0beron wrote:This does raise the question....what is Vinny supposed to do during this...?


BLANDCorporatio wrote:Getting our ranged units out of the reach of their archers is obviously a good idea, but those fairies are rather dangerous regardless. We'll need to kill them quickly. And that 60H 20D mount looks like a prime target for Shocka.
BLANDCorporatio wrote:That said, the army the scout saw seems fairly small. Am I wrong to assume that it would have serious trouble negotiating past our field defenses?

Werebiscuit wrote:[Tower spells, out of LOS Will & Coil, plus ballistae will make short work of the fliers. We can then worry about the archers & leadership
The Colonel wrote:Do I raise the corpses a turn before the battle?


Lord of Monies wrote:Would it be possible to go out on the turn of the attack just outside the walls, dig some shallow graves, bury your uncroaked then cover them with soil? That way when the elves get close your uncroaked can rise from out of the ground and act as a flanking maneuver. I don't know how effective it would be as a fighting force, but it could be enough to scatter the leadership and disorganise them.
Did we lose 1 imp or multiple imps?MarbitChow wrote:The Imps detect the Elven column, although it is slain in the process.
They were introduced before as AOE structures. However, the current rules don't mention anything about AOE.Werebiscuit wrote:Swodaems wrote:My thoughts on the battle:
(MarbitChow, hasn't the AOE nature of the ballistaes been removed? There seems to be some confusion on the point.)
Definitely some confusion on my part. I thought that was the point of the ballistae.
MarbitChow wrote:Heavy Ballista : Requires Heavy ability to operate. Grants a Fire attack for [Combat + 4d6]. Grants a +4 Cover Bonus. Must stand at I-18 or AC-18 to operate.
You're advocating protecting Wandereus, the 3 lvl 2 leaders, and lvl 1 leader in my stack until the enemy closes in? That might be a good idea for the level 1, but not for the others. They all have dance fighting to make up for what they lack in level. Wandereus' stack would be 9/9 and the level 2s would be leading 8/8 stacks. (I'm including my +2 hex wide.) I could take dance-fighting myself and draft a few dancers into the formation to get my stack to 11/11, but that would exclude the participation of most of the PCs in my stack.Werebiscuit wrote:With your side & hexwide bonus Yuri's leadership is almost as effective as Tods so you may want Yuri to provide Rolf's plus to def bonus and save space in Tods for some of the lesser leadership. Initially I would advocate melee and casters that aren't offensively ranged staying out of LOS until we can deal with the fliers and archers. Once their ranged units are nullified ( effectively thinned & leaderless) we can afford to field melee and move archers to the outer walls.
initially we COULD all stay inside or well back on the walls (negating their archery)and leave only high def units to deal with their fliers. When fliers are out of the way we can concentrate on archery and when they are nullified then have our melee take the field.
Yes, they should have Fly listed.Werebiscuit wrote:BTW Marbit. I'm presuming that the Faeries have Fly as a special. It's not mentioned in their stats that I can see...but their wings are a giveaway.
I'm not sure where the idea of AoE Ballistae came from. They grant a Fire action to Heavy units. That's it. All rules on Fire apply normally. They were first introduced here: (click), and have always granted Fire.Swodaems wrote:(MarbitChow, hasn't the AOE nature of the ballistaes been removed? There seems to be some confusion on the point.)
Yes, Dying Cry essentially lasts a full day, and Dying Cries are cumulative.Swodaems wrote:(MarbitChow, when you say Dying Cry ends at the start of their next Turn, are you talking about daily Turns?)
Space-Out makes a unit Calm. (See the rules under Status Effects for details.) Calm units can still dance, and others still gain from their leadership.0beron wrote:Do the leader's bonuses apply while they're Spaced-Out though?
Sorry - that's a typo. A single imp was lost.Swodaems wrote:Did we lose 1 imp or multiple imps?MarbitChow wrote:The Imps detect the Elven column, although it is slain in the process.

Swodaems wrote: You're advocating protecting Wandereus, the 3 lvl 2 leaders, and lvl 1 leader in my stack until the enemy closes in? That might be a good idea for the level 1, but not for the others. They all have dance fighting to make up for what they lack in level. Wandereus' stack would be 9/9 and the level 2s would be leading 8/8 stacks. (I'm including my +2 hex wide.) I could take dance-fighting myself and draft a few dancers into the formation to get my stack to 11/11, but that would exclude the participation of most of the PCs in my stack.
Okay, so we want to kill the healers as late as possible, definitely don't target them, but if they get hit in AOEs then so be it.MarbitChow wrote:Yes, Dying Cry essentially lasts a full day, and Dying Cries are cumulative.
Okay then, taking that Leader alive is no longer an option then. That's way too big a bonus for us to leave in action for the entire combat.MarbitChow wrote:Space-Out makes a unit Calm. (See the rules under Status Effects for details.) Calm units can still dance, and others still gain from their leadership.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Okay then, taking that Leader alive is no longer an option then. That's way too big a bonus for us to leave in action for the entire combat.


ETheBoyce wrote:Question: How do stun effects from Shockamancy interact with the Bodyguard ability?

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


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