109Fermer111
HippopotameLe 19/07/2007 à 20:38
Which leads us to the coolest concept of all. We all know that a hero can plant his flag and you can vector armies to it as if he were a city. [ Ed. note - this feature was disabled in W2 Deluxe! Sigh... ] But did you know that the flag does not have to stay planted all turn? When an army being vectored to the flag is produced, it sets out for the flag and will arrive two turns later. It doesn't care what happens to the flag in the interim. As long as the flag is planted when it is due to show up, it will. To be more specific, a hero can make his movement and then plant his flag. Armies from up to 4 cities can be vectored to that flag. The next turn, the hero can pick up his flag, take his movement, and then merely plant it again at the end of his turn. As long as the flag is planted at the beginning of the turn a vectored army is due to show up (which requires you to have planted the flag at the end of the previous turn), then it will arrive, regardless of the original location of the planted flag! If you combine this technique with the above one that utilized changing vectorings based on next turn's production, you can increase the size of your hero group four armies per turn and not restrict his movement whatsoever! (Except if he has a speed item; the newly arrived units need to be with the hero for one turn to get the speed bonus.) This technique sometimes makes the necessity of "support stacks" obsolete. A hero could leave his own city with a sole bodyguard and arrive at an enemy city four turns distant a full group of eight. The only disadvantage is that while the flag is planted (ie, during other players' turns), the hero loses a +1 Command bonus.