Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Mon Sep 17, 2012 11:27 pm

Turn 9 - Assault on Dis City - Round 2 - Phase 13 (Revised) through Phase 11

I'll skip the summary this time. Just read the results and the bonus image.

Towers: 0 (of 18) Energy. Three spell slots free.
Tower 1: 70 Hits. Tower 2: 31 Hits.

Exterior View
Image

Interior View
Image

Player Stats & Darkness Units
Spoiler: show
Rolf (Werebiscuit): 32 Hits; (Ward-16); Potion of Healing Ward
William Showend Tell (BLANDCorporatio): 22 Hits; (Ward-16); Cloak : Negate Strike/Attack, Potion: Renew (Heal 16 Hits)
Cupid (HerbieRai): 20 Hits; (Ward-16); Potion: Renew (Heal 16 Hits)
Yuri (Exate): 35 Hits; (Ward-16); Potion of Healing Ward
T. Coil (ETheBoyce): 22 Hits; 23 (of 32) Juice; (Ward-16); Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20) x2, Scroll: Revitalize, Scroll: Renew
Bill (The Colonel): 16 Hits; 11 (of 47(+8)) Juice; (Ward-16); Scroll: Revitalize, Scroll: Renew, Scroll: Lucky Streak, Scroll: Regenerate, Potion: Restore Juice (Restore 20)
Tod (Swodaems): 24 Hits; (Ward-16); Cloak : Negate Hiya/Hoboken, Potion: Renew (Heal 16 Hits)
Triage (WaterMonkey314): 22 Hits; 34 (of 35) Juice; (Ward-16); Potion: Restore Juice (Restore 20)
Vinny Starcall (0beron) : 4 Hits; 6 (of 8) Juice; (Ward-16); Cloak : Negate Fire
Brick Wall (Lord of Monies) : 22 Hits; (Ward-16); Cloak : Negate Attack/Strike
Wandereus: 36 Hits; (Ward-8); Potion: Minor Ward, Potion: Revitalize x2
Junetta: 16 Hits; 45 (of 59) Juice; (Ward-8)
(Note: See reference page for full PC and NPC stats for above units.)

Rowan (WL01): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
Tyler (WL02): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
Lian (WL03): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2

Erick (WH01): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Colby (WH02): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Donovan (WH03): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Joe (WH04): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Zackary (WH05): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)

Ruben (WB01): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
Edgar (WB02): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
Salvador (WB03): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)

Casey (WA01): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Phillip (WA02): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

Sergio (W01): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
Marvin (W02): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
Chris (W03): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)

Tony (SA01): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Jeffrey (SA02): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Devon (SA03): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Jonas (SA04): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

Larry (S01): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Jaydon (S02): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Jimmy (S03): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Brett (S04): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)

Eduardo (ZA01): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Brendan (ZA02): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Terry (ZA03): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Malik (ZA04): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Darius (ZA05): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Byron (ZA06): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Baldrick (ZA07): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
Adder (ZA08): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)

Comet : (DF-8) Dark Flier {Level 1, 0 XP} [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly] (Ward-16)

Bert (Royal Guard): Warrior {Level 3, 18 XP} [ 5 Combat / 8 Defense / 70 Hits / 8 {8} Move. Attack. Specials: Heavy, Guard, Interpose, and Bodyguard] (Ward-16)
Ernie (Royal Guard): Warrior {Level 3, 18 XP} [ 5 Combat / 8 Defense / 70 Hits / 8 {8} Move. Attack. Specials: Heavy, Guard, Interpose, and Bodyguard] (Ward-16)

Naughty Kitty (Tod's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (Wandereus') {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (T. Coil's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (Rowan's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
Naughty Kitty (Tyler's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
Naughty Kitty (Lian's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)

Heck Pup (Hp01) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp02) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp03) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp04) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)

Skeleton SK-1: Warrior [8(-1) Combat / 5(-1) Defense / 22(-3) Hits / Attack. 8 {8} Move. Special: Skeleton, Calcium Enriched, Well-Armed, Extended Decay x1.]

Skeleton SA1: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA2: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA3: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA4: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA5: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA6: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA7: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA8: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA9: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]

BS 1 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 2 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 3 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 4 - Brickabat Swarm [ 0 Combat / 1 Defense / 2 (of 8) Hits. No attack. Special: Screen, Inhuman.]

Reginald (Cmd): Garrison Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Leadership] (Ward-16)
Abe (GA01): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Barry (GA02): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Chad (GA03): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Dave (GA04): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)
Ed (GA05): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)
Frank (GA06): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-8)
Gary (GA07): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-8)

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
Armolad: Archer {Level 5} [ 11 Combat / 11 Defense / 34 Hits. Fire, Quick-shot. Special: Leadership, Improved Leadership, Dance Fighting, Beefy] { Ward-16 } Cloak : Negate Hiya/Hoboken, Potion: Ward, Potion: Renew x2
Amandaria : Fryahovar {Level 3} [ 18 Combat / 20 Defense / 60 Hits. 14 {24} Move. Strike. Special : Beast, Heavy, Mount, Mighty Blow x2, Dance Fighting ] { Ward-16 }

WE01 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE02 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE03 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE04 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }

EE01 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE05 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE06 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE08 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }

EE09 : Archer { Level 1 } [ 7 Combat / 3 Defense / 7 (of 10) Hits. Fire. Special: Support, Coordinate, Dance-Fighting ]
EE10 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-1 }
EE11 : Archer { Level 1 } [ 7 Combat / 3 Defense / 4 (of 10) Hits. Fire. Special: Support, Coordinate, Dance-Fighting ]
EE12 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE13 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE14 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-1 }
EE15 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE16 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ]

Gumpt'n1 : Gumption [15 Combat / 15 Defense / 2 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]
Gumpt'n2 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n3 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n5 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n6 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }

AE02 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE04 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE05 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE06 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE07 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]

SE01 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE02 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE03 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE04 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE05 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE08 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE09 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE10 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE11 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard]
SE12 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard]
SE13 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE14 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE15 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE16 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }

WE05 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE06 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE07 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE08 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE09 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE10 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE11 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE12 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE13 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE14 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE15 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE16 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }

Objay Dart : Faery Fire attack inflicts an additional 1 Hit damage that ignores defenses.
Healing Touch - Any adjacent friendly units heal 8 Hits at the start of each round.
Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.


Charlie's Units
Spoiler: show
Buffy : Archon {Level 3} [15 Combat / 15 Defense / 59 Hits. Fire. 12 {24} Move. Special : Spell Sense, Flight, Heavy, Foolamancy(Projection), Leadership(1), Dance Fighting ]
Faith : Archon {Level 2} [14 Combat / 14 Defense / 39 Hits. Fire. 12 {20} Move. Special : Spell Sense, Flight, Heavy, Foolamancy(Crypsis), Shockamancy(Hiya) ]
Rona : Archon {Level 2} [14 Combat / 14 Defense / 39 Hits. Fire. 12 {20} Move. Special : Spell Sense, Flight, Heavy, Shockamancy(Hiya), Thinkamancy(Thinkagram) ]


Results
Spoiler: show
Tenebris Stacks :
Tod: Leads Will, Rolf, Cupid, T. Coil, Hp01, Hp02, Hp03. (+5 Leadership, +2 Chief Warlord)
Yuri: Leads ZA01, ZA02, ZA03, ZA04, ZA05, Comet, Hp04. (+3 Leadership, +2 Chief Warlord)
Wandereus: Leads GA01, GA02, GA03, GA04, GA05, GA06, GA07 (+3 Leadership, +2 Chief Warlord, +4 Dance)
Tyler (WL02): Leads ZA08, ZA09, ZA10, ZA11, ZA12 (+2 Leadership, +2 Chief Warlord)
Bill: Guides SK-1, SA1, SA2, SA3, SA4, SA5, SA6, SA7, SA8, SA9, LU01, LU03, LU014, LU05 (+4 Leadership, +2 Chief Warlord)

-- Round 2 --

Phase 13 (Revised)
----------
(Note: EE10 is in front of Altriust Elf AE04)
EE10: Fire @ LU3
Roll : 7. 14 Combat + 4 Dance Fighting + 2 Leadership - (4 Defense + 4 Leadership + 2 Chief Warlord) = 10 Hits.

EE09 : Fire @ LU3
Roll : 11. 18 Combat + 4 Dance Fighting + 2 Leadership - (4 Defense + 4 Leadership + 2 Chief Warlord) = 14 Hits. Target dusted.

EE11: Fire @ LU1
Roll : 10. 17 Combat + 4 Dance Fighting + 2 Leadership - (4 Defense + 4 Leadership + 2 Chief Warlord) = 13 Hits. Target dusted.

EE12 : Fire @ LU1 - Target already slain.

EE14: Fire @ LU4
Roll : 7. 14 Combat + 4 Dance Fighting + 2 Leadership - (4 Defense + 4 Leadership + 2 Chief Warlord) = 10 Hits.

EE13 : Fire @ LU4
Roll : 11. 18 Combat + 4 Dance Fighting + 2 Leadership - (4 Defense + 4 Leadership + 2 Chief Warlord) = 14 Hits. Target dusted.

EE16: Fire @ LU5
Roll : 8. 15 Combat + 4 Dance Fighting + 2 Leadership - (4 Defense + 4 Leadership + 2 Chief Warlord) = 11 Hits. Target dusted.

EE15 : Fire @ LU5 - Target already slain.

Zed archers, waiting for the elven archers to fire, respond! (They would have waited forever...)
Anderson (ZA09): Fires @ EE10
Roll : 5. 12 Combat + (2 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting) = Ward damaged. (Ward-1)

Bruford (ZA10): Fires @ EE11
Roll : 12. 19 Combat + (2 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting) = Ward destroyed. 6 Hits.

Wakeman (ZA11): Fires @ EE14
Roll : 6. 13 Combat + (2 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting) = Ward destroyed.

Howe (ZA12): Fires @ EE16
Roll : 5. 12 Combat + (2 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting) = Ward damaged. (Ward-1)

Adder (ZA08): Fires @ EE09
Roll : 9. 16 Combat + (2 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting) = Ward destroyed. 3 Hits.

Gumpt'n2: Moves to Z15; Strike @ Tower
Roll : 8. 5 Hits. (Tower: 62)

Gumpt'n3: Moves to AB15; Strike @ Tower
Roll : 4. 11 Hits. (Tower: 58)

Gumpt'n5: Moves to AD15; Strike @ Tower
Roll : 9. 5 Hits. (Tower: 49)

Gumpt'n6: Moves to AF15; Strike @ Tower
Roll : 9. 3 Hits. (Tower: 40)

Gumpt'n8: Moves to AH16; Strike @ Tower
Roll : 9. 4 Hits. (Tower: 31)

Phase 12
----------
Will : Fires @ Gumpt'n8, Quick-shot @ Gumpt'n8
Roll : 6. 40 Combat + (5 Leadership + 2 Chief Warlord) - (15 Defense + 5 Leadership) = Ward destroyed. 19 Hits. (Gumpt'n8: 41)
Roll : 8. 42 Combat + (5 Leadership + 2 Chief Warlord) - (15 Defense + 5 Leadership) = 29 Hits. (Gumpt'n8: 12)

Cupid : Fires @ Gumpt'n8, Quick-shot @ EE12
Roll : 8. 28 Combat + (5 Leadership + 2 Chief Warlord) - (15 Defense + 5 Leadership) = 15 Hits. Target slain. Team earns 10 XP.
Roll : 3. 23 Combat + (5 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting) = Ward destroyed. 13 Hits. Target slain. Team earns 4 XP.

Brickabat BS-1 : Moves to AG20, begins screening T. Coil

Gate begins opening again. Gate will be fully opened on Phase 7.

EE01 : Fires @ Anderson ZA09
Roll : 11. 21 Combat + (4 Dance-Fighting + 2 Leadership + 3 Cooordinate - 2 Coordinate + 3 Mighty Blow) [10] - (3 Defense + 2 Leadership + 2 Chief Warlord + 4 Elevation + 4 Cover) [15] = Ward destroyed. 8 Hits.

EE02 : Fires @ Anderson ZA09
Roll : 6. 16 Combat + (4 Dance-Fighting + 2 Leadership + 3 Cooordinate - 2 Coordinate + 3 Mighty Blow) - (3 Defense + 2 Leadership + 2 Chief Warlord + 4 Elevation + 4 Cover) = 11 Hits. Target slain.

EE03 : Fires @ Bruford ZA10
Roll : 8. 18 Combat + (4 Dance-Fighting + 2 Leadership + 3 Cooordinate - 2 Coordinate + 3 Mighty Blow) - (3 Defense + 2 Leadership + 2 Chief Warlord + 4 Elevation + 4 Cover) = Ward destroyed. 5 Hits.

EE05 : Fires @ Bruford ZA10
Roll : 6. 16 Combat + (4 Dance-Fighting + 2 Leadership + 3 Cooordinate - 2 Coordinate + 3 Mighty Blow) - (3 Defense + 2 Leadership + 2 Chief Warlord + 4 Elevation + 4 Cover) = 11 Hits. Target slain.

EE04 : Fires @ Wakeman ZA11
Roll : 7. 17 Combat + (4 Dance-Fighting + 2 Leadership + 3 Cooordinate - 2 Coordinate + 3 Mighty Blow) - (3 Defense + 2 Leadership + 2 Chief Warlord + 4 Elevation + 4 Cover) = Ward destroyed. 4 Hits.

EE06 : Fires @ Wakeman ZA11
Roll : 8. 18 Combat + (4 Dance-Fighting + 2 Leadership + 3 Cooordinate - 2 Coordinate + 3 Mighty Blow) - (3 Defense + 2 Leadership + 2 Chief Warlord + 4 Elevation + 4 Cover) = 13 Hits. Target slain.

EE07 : Fires @ Howe ZA12
Roll : 7. 17 Combat + (4 Dance-Fighting + 2 Leadership + 3 Cooordinate - 2 Coordinate + 3 Mighty Blow) - (3 Defense + 2 Leadership + 2 Chief Warlord + 4 Elevation + 4 Cover) = Ward destroyed. 4 Hits.

EE08 : Fires @ Howe ZA12
Roll : 5. 15 Combat + (4 Dance-Fighting + 2 Leadership + 3 Cooordinate - 2 Coordinate + 3 Mighty Blow) - (3 Defense + 2 Leadership + 2 Chief Warlord + 4 Elevation + 4 Cover) = 10 Hits. Target slain.
YES! The elves finally manage to kill living units!

Phase 11
----------
SA1: Fires @ EE02
Roll : 6. 16 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting - 2 Mighty Blow) = Ward damaged. (Ward-1)

SA2: Fires @ EE02
Roll : 8. 18 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting - 2 Mighty Blow) = Ward destroyed. 16 Hits. Target slain. Team earns 6 XP.

SA3: Fires @ EE03
Roll : 12. 22 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting - 2 Mighty Blow) = Ward destroyed. 5 Hits.

SA4: Fires @ EE03
Roll : 6. 16 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting - 2 Mighty Blow) = 15 Hits. Target slain. Team earns 6 XP.

SA5: Fires @ EE04
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting - 2 Mighty Blow) = Ward destroyed.

SA6: Fires @ EE04
Roll : 8. 18 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting - 2 Mighty Blow) = 17 Hits. Target slain. Team earns 6 XP.

SA7: Fires @ EE07
Roll : 8. 18 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting - 2 Mighty Blow) = Ward destroyed. 1 Hit.

SA8: Fires @ EE07
Roll : 8. 18 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 2 Leadership + 4 Dance Fighting - 2 Mighty Blow) = 17 Hits. Target slain. Team earns 6 XP.

SA9: Fires @ Gumpt'n1
Roll : 3. 13 Combat + (4 Leadership + 2 Chief Warlord) - (15 Defense + 5 Leadership) = 0 Hits.
This Gumption begins to dance and wave its bottom-analogue at you all.

Buffy: Fires @ AE01
Roll : 4. 19 Combat - (5 Defense) = 14 Hits. Target slain.
The altruist elf's dying cry inspires her side!

Faith: Fires @ AE03
Roll : 6. 20 Combat - (5 Defense) = 15 Hits. Target slain.
The altruist elf's dying cry inspires her side!

Rona: Fires @ AE08
Roll : 6. 20 Combat - (5 Defense) = 14 Hits. Target slain.
The altruist elf's dying cry inspires her side!

Armolad flees the hex!


Yuri gets quickly pulled into a private Thinkspace...
Spoiler: show
Image

As always, let me know if you see any mistakes.

Edit: (Click) for the contract. (Note that shooting your enemy is not considered a hostile action towards you.)

Edit2&3: Fixed the XP, corrected the names of Charlie's Archon (Buffy didn't fire 3 times), removed Ward-16 from Gumption1.
Last edited by MarbitChow on Tue Sep 18, 2012 3:04 pm, edited 3 times in total.
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Re: Darkness Rising

Postby ETheBoyce » Tue Sep 18, 2012 12:10 am

They'll hire out Charlie to kill their allies, and Coil is too evil for them!?
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Re: Darkness Rising

Postby MarbitChow » Tue Sep 18, 2012 12:50 am

ETheBoyce wrote:They'll hire out Charlie to kill their allies, and Coil is too evil for them!?
Desperate times call for desperate measures. Rest assured that the elves feel REALLY BAD about being forced to take this action.
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Re: Darkness Rising

Postby ETheBoyce » Tue Sep 18, 2012 1:03 am

Instead of just all retreating? Now T. Coil will really want Armolad in his clutches
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Re: Darkness Rising

Postby The Colonel » Tue Sep 18, 2012 3:20 am

So, she sir robined out. KILL THE REST OF THE ARCHERS AND GUMPS!
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Re: Darkness Rising

Postby ETheBoyce » Tue Sep 18, 2012 3:33 am

I say we kill the Gumps and then the leadership which means archers will autoengage non-allied targets, then we step back and let them shoot up the archons, the we get Uncroaked Archons.
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Re: Darkness Rising

Postby The Colonel » Tue Sep 18, 2012 3:43 am

Fair enough, off gumps, off leadership. off archers.
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Re: Darkness Rising

Postby Werebiscuit » Tue Sep 18, 2012 5:04 am

ETheBoyce wrote:I say we kill the Gumps and then the leadership which means archers will autoengage non-allied targets, then we step back and let them shoot up the archons, the we get Uncroaked Archons.


But how does Yuri feel about this ? :twisted:
Rolf ?... he couldn't give a monkey's ;)
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Re: Darkness Rising

Postby Werebiscuit » Tue Sep 18, 2012 7:19 am

So Phase 10... We can look forward to the Elven archers having +6 combat and the gumps having an 18 def ( I trust Armolad cannot boost that since she's vacated the hex) We had better have our garrison archers take out the other 2nd level elves then. 1 per each archer of EE01, EE05, EE06, & EE08. They're com 19 vs def 12 so should do 2d6 +7 that leaves 3 to take on other targets one of whom should be "that gump". He will do a minimum of 3 damage with the worst possibe "snake eyes" roll.... shake your butt at that, gump :mrgreen:
The skellies can also fire on turn 10 and again should target the 4 2nd level elves at 1 skellie per target of EE01, EE05, EE06, & EE08 doing 2d6+2

So we should have 5 skellies and 2 garrison archers fire at the 1st level elves with the garrison targeting one each of the worst wounded and the skellies doubling up on the other 2 wounded. the 9th skellie should hold his fire till round 9 to pick off any wounded.

We can expect four 17com bowshots in return, which with our lowest def of 15 might blow a ward or two but not much more unless they can support & co-ordinate ( I highly doubt it since we have decimated them) in which case we're in danger of losing 1 or 2 more zeds.

Phase 9 our remaining held skellie picks the worst wounded target. Elves cannot move

Phase 8 Elves have no held bowshots. So Coil might as well stun gumps 3 5 & 6. What a pity Armolad bugged out as we only have to stun 5 & 6 since 3 will be getting dealt with in round 6

Phase 7 The Elves fire some bowshots (probably 4 archers left at this point) most likely at Coil. Our remaining level 1 archers pair up to remove elf archery as a threat...
Oh yes... the gates open and tod can shout "Release the heck pups !" (personally I prefer "Let slip the dogs of war !" ) The heck pups rush to pre-determined positions and do 3 x 13+3d6 damage to gump 2 plus another 11+d6 from Hp04 Thats a guarenteed 50 + 4d6 which will leave him looking much like gump 1.

Phase 6 The heck pups do it again only this time to gump 3 with Hp04 putting poor gump 2 out of his misery. Now if Coils ickypron has done more than 10 damage to gump 3 he's pretty much a goner.

Phase 5 Our melee forces rush out the gate. If the elves don't take this opportunity to retreat... they're more stupid than I think.Phase 4 and beyond... we release the imps. Who's for an Armolad hunt ?
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Re: Darkness Rising

Postby MarbitChow » Tue Sep 18, 2012 7:28 am

ETheBoyce wrote:Instead of just all retreating? Now T. Coil will really want Armolad in his clutches
Armolad's mount is the only living unit with overland move left after entering the hex. The elves started 8 hexes away, and all the faeries are dead.
ETheBoyce wrote:I say we kill the Gumps and then the leadership which means archers will autoengage non-allied targets, then we step back and let them shoot up the archons, the we get Uncroaked Archons.
1) Crypsis. 2) Archons can move as well. Hiding behind the towers isn't just for Vinny.
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Re: Darkness Rising

Postby Werebiscuit » Tue Sep 18, 2012 7:47 am

Werebiscuit wrote: If the elves don't take this opportunity to retreat... they're more stupid than I think.

Phase 4 and beyond... we release the imps. Who's for an Armolad hunt ?


Of course... they can't retreat....stupid elves.

There's no chance of catching Armolad then... I was hoping she'd do the decent thing and wait for the retreating column. In which case we'd have her as a good portion of us have better than 8 overland move ( fliers & kitties). She won't ...there will be no retreating column to wait for.


Tod... I think it may be time to talk to the Ki ...sorry...taunt...the King in Green again.
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1 -> Creperum, 2-> Armolad, 3-> The King in Green 4 -> Maude Dibs
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Re: Darkness Rising

Postby 0beron » Tue Sep 18, 2012 9:15 am

...I'm really confused. The King in Green...is spending money, to croak his OWN units? Why? If he's throwing away the fight because he knows he'll lose, why not just have Armolad's mount retreat, and leave the remaining units to die? He's spending money to accomplish something that'd happen anyway. And furthermore, how would this make things harder for us? I feel like I'm missing something here...

EDIT: also remember, Archons can't be uncroaked. So even if they did croak, we wouldn't get them.

Editedit: OH, now I see. They killed the Healers. Well then *sigh*
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Re: Darkness Rising

Postby ETheBoyce » Tue Sep 18, 2012 9:38 am

Why couldn't me Uncroak the Archons? They're humanoids and I Dont think they're casters, at least not in the normal sense
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Re: Darkness Rising

Postby 0beron » Tue Sep 18, 2012 9:46 am

Oh yeah you're right, I was getting them mixed in with the other unit types that could not be uncroaked but could be decrypted. My bad.
(Although I would assume they lose their limited casting abilities like a caster would, though that was never specified I don't think)
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Re: Darkness Rising

Postby MarbitChow » Tue Sep 18, 2012 9:49 am

0beron wrote:also remember, Archons can't be uncroaked. So even if they did croak, we wouldn't get them.
Uncroaked archon visible in the last panel: (click)
They probably wouldn't get their magic abilities, though. Just their stats, flight and Fire attack.
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Re: Darkness Rising

Postby Werebiscuit » Tue Sep 18, 2012 10:43 am

0beron wrote:...I'm really confused. The King in Green...is spending money, to croak his OWN units? Why? If he's throwing away the fight because he knows he'll lose, why not just have Armolad's mount retreat, and leave the remaining units to die? He's spending money to accomplish something that'd happen anyway. And furthermore, how would this make things harder for us? I feel like I'm missing something here...

EDIT: also remember, Archons can't be uncroaked. So even if they did croak, we wouldn't get them.

Editedit: OH, now I see. They killed the Healers. Well then *sigh*


*nods* Yup, killing the healers just made the fight harder for us but having Armolad bug out almost redressed that balance, this turn at least. I expect that Charlie's archons will do the same again in round 3 which will make the 'mop up' harder still. We may actually lose more living units in the 'mop up' operation than we did in the actual battle.
I'm thinking of asking Bill to swallow a renewable juice potion on his action instead of using juice so that we can start putting uncroaked on the ground again in round 3, which should save popped units. What do the rest of you think ?
Use up potions which can be replaced or risk popped units ?

The fact that the elves targeted their own units is a serious strategic mistake that can be used against them... or more specifically their allies. We now actually want some survivors... so the story gets out. Not that it will help us, now that I think more about it.

Actually the King in Green has been quite cunning in hiring Charlie to do it as Charlie is unlikely to spread the stoy, in fact Buffy might be in trouble for doing so. The King in Green has plausible denability as Charlie was under contract to us just before the attack. However we should certainly plant the seed in Armolad's head to see if it takes root. Depending on who took out the contract she may know of it.
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Re: Darkness Rising

Postby 0beron » Tue Sep 18, 2012 10:48 am

Um, I just caught someone suggesting this, but We can't kill the Archons ourselves! It would be a violation of the treaty.

As for what we do next...I'm kinda lost. One the one hand, I want to point out that Gumps with +16 to their Combat is a very scary prospect to our towers...so we need to deal with that asap. The level 2 archers and Leadership are also important.

I agree with Were, I think Bill needs to uncroak LOTS of things....asap. We need a diversion to hurt and distract the archers.
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Re: Darkness Rising

Postby MarbitChow » Tue Sep 18, 2012 10:55 am

Gah. Just noticed the XP is wrong. Level 2s should be 6, Level 1s should be 4.
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Re: Darkness Rising

Postby ETheBoyce » Tue Sep 18, 2012 10:57 am

I think we just needt to kill the gumps then pull lock ourselves in the city and blast them to bits, every dead archer seriously reduces how dangerous they are to us, and with gumps dead/stunned the rest of the infantry can only die a protracted out death. Also how are we dividing up exp? Is it by stack or by side? If it's by stack we may want to play the system a bit to let some of our newer ranged pcs get some fast exp, or just any of our pcs <_< I want level 8 ASAP
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Re: Darkness Rising

Postby HerbieRai » Tue Sep 18, 2012 10:58 am

Another option, abeit not a great one. We attack all the healers. They only get the bonus for 1 turn, if we croak them all the enemy will have a very powerful turn next turn, but then the archons will be useless again and if we survive the round of death the enemy will be down a big asset.

Of course if the archons decide to attack us directly this whole plan is made even worse. We'd also lose the one tower garunteed.
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