Nimbyism in HOMM (portal placement woes)

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Slayer of Cliffracers
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Unread postby Slayer of Cliffracers » 30 Jun 2011, 08:45

ThunderTitan wrote:So basically you're arguing that there's no need to build any walls at all, because they can be countered by using all sorts of convoluted strategies or magic...

And that there's no advantage in using delay tactics against any enemies, because they'll just magically invade from all sides anyway, and then carry enough water on them to counter any fire spells...

Why not just say that the enemy can fart lightning and is immune to any damage.
No that there's no point in building weak, poorly defensible walls.
ThunderTitan wrote: Because obviously all armies are always gathered in your castle all the time and there's no such thing as a surprise attack and buying time...
As we've already discussed, building a fortification that can be attacked from both sides simotaneously is not a good idea.
ThunderTitan wrote: Why again would catapults on one side be forced to fire at a different angle then the ones on the other side?
Because from the defenders POV there is no sky above the attackers. While from the attackers POV there is a sky above the defenders.

ThunderTitan wrote: Yesh, except know that an enemy force is going to attack soon... forts have been build for exactly that, and that's in places where there's no magical portal to bring enemy armies to your doorstep from miles away...
If the fort can delay the enemy army it has to be close to the portal. Which means quite simply that it will take far more damage from catapults than the walls of a city.

You know the enemy is going to attack anyway because you can station spies on the other side of the portal.
ThunderTitan wrote: How do you go around rubble from a wall that pretty much covers the whole area where your army is coming out of (the portal)?
Because said rubble does not surround the entire portal.
ThunderTitan wrote: Not any more then you considered the possibility that one might cast the firewall spell in the middle of the enemy, or that if having a bucket of water negated the spell it would be a rather useless spell in the first place...
We are talking about placing a firewall spell on the portal.

ThunderTitan wrote: Fun fact about narrow corridors, they can be defended by a very small force... That's why Thermopile was such a problem for the Persians.

And once again you're assuming the enemy has 2 forces attacking at the same time, which is a big waste of effort on their part, as they would be better off just attacking with the army that's not using the portal, and not have any of their forces at a choke point, as all the things you said they could do at the portal would work just fine against fortifications without one... especially the earthquake spell.

And BTW, the earthquake spell doesn't actually hurt creatures in HoMM, never has...
Not if the attacking force your facing along your narrow corridor consists of dragons, ancient behemoths or a host of extremely deadly attacking creatures like Heroes III Crusaders.

And every soldier defending the portal is one less soldier defending your town. Every fortification on the portal is one less fortification defending your town. And defending the town remember has huge benefits over defending the town.

And given the way that the games work, dividing your forces if you can avoid it is never a good idea.
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Unread postby Slayer of Cliffracers » 30 Jun 2011, 08:46

ThunderTitan wrote:So basically you're arguing that there's no need to build any walls at all, because they can be countered by using all sorts of convoluted strategies or magic...

And that there's no advantage in using delay tactics against any enemies, because they'll just magically invade from all sides anyway, and then carry enough water on them to counter any fire spells...

Why not just say that the enemy can fart lightning and is immune to any damage.
No that there's no point in building weak, poorly defensible walls.
ThunderTitan wrote: Because obviously all armies are always gathered in your castle all the time and there's no such thing as a surprise attack and buying time...
As we've already discussed, building a fortification that can be attacked from both sides simotaneously is not a good idea.
ThunderTitan wrote: Why again would catapults on one side be forced to fire at a different angle then the ones on the other side?
Because from the defenders POV there is no sky above the attackers. While from the attackers POV there is a sky above the defenders.

ThunderTitan wrote: Yesh, except know that an enemy force is going to attack soon... forts have been build for exactly that, and that's in places where there's no magical portal to bring enemy armies to your doorstep from miles away...
If the fort can delay the enemy army it has to be close to the portal. Which means quite simply that it will take far more damage from catapults than the walls of a city.

You know the enemy is going to attack anyway because you can station spies on the other side of the portal.
ThunderTitan wrote: How do you go around rubble from a wall that pretty much covers the whole area where your army is coming out of (the portal)?
Because said rubble does not surround the entire portal.
ThunderTitan wrote: Not any more then you considered the possibility that one might cast the firewall spell in the middle of the enemy, or that if having a bucket of water negated the spell it would be a rather useless spell in the first place...
We are talking about placing a firewall spell on the portal.

ThunderTitan wrote: Fun fact about narrow corridors, they can be defended by a very small force... That's why Thermopile was such a problem for the Persians.

And once again you're assuming the enemy has 2 forces attacking at the same time, which is a big waste of effort on their part, as they would be better off just attacking with the army that's not using the portal, and not have any of their forces at a choke point, as all the things you said they could do at the portal would work just fine against fortifications without one... especially the earthquake spell.

And BTW, the earthquake spell doesn't actually hurt creatures in HoMM, never has...
Not if the attacking force your facing along your narrow corridor consists of dragons, ancient behemoths or a host of extremely deadly attacking creatures like Heroes III Crusaders.

And every soldier defending the portal is one less soldier defending your town. Every fortification on the portal is one less fortification defending your town. And defending the town remember has huge benefits over defending the town.

And given the way that the games work, dividing your forces if you can avoid it is never a good idea. Fighting winning battles does not slow down the attacking army at all.
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Unread postby MattII » 30 Jun 2011, 10:29

Slayer of Cliffracers wrote:
MattII wrote:So why not just bury the portal if it's going to be that much of a danger, or build a stone-fronted rampart around it (or a double rampart even with offset gates)?
Because you want to keep the portal open so that traders can use it. It's like the solution of blowing up all your bridge.
You know, if there's an enemy army on the other side of the portal then I really don't see the issue with burying the portal. Also, unless the resources are dramatically different on one side of the portal to the other, then the armies also ought to be of comparable size, and unless there's another portal nearby, then spending more troops than the enemy defending the portal shouldn't unduly impact defences elsewhere.

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Unread postby ThunderTitan » 30 Jun 2011, 14:40

Slayer of Cliffracers wrote: No that there's no point in building weak, poorly defensible walls.
Except that they're better then no wall...


As we've already discussed, building a fortification that can be attacked from both sides simotaneously is not a good idea.
Funny, the Great Wall of China seemed to be doing fine even if you could theoretically attack it from both sides... you know why? Because the possibility of that actually happening where very slim, especially since once the enemy was past it they had no reason to attack it when they could have just attacked a town or any other place where they could actually get loot and plunder...
Because from the defenders POV there is no sky above the attackers. While from the attackers POV there is a sky above the defenders.
They're attacking from outer space then?

Seriously, i get it that for some reason you think the defenders can't just fire under the same conditions as the attackers, but i have no clue what makes you think that and you're not even bothering responding to that and are just insisting that the defenders can't do the same thing as the attackers with their catapults... WHY?
If the fort can delay the enemy army it has to be close to the portal. Which means quite simply that it will take far more damage from catapults than the walls of a city.
Why? Does the portal increase the kinetic energy of the projectile?

Or are you saying the enemy can get the catapult closer? If that's the case what's to stop you from doing the same thing someone in a castle does when a catapult is too close, use fire-arrow archers, fireballs, sorties against them... if those don't work they wouldn't work for a castle either.

You know the enemy is going to attack anyway because you can station spies on the other side of the portal.
Spies can fail, that's why one would also have lookout towers and other things like that...

And there's also the fact that the portal is still a choke point that if held will slow down the enemy... and that's been a known advantage way before Thermopile...

Because said rubble does not surround the entire portal.
Why not? The Walls did, and matter doesn't just simply disappear... usually when a castle wall was breached it was a problem because the enemy outnumbered you (only an idiot sieges something with inferior numbers), and would overwhelm your defence there, but even then you could hold the breach for quite a while, as access through it wasn't easy with all the rubble, and if you had allies coming you might still win.

We are talking about placing a firewall spell on the portal.
Doesn't really matter if it's on the portal or not, as long as it kills enough enemy troops and cuts off the guys behind it for a while its being used well.

And you're avoiding the issue anyway... but let's play... if it's on the portal the troops already on your side will get slaughtered by the time guys with water put out the fire (assuming enough water to put out the magical fire, never-mind that then oil would be better then any fire spells), which is clearly a win for the defenders.

Not if the attacking force your facing along your narrow corridor consists of dragons, ancient behemoths or a host of extremely deadly attacking creatures like Heroes III Crusaders.
Really, so you think having to deal with one dragon or 10 at the same time is totally the same? Sure, a few lvl 1 units against it won't matter either way, but it's still an advantage that wasn't there before, and they'll get killed in more time then if there where 10 dragons coming at them...

And with the enemy having an overwhelming force it doesn't matter if you have fortifications, you'll lose anyway because that's why it's called overwhelming...
And every soldier defending the portal is one less soldier defending your town. Every fortification on the portal is one less fortification defending your town. And defending the town remember has huge benefits over defending the town.
Right, because you can always add more towers and walls as there's no physical limit to how much stone can fit around one town... there's no reason to assume building one wall somewhere means you can't build
another in another place.

Now it's just getting ridiculous...

As for the soldiers... every soldier not attacking your town because they''re attacking the portal is a clear advantage for the defenders...

But seriously, once an enemy force has obviously bypassed the Portal you can simply have the troops garrisoned at the gatehouse head for the town... or course that would mean you're allowing the enemy to have any reinforcements arrive quicker through the portal... so any general worth his salt would have some assessment of the situation to do.

And given the way that the games work, dividing your forces if you can avoid it is never a good idea. Fighting winning battles does not slow down the attacking army at all.
Given how the game works you can never be attacked by two force from different sides anyway, so obviously putting a hero at the portal to stop enemy heroes coming through is a good idea if there's a different hero around the other side of the portal, when the portal has walls just like a town.

Then if another hero comes close enough on the regular paths you can rush said hero to your town... so the extra walls for the portal certainly won't hurt, and they'll help when the enemy can get to your town through the portal before he can do it through the adv map. And as no one would actually bother to station their troops there after the battle is over, if you won you can just recapture the fortification... because that's how HoMM works...
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Unread postby Slayer of Cliffracers » 09 Jul 2011, 13:08

MattII wrote: Because you want to keep the portal open so that traders can use it. It's like the solution of blowing up all your bridge.
You know, if there's an enemy army on the other side of the portal then I really don't see the issue with burying the portal. Also, unless the resources are dramatically different on one side of the portal to the other, then the armies also ought to be of comparable size, and unless there's another portal nearby, then spending more troops than the enemy defending the portal shouldn't unduly impact defences elsewhere.[/quote]

The portals were built by the ancients. They haven't got any clue as to how to build more of them.
ThunderTitan] Except that they're better then no wall... [/quote] Weak argument indeed. You only have a limited amount of resources to build walls. To build walls in poorly defensible positions is worse then than no walls at all. [quote= wrote: Funny, the Great Wall of China seemed to be doing fine even if you could theoretically attack it from both sides... you know why? Because the possibility of that actually happening where very slim, especially since once the enemy was past it they had no reason to attack it when they could have just attacked a town or any other place where they could actually get loot and plunder...
Given the sheer length and of the Great Wall the likelyhood of you being able to initially attack from both sides are pretty slim.

You can send your initial weaker army to attack from the other side, build up your other army to be a lot stronger and then set a date that both armies will descend upon the portal-fort at the same time. Once the portal-fort is your hands, you don't have to worry about the counter-attack and now have a nice forward base with a steady stream of reinforcements and supplies.

ThunderTitan wrote: They're attacking from outer space then?

Seriously, i get it that for some reason you think the defenders can't just fire under the same conditions as the attackers, but i have no clue what makes you think that and you're not even bothering responding to that and are just insisting that the defenders can't do the same thing as the attackers with their catapults... WHY?
I see you are having a hard time figuring out what I am talking about.

It's roughly similar to why real castles (like the one I just visited recently) have archways on their descending staircases designed to thwart enemy missile fire. The reason that the attacker has such a massive advantage if the defender is near the portal is that effectively he is the position of an archer behind an archway.

To all intents an purposes the attacking catapults are behind a massive indestructable archway. A catapult stone (like all projectiles before the invention of rifles) fires at an arc not a straight line. The projectile ascends into the air and then descend downwards onto their targets.

But if the defender fires to hit the attackers catapults, he will have to fire over the portal in order to hit their real location (relative to him). But if they fire over the portal then they won't go through to the other side. It's like a massive archway blocks their way except the archway is simply the fact what doesn't hit the portal doesn't go through it.

Yet the defending catapults within a certain distance of the portal can fire uninhibited because their firing arcs allow their projectiles to descend right down on their enemies heads. The same goes for arrows, ballista bolts and every single kind of missile weapon.
ThunderTitan wrote: Why? Does the portal increase the kinetic energy of the projectile?

Or are you saying the enemy can get the catapult closer? If that's the case what's to stop you from doing the same thing someone in a castle does when a catapult is too close, use fire-arrow archers, fireballs, sorties against them... if those don't work they wouldn't work for a castle either.
Yes the attacking catapults are pretty close because your idea was building a fort in front of the portal exit.
ThunderTitan wrote: Spies can fail, that's why one would also have lookout towers and other things like that...

And there's also the fact that the portal is still a choke point that if held will slow down the enemy... and that's been a known advantage way before Thermopile...
A chokepoint isn't much use if the enemy can drop rocks and arrows down onto you for all eternity.
ThunderTitan wrote: Why not? The Walls did, and matter doesn't just simply disappear... usually when a castle wall was breached it was a problem because the enemy outnumbered you (only an idiot sieges something with inferior numbers), and would overwhelm your defence there, but even then you could hold the breach for quite a while, as access through it wasn't easy with all the rubble, and if you had allies coming you might still win.
No ThunderTitan. You had already conceded that what you were building was a keep/gatehouse in front of the portal exit, not a wall/fort around the whole area.
ThunderTitan wrote: Really, so you think having to deal with one dragon or 10 at the same time is totally the same? Sure, a few lvl 1 units against it won't matter either way, but it's still an advantage that wasn't there before, and they'll get killed in more time then if there where 10 dragons coming at them...

And with the enemy having an overwhelming force it doesn't matter if you have fortifications, you'll lose anyway because that's why it's called overwhelming...
In confined spaces quality matters far, far more than quantity. And the attackers can fire so many arrows that the defenders 'quality' is taken out of action should they try the same trick.
ThunderTitan wrote: Doesn't really matter if it's on the portal or not, as long as it kills enough enemy troops and cuts off the guys behind it for a while its being used well.

And you're avoiding the issue anyway... but let's play... if it's on the portal the troops already on your side will get slaughtered by the time guys with water put out the fire (assuming enough water to put out the magical fire, never-mind that then oil would be better then any fire spells), which is clearly a win for the defenders.
The guys with the buckets of water *are* the same as the troops doing the dying. As soon as they feel the heat they can throw their buckets in front of them to add to the effect. As they temporerily suppress the fire, more men emerge, throwing more buckets of water to clear their passage as the firewall emerges.
ThunderTitan wrote: Right, because you can always add more towers and walls as there's no physical limit to how much stone can fit around one town... there's no reason to assume building one wall somewhere means you can't build
another in another place.
Resources.
ThunderTitan wrote: As for the soldiers... every soldier not attacking your town because they''re attacking the portal is a clear advantage for the defenders...
When the portal fort is in the attackers hands, you'll find it's more more defensible than it was for the defenders......
ThunderTitan wrote: Given how the game works you can never be attacked by two force from different sides anyway, so obviously putting a hero at the portal to stop enemy heroes coming through is a good idea if there's a different hero around the other side of the portal, when the portal has walls just like a town.
Given how the game works there are no portal-forts. So one way or another I am right. It's only a question of which particular way am I right.
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Unread postby Torur » 11 Jul 2011, 13:43

I'm also very annoyed by those portals..... so many important things to discuss about them, and their use :devious:

But in all seriousness, what are you guys debating?

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Unread postby mr.hackcrag » 11 Jul 2011, 15:03

Torur wrote:

But in all seriousness, what are you guys debating?
Nimbyism. :|

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Unread postby ThunderTitan » 11 Jul 2011, 20:51

Slayer of Cliffracers wrote: Weak argument indeed. You only have a limited amount of resources to build walls. To build walls in poorly defensible positions is worse then than no walls at all.
Oh, so the defender can't have enough resources for both, but the attacker has unlimited projectiles and missiles and troops... and any losses incurred in taking a fortification is insignificant... while the troops lost by the defender are vital... even though in the history of the world only trickery (and disese ridden corpses) ever managed to make an attacker lose less troops then a defender during a siege.

Given the sheer length and of the Great Wall the likelyhood of you being able to initially attack from both sides are pretty slim.
Yeah, it's not like the wall took centuries to get to it's current length, it was magically made over night...
You can send your initial weaker army to attack from the other side, build up your other army to be a lot stronger and then set a date that both armies will descend upon the portal-fort at the same time. Once the portal-fort is your hands, you don't have to worry about the counter-attack and now have a nice forward base with a steady stream of reinforcements and supplies.
Because taking the fort/gatehouse before the near-by town (near enough for you to attack) sends reinforcements is a guarantee... and your smaller force is totally safe prancing around enemy territory unopposed...

And of course if the portal was totally unguarded they wouldn't have the same steady stream of reinforcement without actually having to waste time taking any fortifications... and the element of surprise on their side, without having to announce their presence by prancing around enemy territory to get to the portal...


I see you are having a hard time figuring out what I am talking about.

It's roughly similar to why real castles (like the one I just visited recently) have archways on their descending staircases designed to thwart enemy missile fire. The reason that the attacker has such a massive advantage if the defender is near the portal is that effectively he is the position of an archer behind an archway.

To all intents an purposes the attacking catapults are behind a massive indestructable archway. A catapult stone (like all projectiles before the invention of rifles) fires at an arc not a straight line. The projectile ascends into the air and then descend downwards onto their targets.

But if the defender fires to hit the attackers catapults, he will have to fire over the portal in order to hit their real location (relative to him). But if they fire over the portal then they won't go through to the other side. It's like a massive archway blocks their way except the archway is simply the fact what doesn't hit the portal doesn't go through it.

Yet the defending catapults within a certain distance of the portal can fire uninhibited because their firing arcs allow their projectiles to descend right down on their enemies heads. The same goes for arrows, ballista bolts and every single kind of missile weapon.

I think it's more about the fact that you don't know what you're talking about...


Fun fact, angles work both ways, so if X can fire from his position to Y's position then Y can fire to Xs position at the exact same angle...

Unless the portal has an actual effect on the kinetic force of the projectile both sides can fire the same...

Unless you're talking about the walls getting in the way, then that's another thing, which can easily be take into account when actually building the damn thing, that's what architects are for...

Yes the attacking catapults are pretty close because your idea was building a fort in front of the portal exit.
Which means they're in range of regular fire... and actually in better range of catapults from beyond the wall... as they can easily just fire them at an angle where they go through the portal while descending...

Of course you'll say that another force is attacking from outside, but again you're ignoring that the whole idea was about portals close to a town, and if the enemy get that close without the town forces attacking it you've already lost...
A chokepoint isn't much use if the enemy can drop rocks and arrows down onto you for all eternity.
Pretty sure rocks and arrows aren't an unlimited resource... and it still is, for the same reason why those 300 spartans (and 1000 slaves and other greeks) stayed behind... it buys time for others to assemble forces...


No ThunderTitan. You had already conceded that what you were building was a keep/gatehouse in front of the portal exit, not a wall/fort around the whole area.
What's the point of a gatehouse that doesn't cover the whole space around the portal? And if you bothered to check thos picturs of the Ishtar gate you'd see that they used walls very well there... and frankly well outside the range of any projectiles coming from the gate, unless the catapults are so close that throwing a fireball inside the gate would burn all catapults.

And i'm sorry, but if you keep using the fort as an argument (see above) i see no reason for me to limit myself to a gatehouse (which btw wasn't your idea anyway, and i just found it a more cost effective method then a full fort).
In confined spaces quality matters far, far more than quantity. And the attackers can fire so many arrows that the defenders 'quality' is taken out of action should they try the same trick.
And the sky opens up and swallows the whole town, clearly indicating that they should have never build any fortifications, or even a settlement there, because they where useless in this one situation that i'm using as if it's the only possibility, i mean it's not like the defenders can fire arrows... man, i really hope you're trolling, because otherwise you're one self deluded idiot...

Also, stop trying to evade the point already...


The guys with the buckets of water *are* the same as the troops doing the dying. As soon as they feel the heat they can throw their buckets in front of them to add to the effect. As they temporerily suppress the fire, more men emerge, throwing more buckets of water to clear their passage as the firewall emerges.

So instead of holding weapons they use buckets... and then switch to weapons... yeah, i see no disadvantage there...

And you're assuming the firewall isn't behind them already, cutting them off, and they have time to use the buckets before they get killed...

Or that if firewalls are so weak to water (making them a rather useless spell) the defenders wouldn't just switch to fireballs...

Resources.
And of course one can't have enough resources for two or more walls... that's always the case, and not a totally an arbitrary limitation you places on the defenders to make your ideas work...

When the portal fort is in the attackers hands, you'll find it's more more defensible than it was for the defenders......
Except the parts where the walls are already damaged from sustained (and apparently unstoppable) catapult fire, full of mud (from all the water), and damaged by a plethora of max level creatures...

And of course that means that if the defender had build the fortifications on the other side he would have had a great advantage... glad you admit that, maybe ill need it later...

Given how the game works there are no portal-forts. So one way or another I am right. It's only a question of which particular way am I right.
Actually there are, they're just not right on top of the portal itself, but they can easily be placed right in front of th portal in such a way so you can't got anywhere from the portal unless you go through them...

And actually at least some of the gatehouses are unconquerable with any size army, which is why you need to visit a tent or answer a riddle to pass throughout them....

So you're right in the way of not knowing the game very well... or at least being able to abstract enough to think of those gatehouses as easily placeable in fro of a portal...
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Unread postby ThunderTitan » 11 Jul 2011, 20:51

mr.hackcrag wrote:
Torur wrote:

But in all seriousness, what are you guys debating?
Nimbyism. :|
Here: http://en.wikipedia.org/wiki/Nimbyism
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Unread postby Torur » 12 Jul 2011, 08:56

ThunderTitan wrote:
mr.hackcrag wrote:
Torur wrote:

But in all seriousness, what are you guys debating?
Nimbyism. :|
Here: http://en.wikipedia.org/wiki/Nimbyism
:wall: I got that... but it looks more like your debating about a portal outside someones castle, than nimbyism. And it is not making alot of sense.

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Unread postby ThunderTitan » 12 Jul 2011, 13:04

Torur wrote: :wall: I got that... but it looks more like your debating about a portal outside someones castle, than nimbyism. And it is not making alot of sense.
Yes, portals in a castle's backyard...

Did you even read the OP?
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Unread postby Slayer of Cliffracers » 12 Jul 2011, 14:06

ThunderTitan wrote: Oh, so the defender can't have enough resources for both, but the attacker has unlimited projectiles and missiles and troops... and any losses incurred in taking a fortification is insignificant... while the troops lost by the defender are vital... even though in the history of the world only trickery (and disese ridden corpses) ever managed to make an attacker lose less troops then a defender during a siege.
There is a reason why people don't build walls like everywhere. They are limited resources to spend. The resources expended by attackers to take poorly defensible fortifications are less than those required to take defendable fortifications so I don't get what you are saying about the attackers needing to have limitless resources.
ThunderTitan wrote: Yeah, it's not like the wall took centuries to get to it's current length, it was magically made over night...
If you can attack from both sides in RL you don't bother to attack it at all. Your point is?
ThunderTitan wrote: Because taking the fort/gatehouse before the near-by town (near enough for you to attack) sends reinforcements is a guarantee... and your smaller force is totally safe prancing around enemy territory unopposed...

And of course if the portal was totally unguarded they wouldn't have the same steady stream of reinforcement without actually having to waste time taking any fortifications... and the element of surprise on their side, without having to announce their presence by prancing around enemy territory to get to the portal...
Given your enemy have divided their forces between defending the portal and defending the town prancing about in enemy territory isn't very risky at all. Losing element of surpise isn't really so bad when you can cut the enemy army in half, attack one half, summon up a reinforcements and then destroy the other half.
ThunderTitan wrote: I think it's more about the fact that you don't know what you're talking about...

Fun fact, angles work both ways, so if X can fire from his position to Y's position then Y can fire to Xs position at the exact same angle...

Unless the portal has an actual effect on the kinetic force of the projectile both sides can fire the same...

Unless you're talking about the walls getting in the way, then that's another thing, which can easily be take into account when actually building the damn thing, that's what architects are for...
Projectiles don't fire at a simple angle ThunderTitan- they fire at a firing arc. In real-life people built archways in the corridors and stairways in order to protect themselves against enemy missile fire. Just a fact.

You don't get to decide exactly what angle you want your projectile to go, the projectile goes up in the air till about half-way and then descends at an ever sharper angle. So whenever you hit the target, the projectile is always travelling at some kind of downwards angle. The longer the range you are firing at, the sharper the downwards angle.

The situation of exchanging fire with someone behind a magical portal is pretty much the same as doing so with someone behind an archway- except that if you hit the archway the projectile goes over the portal and doesn't get to the other side rather than hitting solid masonry.

If there's no space above someone's head from your POV you cannot hurt them at any kind of range until you invent rifles. But as long as there is space above your head from their POV, they can still kill you. Their descending projectiles can hit you, but you can't hit them because there is no space above their heads your projectiles can fall through.

Medieval siege engineers knew this and built their castles accordingly.
ThunderTitan wrote: Which means they're in range of regular fire... and actually in better range of catapults from beyond the wall... as they can easily just fire them at an angle where they go through the portal while descending...

Of course you'll say that another force is attacking from outside, but again you're ignoring that the whole idea was about portals close to a town, and if the enemy get that close without the town forces attacking it you've already lost...
Another annoying physical point is that the closer range a missle is fired at the straighter it's trajectory arc. This means that catapults beyond the wall have to be very far away to be able to fire at a high enough arc as to fire over the wall. If they initially fire right in the air the stone will end up falling right on top of them. And of course the greater the range the more diminished the accuracy and steeper the downwards descent.

And it's get's worse when you consider that there is no retailiation against people firing through one-way portals.
ThunderTitan wrote: Pretty sure rocks and arrows aren't an unlimited resource... and it still is, for the same reason why those 300 spartans (and 1000 slaves and other greeks) stayed behind... it buys time for others to assemble forces...
The only reason that they bought any real time is that the Persians did not know in advance where they were going to fight. It's no small matter if you know exactly where your enemy are going to fight to deploy siege engines and archers firing at next to point blank range. Not to mention javalins and dragon breath (given we are talking fantasy).
ThunderTitan wrote: And the sky opens up and swallows the whole town, clearly indicating that they should have never build any fortifications, or even a settlement there, because they where useless in this one situation that i'm using as if it's the only possibility, i mean it's not like the defenders can fire arrows... man, i really hope you're trolling, because otherwise you're one self deluded idiot...

Also, stop trying to evade the point already...
Lay off the insults. The nature of the way that physics works in regard to archways mean that only the defenders front rank can fire, why potentially dozens of ranks of attackers archers can fire.
ThunderTitan wrote: So instead of holding weapons they use buckets... and then switch to weapons... yeah, i see no disadvantage there...

And you're assuming the firewall isn't behind them already, cutting them off, and they have time to use the buckets before they get killed...

Or that if firewalls are so weak to water (making them a rather useless spell) the defenders wouldn't just switch to fireballs...
I'm assuming we've invented sheaths for weapons at this point.

If it's a two-way portal then they can feel the heat from the firewall and can simply throw their buckets through the portal, allowing their comrades to run back and wait for it to go away. Rinse and repeat until your enemy has run out of mana.
ThunderTitan wrote: And of course one can't have enough resources for two or more walls... that's always the case, and not a totally an arbitrary limitation you places on the defenders to make your ideas work...
My point is very simply that a fortication built in the vicinity of a magical portal is simply indefensible. That it might still possess some defensive value is irrelavant, because we have limited resources to work with the expenditure of resources has to be justified.

The point is not whether it has some defensive value, but whether the defensive value is worth the cost.
ThunderTitan wrote: Except the parts where the walls are already damaged from sustained (and apparently unstoppable) catapult fire, full of mud (from all the water), and damaged by a plethora of max level creatures...

And of course that means that if the defender had build the fortifications on the other side he would have had a great advantage... glad you admit that, maybe ill need it later...
You mean if the defender had built a set of fortifications on the other side of the portal? But if they controlled the other side of the portal they wouldn't be in this trouble in the first place and the cost of building the fortification would be unjustified.
ThunderTitan wrote: Actually there are, they're just not right on top of the portal itself, but they can easily be placed right in front of th portal in such a way so you can't got anywhere from the portal unless you go through them...

And actually at least some of the gatehouses are unconquerable with any size army, which is why you need to visit a tent or answer a riddle to pass throughout them....

So you're right in the way of not knowing the game very well... or at least being able to abstract enough to think of those gatehouses as easily placeable in fro of a portal...
I'm not obviously not talking about fortifications that have been built in front of the portals. But these fortifications are clearly some distance away from the portal even if they are extensive enough to prevent anyone from getting to the town/anywhere at all depending upon the nature of the terrain.

My argument is that there is clearly some reason they don't actually fortify the portal itself.
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Unread postby ThunderTitan » 12 Jul 2011, 14:55

I'll get to the rest later, but these stand out:
Given your enemy have divided their forces between defending the portal and defending the town prancing about in enemy territory isn't very risky at all.
Why would they use half their army to man one single gatehouse/fort?!

And why isn't the enemies being separated into 2 forces too taken into account?
If you can attack from both sides in RL you don't bother to attack it at all. Your point is?
My point is that that's what i said 10 times already... good to see you finally agree.

Projectiles don't fire at a simple angle ThunderTitan- they fire at a firing arc. In real-life people built archways in the corridors and stairways in order to protect themselves against enemy missile fire. Just a fact.
No, they build archways coz they sustain weight better... you must be thinking of something else... (arrow slits where made at a downward angle for obvious reasons).


And i dol ove the fact that you're arguing both that the enemy can fire from higher ranges and from point blank (see below), but still be out of range of the defenders...
The only reason that they bought any real time is that the Persians did not know in advance where they were going to fight. It's no small matter if you know exactly where your enemy are going to fight to deploy siege engines and archers firing at next to point blank range. Not to mention javalins and dragon breath (given we are talking fantasy).
You need to stop talking about history you learned from movies... because the Persians where there for days already when the 300 spartans where all that was left, and they where actually covering the retreat of the other greeks that came to Thermopile for the fight...

And you forget, the greeks where annihilated, much like you say the gatehouse would be... and still lasting for those 3 days made plenty of difference...
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Unread postby mr.hackcrag » 12 Jul 2011, 17:29

You two are a bad influence on each other. :libra:

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Unread postby ThunderTitan » 12 Jul 2011, 19:20

Beg your pardon? I'm a bad influence on everyone, and don't you ever forget it again.
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Unread postby MattII » 12 Jul 2011, 19:57

ThunderTitan wrote:Beg your pardon? I'm a bad influence on everyone, and don't you ever forget it again.
Well except me, I'm bad enough on my own that you can't make a lot of difference.

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Unread postby ThunderTitan » 12 Jul 2011, 21:47

MattII wrote:Well except me, I'm bad enough on my own that you can't make a lot of difference.
Maybe if you posted more then a measly 250 we'd have some way of knowing if that's true...
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Unread postby Slayer of Cliffracers » 15 Jul 2011, 20:35

ThunderTitan wrote: Why would they use half their army to man one single gatehouse/fort?!

And why isn't the enemies being separated into 2 forces too taken into account?
Because in the time the army takes to reach the enemy over land they have already built up a second army on the other side of the portal. All they have to do is arrange a simotaneous attack at a particular time on the portal-fort from both sides and then there is only 1 army to worry about. And it is twice as big+able to increase in numbers as fast as the defenders can pretty much.

While if you stick all your troops in the town you can ride out to intercept with a full army or hide behind the fortifications.
ThunderTitan wrote: My point is that that's what i said 10 times already... good to see you finally agree.
Might and Magic life however has magical portals. That changes matters, because it provides a means of bringing an endless supply of troops and reinforcements to support an army deep behind enemy lines.
ThunderTitan wrote: No, they build archways coz they sustain weight better... you must be thinking of something else... (arrow slits where made at a downward angle for obvious reasons).

And i dol ove the fact that you're arguing both that the enemy can fire from higher ranges and from point blank (see below), but still be out of range of the defenders...
This isn't just something I 'worked out'. The warden of Newcastle Castle, an expert in these matters told me that was what the arches were used for. Are you going to argue with him?
ThunderTitan wrote: You need to stop talking about history you learned from movies... because the Persians where there for days already when the 300 spartans where all that was left, and they where actually covering the retreat of the other greeks that came to Thermopile for the fight...

And you forget, the greeks where annihilated, much like you say the gatehouse would be... and still lasting for those 3 days made plenty of difference...
It would have taken more than 3 days to bring up siege weapons and sufficiant ammunition to bury the whole army. That's what I'm saying. It would have been quite feasible for them to shoot the Spartans to death, indeed the Athenians at one point simply did that given that they were pretty much invinible in melee combat anyway.

Things in the Might and Magic universe however just don't work that way, a defeat does not buy the defenders any time unless the attackers are forced to deviate from their planned invasion route, which isn't the case at all here.

Indeed I've always got the strong impression that garrisons and the like are not really there for serious military reasons at all but instead are there for policing/customs reasons, they are there to control the movement of the ordinary people- they are checkpoints in other words.

They are mostly there to make it harder for subversives and criminals to get from point A to point B but they also provide both a neat way of keeping your troops away from contact and potential subversion from the ordinary civilians that inhabit your towns.

It also prevents placing all your troops in one place under the command of a hero who has better things to do and will probably decide to 'meddle' in politics rather violently if left in charge of an army on the field for a long period of time.
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