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December 12th, 2006, 11:37 PM
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Private
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Sailing
I have some commanders that have sailing, it says "this commander can take his men across the sea". But when I try to move him on a water territory it doesnt work. What am I doing wrong?
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December 12th, 2006, 11:45 PM
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Sergeant
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Re: Sailing
Sailing lets you move across Water provinces, provided you start and end your move on a Land province. I suppose it would cause programming trouble if a Water nation fought a Sailing nation in the water. When it comes down to it, it's really more of a thematic ability than anything else.
__________________
Just because you're paranoid doesn't mean they're not out to get you.
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December 13th, 2006, 02:55 AM
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Private
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Re: Sailing
Oh, so sailing is crappy.
What am I supposed to look for in a commander to bring the whole army in the water?
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December 13th, 2006, 03:13 AM
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Private
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Join Date: Jul 2004
Location: Georgia Tech, ATL, GA
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Re: Sailing
You may have to research Thetis' Blessing in the Enchantment tree, but be careful because I've had entire armies drown after the pretender died and the enchantment broke.
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He who fights monsters should look into it that he himself does not become a monster. When you gaze long into the Abyss, the Abyss also gazes into you.
--Friedrich Nietzche
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December 13th, 2006, 03:39 AM
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Private
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Re: Sailing
You can also forge water breathing items.
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December 13th, 2006, 06:04 AM
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National Security Advisor
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Re: Sailing
Sailing can move your forces quickly. Sailing commanders are great for raiding, great for taking those few island provinces, great for moving a force into enemy backyard, rampaging there for a while and then joining your main force in two turns, etc. In some maps, it can also be used for very fast movement of troops in your own land.
But it doens't get you underwater, that's true. To do that, you need:
1) units/troops capable of going underwater
2) item that lets a commander and/or units go underwater
3) Thetis' Blessing
It's easy to get items that let commanders go underwater, and you'll probably find at least one of: Shamblers, Ichtyids, Mermen in one of your provinces. Many undead can also go underwater, including all longdead and all soulless.
Air gives you Barrel of Air, Water gives you Sea King's Goblet and Nature/Water gives you Manual of Water Breathing. There are also lesser items that let you bring 10 or so units underwater.
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December 13th, 2006, 06:21 AM
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Corporal
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Re: Sailing
Sailing is actually an excellent mobility power, depending on the layout of the map. Try playing MA Vanheim on Urraparrand. If you want a commander who can lead all their troops into water, take a Lady of Fortune as your pretender. She has the special ability of leading armies under the sea.
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December 14th, 2006, 07:54 AM
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General
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Re: Sailing
If you're sailing, and you look around, and you're at the bottom of the ocean...that's not a good sign!
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You've sailed off the edge of the map--here there be badgers!
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