
Exate wrote:Yeah, I have to disagree with having Rolf and Yuri on the led list. We're not critical targets and we're not effectively dealing damage to the enemy. The bonus is better applied to someone who will be putting their Combat score to good use this round.
Swodaems wrote:If we place units capable of surviving the treants' attack directly next to them, then we can block the Treants from moving allowing us to simply take the seige around them. Yuri and Rolf felt like the best choices given the situation.
Swodaems wrote:MarbitChow, would this stunning result in him being unable to use his leadership next phase?



Swodaems wrote:First, I was always in between the bats on the ground.
Swodaems wrote:Second, the fliers enter. They do so in odd sequence and formation. First, a bat enters th hex flanked by two fliers. Then, they move forward 1 space and 3 more fliers enter. We then stop the formation for a moment and let 3 fliers pass thru the ranks to fill the spots in front of the bat. The fliers may be forced to fire at this point, but no biggie.


MarbitChow wrote:Swodaems wrote:Second, the fliers enter. They do so in odd sequence and formation. First, a bat enters th hex flanked by two fliers. Then, they move forward 1 space and 3 more fliers enter. We then stop the formation for a moment and let 3 fliers pass thru the ranks to fill the spots in front of the bat. The fliers may be forced to fire at this point, but no biggie.
Since one of the fliers is Cupid, where does he fit into this formation? Front row, back row, last flier in? And do the fliers shoot at the A-* archers as soon as they have completed the formation?
I find the durability of a Defense 9 unit highly questionable when going up against a potential Combat 21. Admittedly, actually dying to one hit from them would require an exceptional roll as well as that they benefit from Leadership and two Mighty Blow bonuses, but even failing that we'll be nicely softened up for any other opportunistic enemies who feel like picking off someone weak.Swodaems wrote:I'm hoping for Yuri, Rolf, and the skele archers to place themselves in front of the main formation as Yuri and Rolf's durability and the Skeles' expendabilty make them good choices as units placed to prevent the Treants from having full reach over the entire front half of the formation next round.

Exate wrote:I find the durability of a Defense 9 unit highly questionable when going up against a potential Combat 21. Admittedly, actually dying to one hit from them would require an exceptional roll as well as that they benefit from Leadership and two Mighty Blow bonuses, but even failing that we'll be nicely softened up for any other opportunistic enemies who feel like picking off someone weak.Swodaems wrote:I'm hoping for Yuri, Rolf, and the skele archers to place themselves in front of the main formation as Yuri and Rolf's durability and the Skeles' expendabilty make them good choices as units placed to prevent the Treants from having full reach over the entire front half of the formation next round.
Werebiscuit wrote:*Rolf mutters to Yuri* How does it feel, brother, that, we're as expendable as those bags of bones ?
WaterMonkey314 wrote:So is my Ickypron conditional on this next "step" of the phase?
Swodaems wrote:WaterMonkey314 wrote:So is my Ickypron conditional on this next "step" of the phase?
Yeah, it probably should be. If we can set things up for you to safely kill an archer and level while also stunning two other archers, then you should go for it. If we can't, then you using a scroll to put another skele on the wall may be a better option for us.


WaterMonkey314 wrote:Nice! Triage leveled!
I'm inclined to take Minor Ward now rather than Renew so we can start warding our casters. The only problem I see is that we might not have enough rounds to get Wards up on everyone. Other opinions?
Also, is there a benefit to taking the extra +1 Combat as opposed to the +1 def? (Since we don't have significant opposition with 4 Combat, would that change the priority of my orders?)
Swodaems wrote:Werebiscuit wrote:*Rolf mutters to Yuri* How does it feel, brother, that, we're as expendable as those bags of bones ?
Oh, they're getting thrown more under the bus on this than you are. In fact, one of them or both will be gone before the phase ends.
One thing I noticed about this game is that if a enemy unit enters the range of a unit that has spent its move action, but not its attack action, it will be subject to attack. (see the very last action by spearman DS-4 on the results) This means neither Yuri or Rolf should get within 2 squares of the treant this round. If you wish to attack the scouts, I suggest you do so from V8 and O7, making sure to state that your path stays clear of the Treant's massive reach. This should eliminate Sc-1 and Sc-3 and hopefully cause Sc-4 to expend his 3 combat stike against a heavy. This is when the skeles move to Q8 and R8, one of them taking the Treant's powerful strike attack on the way. Now covered in the dust of his partner, the surviving skele is used to attack either the wall archers or Sc-4. I know it sounds a bit odd, but having a unit in one of those 2 spots directly next to the treant next round will be extremely useful in limiting the treant's movement. The lone flier may get voluteered for this duty should both of the skeles die before round's end.
Another method for dealing with the Treants from this point on has to be for the Ram heavies to drop their rams and do combat. Next round, they enter melee with the foreward treant. If the treant uses mighty blowx2 of any of them, all that added damage from multiple sources should put his health in hoboken range of our casters. We'll have to rely on our wall clearing methods to deal with the archers in this scenario, but we should have a good idea about if they will by the end of the phase.
MarbitChow wrote:[
Finally, Gumps look like they are large enough that they could single-handedly carry one of the rams, and may even be able to move without penalty, so dropping it within their reach could be bad if, say, they were to grab it, run to the wall, and throw it on the roof...
Yes, carrying a ram reduces movement to 2/3rds.
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