Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Wed May 23, 2012 4:26 pm

Reminder: Final orders are due before 8pm Central Time.
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Re: Darkness Rising

Postby BLANDCorporatio » Wed May 23, 2012 4:29 pm

MarbitChow wrote:Reminder: Final orders are due before 8pm Central Time.


?

We've got orders for one phase of combat right there. And our Leadership's a cognizant entity both in- and out-of-character. So ... why can't we wait and see what the Archers do, then decide on the response?
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby ETheBoyce » Wed May 23, 2012 4:47 pm

T. Coil goes along with the Plan
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Re: Darkness Rising

Postby MarbitChow » Wed May 23, 2012 4:49 pm

Ok, I've got no objections to stretching a round over multiple days if no one else minds. I'll post the results from the first part of the round this evening. Since both sides have competent leadership, we'll allow the tactics to evolve mid-round. I should be able to get the results out more quickly that way as well.
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Re: Darkness Rising

Postby Werebiscuit » Wed May 23, 2012 5:13 pm

Rolf will follow in formation with the rammers going to Q5( which puts him at Q3 by my reckoning - with the bat swarm at P3)
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Re: Darkness Rising

Postby Swodaems » Wed May 23, 2012 7:55 pm

Guys, we should consider redistributing the bone puppeteer scrolls before the battle. (If you can't cast the spell without the scroll, you get a scroll.)

We've said repeatedly that our fliers should be able to kill 3 archers in one phase if they tried. If we do that and can convince the enemy archers to expend all their shots on our other troops, then our casters can come into the hex to do some interesting damage by raising 3 skeletons in a single phase. Warriors/spearmen with the well-armed trait should be what is created on the wall because that means they will have 8 combat and move before the archers in the second turn, along with the enemy warlord. The actions of units with equal combat scores are resolved simultaneously, so he won't be able to stop the uncroaked from doing damage on the second phase.

BTW, try leaving a slightly wounded archer alive as healer schmuck bait. She is 4th level with a fire attack, so she can attack any target twice in one phase. If she still hasn't done anything before the mass raise, she'll probably destroy an uncroaked before any of them can act. If the Warlord attacks an uncroaked on the turn they are created, then it has a 21/36 chance of survival due to its' 5 def and 14 hits requiring him to roll 8 or higher to destroy it. (His leadership gives him 11 attack and doing the math on his stats says that his combat of 8 includes his magic sword.)

We'll want to create a formation with holes in it that the casters can move into such that they are all standing next to a swarm of bats and guard/bodyguard capable units at the beginning of the second round.
Spoiler: show
R=Ram carrying heavies, W=Dark Warriors, S= Dark Spearmen, B = Brickbat swarm, C=Caster slot, T=Tod, #=unused space (possible position for other player chars) This is a 9x4 formation, sorry if things don't quite line up.
iWiWBSiSi
SRRSTWRRW
SRRCBCRRW
iWWSCWSSi
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Re: Darkness Rising

Postby MarbitChow » Wed May 23, 2012 8:15 pm

Swodaems wrote:Guys, we should consider redistributing the bone puppeteer scrolls before the battle.

Until you cross the hex boundary, you can do whatever you want. The Colonel will need to approve this before the casters have crossed over. Once casters are in the combat hex, exchanging a scroll requires the casters to be adjacent, but otherwise can be done at no cost, as long as neither are incapacitated. Getting a scroll off an incapacitated or dead caster uses up your attack or casting for the turn.
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Re: Darkness Rising

Postby WaterMonkey314 » Wed May 23, 2012 11:05 pm

Swodaems wrote:We'll want to create a formation with holes in it that the casters can move into such that they are all standing next to a swarm of bats and guard/bodyguard capable units at the beginning of the second round.
Spoiler: show
R=Ram carrying heavies, W=Dark Warriors, S= Dark Spearmen, B = Brickbat swarm, C=Caster slot, T=Tod, #=unused space (possible position for other player chars) This is a 9x4 formation, sorry if things don't quite line up.
iWiWBSiSi
SRRSTWRRW
SRRCBCRRW
iWWSCWSSi

You can get things to line-up nicely by using the [code] tags.

If BLAND is sufficiently convinced that this formation would be safe for the casters, we might also want to redistribute the Shockamancy scrolls I've got - if we follow up the mass raising with a volley of Ickyprons, I think we could do some serious damage to the Archers. (Or we might want to save them for whatever's inside the castle). Regardless, there's not much point for me to be carrying around 3 Shockamancy scrolls.
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Re: Darkness Rising

Postby MarbitChow » Wed May 23, 2012 11:41 pm

(Quick notes: Skeletons can't use Mighty Blow, since after decay they have 2 Defense, so I swapped in 'Calcium Enriched'...)

The Infantry Block moves forward, attempting to follow Tod's instructions to the best of their ability. They move into position, tensely waiting to see how the Elves respond. All Elven Archers prepare a Mighty Blow. The first row of archers opens fire on RAM-1, but his spearman bodyguard takes the brunt of the assault. Suddenly, a trumpet blares from within the walls, and four (4) elven scouts leap out of the ground, having been concealed by cleverly camouflaged trap doors. These veritable speedbumps stand heroically in front of the advancing forces of darkness, while the Gumps move up to slow the advance of the infantry as well....

Image
Link to larger version

Special Combat Notes:

The towers in this Level 2 city are decorative. The city walls provide +4 Elevation Def to anyone on the walls (except against fliers). Fliers get +4 Elevation Defense against everyone on the field.

Rows 18 and 19 can only be targeted from the wall by Row 20.

Rows 22 and higher cannot be seen from the ground, so ground units do not have RLOS. They can still be targeted by Fliers. Breaching the gate or walls will allow characters to access the upper level via the region indicated by the ladder.

-----
Player Stats
Spoiler: show
Tod (Swodaems): Spearman {Lvl 2, 11xp} [ 7 Combat / 5 Defense / 16 Hits. Strike. Special: Leadership]
T. Coil (ETheBoyce): Caster {Lvl 2, 7.5xp} [ 5 Combat / 2 Defense / 8 Hits. Fire. Special: Shockamancy (Hiya, Hoboken). 16 Juice.] Scroll: Revitalize x3. Scroll: Renew x2
Yuri (Exate): Warrior {Lvl 1, 4xp} [ 8 Combat / 9 Defense / 24 Hits. Attack. Special: Heavy.]
Rolf (Werebiscuit): Warrior {Lvl 1, 2xp} [ 8 Combat / 9 Defense / 24 Hits. Attack. Special: Heavy.]
Cupid (HerbieRai): Flier {Lvl 1, 4xp} [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
William Showend Tell (BLANDCorporatio): Archer {Lvl 1, 4xp} [ 10 Combat / 3 Defense / 10 Hits. Fire. Special: Well-Armed]
Triage (WaterMonkey314): Caster {Lvl 1, 2xp} [ 3 Combat / 1 Defense / 4 Hits. Fire. Special: Healamancy (Revitalize). 8 Juice.] Scroll: Hoboken x2. Scroll: Ickypron

Bill (The Colonel): Caster {Lvl 2, 6xp} [ 5 Combat / 2 Defense / 8 Hits. Fire. Special: Croakamancy (Reanimator, Bone Puppeteer ). 16 Juice.] Scroll: Bone Puppeteer x2. Scroll: Lucky Streak
Sk-1 Skeleton Archer [ 6 Combat / 2 Defense / 16 Hits. Fire. Special: x2 Def vs. Fire; Calcium Enriched; Decayed x1]
Sk-2 Skeleton Archer [ 6 Combat / 2 Defense / 16 Hits. Fire. Special: x2 Def vs. Fire; Calcium Enriched; Decayed x1]


Darkness Units
Spoiler: show
Ram : 4d6 Damage to structures only; ignores Defense; Units wielding Ram can only move 5 squares per turn instead of 8.
RAM-1 Warrior lvl 2 [ 9 Combat / 11 Defense / 30 (of 36) Hits. Attack. Special: Heavy, Beefy]
RAM-2 Warrior lvl 2 [ 9 Combat / 11 Defense / 36 Hits. Attack. Special: Heavy, Beefy]
RAM-3 Warrior lvl 2 [ 9 Combat / 11 Defense / 36 Hits. Attack. Special: Heavy, Beefy]
RAM-4 Warrior lvl 2 [ 9 Combat / 11 Defense / 36 Hits. Attack. Special: Heavy, Beefy]
RAM-5 Warrior lvl 2 [ 9 Combat / 11 Defense / 36 Hits. Attack. Special: Heavy, Beefy]
RAM-6 Warrior lvl 2 [ 9 Combat / 11 Defense / 36 Hits. Attack. Special: Heavy, Beefy]
RAM-7 Warrior lvl 2 [ 9 Combat / 11 Defense / 36 Hits. Attack. Special: Heavy, Beefy]
RAM-8 Warrior lvl 2 [ 9 Combat / 11 Defense / 36 Hits. Attack. Special: Heavy, Beefy]

DW-1 Dark Warrior [ 5 Combat / 5 Defense / 22 Hits. Attack. Special: Mighty Blow, Guard, Beefy]
DW-2 Dark Warrior [ 5 Combat / 5 Defense / 22 Hits. Attack. Special: Mighty Blow, Guard, Beefy]
DW-3 Dark Warrior [ 5 Combat / 5 Defense / 22 Hits. Attack. Special: Mighty Blow, Guard, Beefy]
DW-4 Dark Warrior [ 5 Combat / 5 Defense / 22 Hits. Attack. Special: Mighty Blow, Guard, Beefy]
DW-5 Dark Warrior [ 5 Combat / 5 Defense / 22 Hits. Attack. Special: Mighty Blow, Guard, Beefy]
DW-6 Dark Warrior [ 5 Combat / 5 Defense / 22 Hits. Attack. Special: Mighty Blow, Guard, Beefy]
DW-7 Dark Warrior [ 5 Combat / 5 Defense / 22 Hits. Attack. Special: Mighty Blow, Guard, Beefy]
DW-8 Dark Warrior [ 5 Combat / 5 Defense / 22 Hits. Attack. Special: Mighty Blow, Guard, Beefy]

DS-1 Dark Spearman (1xp) [ 5 Combat / 4 Defense / 3 (of 12) Hits. Strike. Special: Guard, Interpose, Bodyguard]
DS-2 Dark Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike. Special: Guard, Interpose, Bodyguard]
DS-3 Dark Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike. Special: Guard, Interpose, Bodyguard]
DS-4 Dark Spearman (1xp) [ 5 Combat / 4 Defense / 6 (of 12) Hits. Strike. Special: Guard, Interpose, Bodyguard]
DS-5 Dark Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike. Special: Guard, Interpose, Bodyguard]
DS-6 Dark Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike. Special: Guard, Interpose, Bodyguard]
DS-7 Dark Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike. Special: Guard, Interpose, Bodyguard]
DS-8 Dark Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike. Special: Guard, Interpose, Bodyguard]

DF-1 Dark Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
DF-2 Dark Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
DF-3 Dark Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
DF-4 Dark Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
DF-5 Dark Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
DF-6 Dark Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
DF-7 Dark Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
DF-8 Dark Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]

BS 1 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen - Brickabat Swarm can negate a single Fire attack against any adjacent target, at the cost of 1 Hit. Cannot be targeted by Fire, Strike, or non-AoE Spells.]
BS 2 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen - Brickabat Swarm can negate a single Fire attack against any adjacent target, at the cost of 1 Hit. Cannot be targeted by Fire, Strike, or non-AoE Spells.]
BS 3 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen - Brickabat Swarm can negate a single Fire attack against any adjacent target, at the cost of 1 Hit. Cannot be targeted by Fire, Strike, or non-AoE Spells.]


Enemy Stats
Spoiler: show
A-1 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
A-2 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
A-3 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
A-4 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
A-5 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
A-6 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
A-7 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)

B-1 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
B-2 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
B-3 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
B-4 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
B-5 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
B-6 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)
B-7 Elf Archer [ 7 Combat / 3 Defense / 10 Hits. Fire. {Mighty Blow} ] (Ward-8)

C-1 Elf Warrior {Lvl 3} [ 8 Combat / 9 Defense / 30 Hits. Attack. Special: Leadership, Beefy, Block; 'Magic Sword' (+1 Combat, requires Attack) ] (Ward-8)
H-1 Elf Caster {Lvl 4} [ 6 Combat / 7 Defense / 16 Hits. Fire. Special: Healamancy (Revitalize, Minor Ward, Space Out, Renew). 32 Juice.] (Ward-8)

T-1 Gump [ 12 Combat / 12 Defense / 60 Hits. Strike. { Mighty Blow x2 } ]
T-2 Gump [ 12 Combat / 12 Defense / 60 Hits. Strike. { Mighty Blow x2 } ]

Sc-1 Elf Scout [ 3 Combat / 2 Defense / 6 Hits. Strike. Special: +4 Move; Concealment]
Sc-2 Elf Scout [ 3 Combat / 2 Defense / -0- Hits. Strike. Special: +4 Move; Concealment]
Sc-3 Elf Scout [ 3 Combat / 2 Defense / 6 Hits. Strike. Special: +4 Move; Concealment]
Sc-4 Elf Scout [ 3 Combat / 2 Defense / 6 Hits. Strike. Special: +4 Move; Concealment]

Castle Gate: 20 Def / 50 Hit (Gates take 1/2 damage from shockamancy, rounded down)
Castle Walls: 30 Def / 100 Hit per square (Walls take 1/2 damage from shockamancy, rounded down)


Orders:
Elven Archers A-1 through B-7 use Mighty Blow this round.

Results:
Spoiler: show
Archer A-1: Fire Ram-1 @ P-5
Roll: 7. 17 Combat (7 Base + 3 Mighty Blow) - (Def 11 + 3 Guard) = 3 Hits : Spearman DS-1 Bodyguards 2 Hits, Ram-1 takes 1 Hit

Archer A-2: Fire Ram-1 @ P-5
Roll: 5. 15 Combat (7 Base + 3 Mighty Blow) - (Def 11 + 3 Guard) = 1 Hits : Spearman DS-1 Bodyguards 1 Hits

Archer A-3: Fire Ram-1 @ P-5
Roll: 10. 20 Combat (7 Base + 3 Mighty Blow) - (Def 11 + 3 Guard) = 6 Hits : Spearman DS-1 Bodyguards 3 Hits, Ram-1 takes 3 Hits

Archer A-4: Fire Ram-1 @ P-5
Roll: 3. 13 Combat (7 Base + 3 Mighty Blow) - (Def 11 + 3 Guard) = 0 Hits

Archer A-5: Fire Ram-1 @ P-5
Roll: 5. 15 Combat (7 Base + 3 Mighty Blow) - (Def 11 + 3 Guard) = 1 Hits : Spearman DS-1 Bodyguards 1 Hits

Archer A-6: Fire Ram-1 @ P-5
Roll: 2. 12 Combat (7 Base + 3 Mighty Blow) - (Def 11 + 3 Guard) = 0 Hits

Archer A-7: Fire Ram-1 @ P-5
Roll: 8. 18 Combat (7 Base + 3 Mighty Blow) - (Def 11 + 3 Guard) = 4 Hits : Spearman DS-1 Bodyguards 2 Hits, Ram-1 takes 2 Hits
Spearman DS-1 gains 1 Bodyguard XP.

Scout Sc-1 : Strike Warrior DW-1 @ P-6
Roll: 6. 9 Combat - (Def 5) = 4 Hits.

Scout Sc-2 : Strike Spearman DS-4 @ V-6
Roll: 7. 10 Combat - (Def 4) = 6 Hits.

Spearman DS-4 : Strike Scout Sc-2 @ V-8
Roll: 9. 14 Combat - (Def 2) = 12 Hits. Scout Sc-2 is Slain. Spearman DS-4 gains 1 XP.
Last edited by MarbitChow on Thu May 24, 2012 11:27 am, edited 1 time in total.
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Re: Darkness Rising

Postby MarbitChow » Wed May 23, 2012 11:46 pm

Note that anyone with a Combat 3 or higher can act from this point on, in this round. Elves may still have conditional orders, and if so, they'll act as soon as the conditions are met. The elven commander appears to be shouting new orders to his archers, but you can't quite make out what he's saying...

Please have moves for the remainder of this turn in before 8pm CST / 7 PM Server Time.
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Re: Darkness Rising

Postby Exate » Thu May 24, 2012 12:53 am

Can units move freely through friendlies, or do they have to go around?

Those gumps are going to be a serious problem come next round. We effectively can't advance the rams until they're dealt with, and if we can't advance the rams then the impetus for the elves to keep fire focused on it goes away- meaning that they'll be free to target our units that can actually damage them, then pick off the rams at leisure.

With half the archers having fired already, we might as well have our fliers move in. Use the brickabat swarm to mask their advance; if the fliers trigger enemy archer fire, it can soak all 7 hits and then retreat back across the hex boundary with 1 hit remaining so that we have it to use next battle. Then our leadership crosses the hex boundary to boost the fliers' stats and we basically run through the whole plan as previously outlined. The ground archers can cross too, of course. If none of them trigger enemy fire, then the enemy is probably holding their fire for our casters or leadership, neither of which we want to risk right now so we can end the turn without the enemy firing.

Also, Rolf and Yuri can charge forward and croak a scout each, which isn't that useful but the scouts have to croak sometime and we can use the XP. Hopefully the gumps won't immediately pound us next turn, but I think they have higher-priority targets.
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Re: Darkness Rising

Postby Swodaems » Thu May 24, 2012 12:59 am

Oh joy, hidden enemies.

Guys, the back row of elven archers all used mighty blow and had combat scores indicating they were all operating without leadership. If the fliers attack them, the back row of archers will only have def 1 this round. This means that 2 fliers working together can take one of them down. I suggest we send in a block of 8 fliers surrounding a bat swarm, (Cupid should be in these 8 if he wants to come. A singleton NPC flier may be forced to tough it out but screw him.) With 10 fire attacks including Cupid's and BLAND's, we can destroy 5 of their archers in a single phase and sic 3 attack skeles on the others by redistributing the bone puppeteer scrolls. (I will of course be min/maxing my leadership bonus so that is covering Cupid/BLAND/the three fliers getting the other kills. How much XP is required to get to lvl 3?)
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Re: Darkness Rising

Postby The Colonel » Thu May 24, 2012 2:34 am

WHEN DO MY ARCHERS CHARGE?
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Re: Darkness Rising

Postby Werebiscuit » Thu May 24, 2012 4:22 am

OOC :One question. Are the bat swarms in the field considered to have used up ALL their move or do they have some move left ?

next round if we have 2 bat swarms we can put 4 untouchable fliers in the field or a squadron of 6 knowing they can only take out 1 /OOC
Last edited by Werebiscuit on Thu May 24, 2012 4:26 am, edited 1 time in total.
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Re: Darkness Rising

Postby BLANDCorporatio » Thu May 24, 2012 4:25 am

Swodaems wrote:Guys, we should consider redistributing the bone puppeteer scrolls before the battle. (If you can't cast the spell without the scroll, you get a scroll.) {...}

Warriors/spearmen with the well-armed trait should be what is created on the wall because that means they will have 8 combat and move before the archers in the second turn, along with the enemy warlord.{...}

BTW, try leaving a slightly wounded archer alive as healer schmuck bait. {...}

We'll want to create a formation with holes in it that the casters can move into such that they are all standing next to a swarm of bats and guard/bodyguard capable units at the beginning of the second round. {...}


Sensible policies for a happier England. I'd add that we can recall the two frontline bats; this will not help us this turn, since the Archers will fire immediately on our maneuvering troops, but next turn the bats may be a real help.

Exate wrote:Those gumps are going to be a serious problem come next round. We effectively can't advance the rams until they're dealt with


Actually, I'm happy they moved forward. It means we'll have that battle sooner rather than later, that is, before the archers got to pick off too many of our troops. But we'll see next turn how to maneuver around the Gumps, while getting a few blows in.

Swodaems wrote:Guys, the back row of elven archers all used mighty blow and had combat scores indicating they were all operating without leadership.


Well spotted- I think you mean the front row (the Archers on the wall), but whatevs, that's a good idea.

The Colonel wrote:WHEN DO MY ARCHERS CHARGE?


SOON.
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Re: Darkness Rising

Postby BLANDCorporatio » Thu May 24, 2012 4:31 am

Ok, plan sketch.

Assumption: it's possible for the Leader to form a stack in the field, that is, with units that are already there.

Taking a cue from Swodaems, we can send in a Bat swarm, Cupid, and our Fliers. We know the Archers will have a higher combat than our fliers, so if they have orders to fire on the fliers, they will anyway. It's if they're waiting for someone else, we'll know.

So again, I propose we put the Cupid Bat Flier group in.

If the Archers fire, bring in the Bone Archers, Will, and The Leader; recall the other two bat swarms to offer protection to the ground units. Use our Ranged units to croak as many Archers as possible and/or disable the Healer.

If the Archers don't fire, recall the Bats to where the Leader and Will will enter the hex. Send in these units, as well as the Bone Archers, and proceed as above.

If the Archers fire on the Leader and co., hopefully they're all spent and we can send in the casters safely. If they don't, we'll see.

EDIT:

Schockamancy scrolls:

If the casters can cast more scrolls this turn ... heck why not, let's thunder them. I'm too often inclined to hold on to scrolls until the credits screen, which is quite stupid. Scrolls should be used. We'll worry about future battles when we get to them, and hope that The Darkness has a functional Publishing House.
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Re: Darkness Rising

Postby Werebiscuit » Thu May 24, 2012 5:44 am

OOC Note that Gump-1 can strike into the block of squares from P-7 to U-7 and has used his full move. Gump-2 has not. I would not advise attacking SC-3 or SC-4 except from range until we are sure that the gumps are targetting the rams /OOC
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Re: Darkness Rising

Postby HerbieRai » Thu May 24, 2012 7:09 am

OOC: So the flying bergade will be moving in and targeting the healer, then the A group of archers makeing sure to drop the last unit before moving to the next.
Formation:
FFF
FBF
FCF
/F
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Re: Darkness Rising

Postby Werebiscuit » Thu May 24, 2012 7:11 am

OOC/ Also note that if Bat swarm-2 ( hereafter BS-2 ) @ S-4 has move left to get to Y-2 then fliers entering X-1 to Z-1 will have immediate protection and can manouver around it keeping adjacent till the block surrounds the swarm. The first flier to enter could and should have 4 move left to enable the block to advance. It will depend on how much that BS-2 is ajudged to have moved. /OOC
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Re: Darkness Rising

Postby Werebiscuit » Thu May 24, 2012 7:19 am

OOC I know that targeting 5 archers is appealing right now but consider the possibility that the healer may move inside especially if we start creating undead on the walls. We may lose the opportunity to take her out. It would be a bad move for the archers to move inside so we can be confident they will be on the walls to target next turn. I say take the healer out , now ! /OOC
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