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Certainly got plenty of useful counter-attacks with my cylcops team with tower shields and mallets, really makes the counter-attack hurt, heh... Doesn't seem like blocking melee attacks negates their damage though. Amusingly, a counter-attack can be blocked and counter-attacked as well, and on, and on... Until someone stops blocking, or dies (not very likely it would go on for this long, though).
Units not attacking freshly flung about enemies is just timing, once they get to their destination they'll check for enemies and wait it out if there's nothing. Should any enemy fly down next to them they'll just ignore it. But if the enemy is flung next to their destination before they reach it, then that enemy is also a valid target i assume. That's what i've seen so far anyway. They could probably improve it to make timing matter less, flinging enemies out of position is a unreliable gamble as-is.
With the cyclops vs cyclops one, i'd say just lure em to you if that happens. Ussually the enemy clops has 2 movement points, if you move away, he'll be forced to follow (unless the AI is being very spiteful/smart, and uses the cyclop's throwable item instead, then it's just praying they don't knock you away by chance), and move in to do the next hit.
I'd like to know stats/rules/numbers, too. What you suggest makes sense, i.e. that it's dependent on some stat like block or defense. I just wish it were more transparent. :)
For the cyclops yeah it's certainly an option sometimes to move away. Other times the map and/or other characters constrain your movement and you're stuck. I'm not all that hung up on it but like I said it's very frustrating to have your character get stun-locked or the like 3, 4 rounds in a row.
Thanks for the input. Sometimes I feel like the only hard and fast rule in any game is Murphy's Law. :)
I suppose I'd prefer if it weren't on a timer, then. If a character is moving, "looking for" an enemy and, if it doesn't find one, "going to sleep", I guess I'd rather see them "kept awake" until the turn's end. It would feel more... appropriate? Dunno. Having it "time out" just feels weird, especially when I have no indication of, and little control over, the timer itself.
I'm not hung up about any of this. If it stays like it is that's fine. I'm mostly trying to get a better understanding of the mechanics.
Those are the main observations I've seen in game.