Quote:
Originally Posted by themarxx
you are right, the turtle did cast slow. It took 2 turns to get within firing range. All the time I was casting heal, heal, heal after each stomp. I did this playing as a paladin, and as a mage. On hindsight, I should probably have moved the Alcheys right next to the turtle to take advantage of counterstiking.
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Wouldn't slowed alchemists have a movement speed of 1? That doesn't seem enough to get them within shooting range. To counter the slow, I can imagine waiting on the 1st turn, letting the turtle cast slow, and having your hero cast haste afterwards.
Also, the turtle seems to have the no retaliation ability.