfaction, but atm there is nothing you can do. i think..

OK, thanks for info. I think there should be a more strict amount of turns taken, because the deferred troop count can hurt a player if they hit some bad dice.
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Re: How many turns before they are auto-kicked?

Postby SirSebstar on Wed May 18, 2011 6:42 am

I believe the thought about deffered troops is that at least even if you cannot use them for offense(since they deploy after your offensive turn) you at least have a chance, and reason to come back. otherwise its sometimes smarter to just let it go..
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