NAVAL COMBAT: Serious Issue

Take up the role of a great wizard, wield powerful spells, command fantasy races and challenge your rivals in this remake of a cult turn-based strategy classic. Do you have what it takes to become Master of Magic?
Post Reply
Rikolus
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 16
Joined: Wed Oct 05, 2011 12:02 am

NAVAL COMBAT: Serious Issue

Post by Rikolus »

I have played and re-played Naval battles and there seems to be a problem. Example:
Opponent had a Trireme with 8 units on board, so fully loaded. I created a fleet of 4 Triremes: 3 empty and one with 4 units including a Hero. When combat began I thought this would be a cinch.... he came forward with his 1 Trireme. I could ONLY move my 4 ships but knew that would be enough. I sunk his vessel while sustaining light damage on a few of mine. But the battle was NOT over! Huh? His other 8 units sat there, unable to move (just as I could not move my 4 units and my Hero). I kept passing turns and Nothing happened! I came forward with my ships to fight his troops but he had giant spiders, Halfling swords, Bears....tough enough so quickly realized I could not take out his 8 units with my ships. I finally FLED just to end the stupid battle, and lost 2 more units including my Hero! BUT his 8 units all survived, and marched across 2 hexes of water to Land!! This can't possibly be right. His forces had a hero but it was BLACKFIST, not Jaer. I reloaded and tried a few turns later with SIX triremes. But after destroying his trireme easily, my ships just are not strong enough to finish off all his locked-in-place, but very tough, land units. I looked at his units.... NONE had Water Walking or any other movement or water Enchantment that I could see. Has Anyone else have issues with ship combat? Those land units should have drowned, no? I so hope someone from the Dev company is watching these boards as this seems like a real, and very unfair, flaw! Or am I just missing something here?
Post Reply

Return to “Master of Magic”