Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Thu Sep 20, 2012 8:19 pm

Turn 9 - Assault on Dis City - Round 2 - Phase 10 through Phase 8

More arrows fly, and more elves are dead, as is the unbelievably lucky Gumption. A couple more Tenebrisian archers are picked off the wall as well. The Elven warriors advance. The gates are completely open by the end of the 8th phase.

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; 14 (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)

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)

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 / 2 (of 14) Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ]
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 }

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 / 52 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]
Gumpt'n5 : Gumption [15 Combat / 15 Defense / 49 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]
Gumpt'n6 : Gumption [15 Combat / 15 Defense / 48 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]

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 ZA06, ZA07, ZA08 (+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 10
----------
Skeleton SA1: Fire @ EE9
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = 12 Hits. Target slain. Team earns 4 XP.

Skeleton SA2: Fire @ EE11
Roll : 6. 16 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = 11 Hits. Target slain. Team earns 4 XP.

(Note: EE12 was killed by Cupid on Phase 12, but was still listed on the roster in error. SA3&4 select EE01 as a target instead.)
Skeleton SA3: Fires @ EE01
Roll : 9. 19 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership - 2 Mighty Blow) [X+5] = Ward damaged. (Ward-2)

Skeleton SA4: Fires @ EE01
Roll : 9. 19 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership - 2 Mighty Blow) [X+5] = Ward destroyed. 12 Hits.

Skeleton SA5: Fire @ EE13
Roll : 3. 13 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = Ward Destroyed.

Skeleton SA6: Fire @ EE13
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = 12 Hits. Target slain. Team earns 4 XP.

Skeleton SA7: Fire @ EE15
Roll : 9. 19 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = Ward Destroyed. 6 Hits.

Skeleton SA8: Fire @ EE15
Roll : 5. 15 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+5] = 10 Hits. Target slain. Team earns 4 XP.

Skeleton SA9: Delays his action

Dave (GA04): Fire @ EE10
Roll : 5. 15 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+8] = Ward Destroyed. 12 Hits. Target slain. Team earns 4 XP.

Ed (GA05): Fire @ EE14
Roll : 6. 16 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+8] = Ward Destroyed. 13 Hits. Target slain. Team earns 4 XP.

Frank (GA06): Fire @ EE16
Roll : 7. 17 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (3 Defense + 3 Inspiration + 3 Dance Fighting + 2 Leadership) [X+8] = 14 Hits. Target slain. Team earns 4 XP.

Gary (GA07): Fire @ Gumpt'n1
Roll : 9. 19 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (15 Defense + 3 Inspiration) [X+1] = 10 Hits. Target slain. Team earns 4 XP.

EE01 : Fires @ ZA08
Roll : 10. 20 + (2 Leadership + 2 Dance Fighting + 6 Inspiration + 3 Mighty Blow) - (+2 Leadership, +2 Chief Warlord, +4 Elevation, +4 Cover) [X+11] = Ward destroyed. 13 Hits. Target slain.

EE05 : Fires @ ZA07
Roll : 5. 15 + (2 Leadership + 2 Dance Fighting + 6 Inspiration + 3 Mighty Blow) - (+2 Leadership, +2 Chief Warlord, +4 Elevation, +4 Cover) [X+11] = Ward destroyed. 8 Hits.

EE06 : Fires @ ZA07
Roll : 2. 12 + (2 Leadership + 2 Dance Fighting + 6 Inspiration + 3 Mighty Blow) - (+2 Leadership, +2 Chief Warlord, +4 Elevation, +4 Cover) [X+11] = 13 Hits. Target slain.

EE08 : Fires @ ZA08
Target already slain.


Phase 9
----------
Skeleton SA9: Fire @ EE12.
Roll : 4. X+10 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 2 Dance Fighting + 2 Leadership) [X+6] = 10 Hits. Target slain. Team earns 4 XP.

T. Coil: Ickypron @ Gumpt'n3, Gumpt'n5, Gumpt'n8
Roll : 4. 17 Combat + (5 Leadership + 2 Chief Warlord) [X+20] = Ward Destroyed. 8 Hits. Target stunned. (Gumpt'n3:52)
Roll : 7. 20 Combat + (5 Leadership + 2 Chief Warlord) [X+20] = Ward Destroyed. 11 Hits. Target stunned. (Gumpt'n3:49)
Roll : 8. 21 Combat + (5 Leadership + 2 Chief Warlord) [X+20] = Ward Destroyed. 12 Hits. Target stunned. (Gumpt'n3:48)

Phase 8
----------
Elven Warriors Move.


As always, let me know if you see any mistakes.
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Re: Darkness Rising

Postby MarbitChow » Thu Sep 20, 2012 8:23 pm

WaterMonkey314 wrote:OOC: Now that we've reached 100+ pages, should we consider splitting off to a new thread? (Perhaps after this battle?)
I kinda like having a monstrously long thread, actually. :) If it bothers anyone else, though, let me know and we'll find a good point to start fresh.
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Re: Darkness Rising

Postby Fkrts » Thu Sep 20, 2012 8:31 pm

So we can rush our infantry into a volley of arrows now?

If Comet has access to movement he moves back one square then over torwards Vinny
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Re: Darkness Rising

Postby ETheBoyce » Thu Sep 20, 2012 8:34 pm

So they had no response to my goading?
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Re: Darkness Rising

Postby 0beron » Thu Sep 20, 2012 9:10 pm

Excellent, in my opinion this section went beautifully for us.
As I see it, our priority now is the un-stunned Gump (won't happen until the next turn, with our balista shots) and the remaining archers. The gump is an obvious problem, as for the Archers, once they have lost their range, we have superiority against the remaining melee. Swod, do you have ideas as to how we can go about taking down the rest of their Archers? Or an alternate suggestion entirely if you think my priorities are wrong.
"I'm afraid I don't understand. And also afraid that I do."
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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Re: Darkness Rising

Postby MarbitChow » Thu Sep 20, 2012 10:15 pm

ETheBoyce wrote:So they had no response to my goading?
Neither yours, nor Tod's, appeared to have any effect on them.
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Re: Darkness Rising

Postby The Colonel » Fri Sep 21, 2012 12:49 am

KILL THE ARCHER, KILL THE GUMPS! THEN CHAAAARGE!
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Re: Darkness Rising

Postby Swodaems » Fri Sep 21, 2012 2:33 am

MarbitChow wrote:(Note: EE12 was killed by Cupid on Phase 12, but was still listed on the roster in error. SA3&4 select EE01 as a target instead.)
Skeleton SA9: Fire @ EE12.
Roll : 4. X+10 Combat + (4 Leadership + 2 Chief Warlord) - (3 Defense + 3 Inspiration + 2 Dance Fighting + 2 Leadership) [X+6] = 10 Hits. Target slain. Team earns 4 XP.
It was retconned to death, but we still shot at it? Was that supposd to be EE1 that SA9 fired on during phase 9? It would have been the most wounded archer around at the time since there were no lucky survivors from the level 1 archers after phase 10.

MarbitChow wrote:Gary (GA07): Fire @ Gumpt'n1
Roll : 9. 19 Combat + (+3 Leadership, +2 Chief Warlord, +4 Dance) - (15 Defense + 3 Inspiration) [X+1] = 10 Hits. Target slain. Team earns 4 XP.
Aren't these worth 10?

We just got new actions for 3 com 7(+9) garrison archers and 6 zed archers (5 have +5 and 1 has +4). Looking at the results of the last update, I see the level 2 archer we shot was no longer operating at full dance fighting, but I don't know if the remainder will have 4, 3, 2, or 1. (I'm guessing 3 or 2 to be the more likely options.) They used mighty blow, so they should only have 7-10 def. Splitting up our archers into 3 groups of 1 garrison archer and 2 zeds per full health archer seems like a good idea. On phase 7, just the garrison archer and one zed fire on each level 2. (Hooray for optimism.) Phase 6 is for the remaining zeds to fire if need be. Comet can help out at phase 4 if need be.

This should be Tyler's last round stacked with units on the roof. We'll need him ready for melee duty after this. Having him burn an action to restack this round may be an option. The garrison warlord can take over the boosting of random roofie units.

If a heck pup standing in W17 were to use pryohalitosis in phase 6, could another unit walk up to it and start dragging it in phase 6? Idea goes like this: I want to use the heck pups to eliminate gumpton 2, but I don't want them placed in actual danger. We send them out in phase 7 and have them all breath on gumpton 2. On phase 6, all but the one standing in W17 (one of the ones in my stack) get back inside. That one breathes on Gumpton 2 again. WA1 has 5 combat, so he can head to V17 and grab the heck pup on phase 6, and then he gets to move again on phase 5. It is a short enough distance to the gate that WA1 can get back to his original position inside the gate on phase 5 despite the 1/2 movement dragging penalty. Once inside he drops off the heck pup.

Would have Junetta use Space-out on an archon count as a breach of the non-aggression clause? Is this what you intended the groove spell to be used for?

Exploring the option of sending the melee out side the gate in mass, if we to hit the enemy warriors with our melee this round, we would have to use the com 5 units' readied and upcoming actions. They'll have 20 def while dodging and 14 if we can make them attack by placing an adjacent unit in range. With dancing and leadership, they'll also have a max of 20 com to attack with. Our com 5s will have +8 from various bonuses. They'll have varying defs and hits, but can only do a likely 0 hits to dodgers, and a likely 6 if we can get their targets to attack.

At the start of next round, it may be time for Will, Cupid, Yuri, and Rolf to start hunting enemy warlords. I'll shout an offer to turn, but these guys don't even have names, so that isn't likely to happen. I ask Wandereus and Junetta if they can name those warlords.
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Re: Darkness Rising

Postby Werebiscuit » Fri Sep 21, 2012 5:27 am

Swod, you do reailze if you move a heck pup to AB 16 he gets to breathe diagionally on gumption 3 & 2 and can't be reached by anything except archery ? And its only 12 move ? So need to drag him back.

There are similar spots at Y16, Y13 and AB13 for retreating heck pups but I don't think AB13 is reachable

In fact we could also retreat the one at Y16 to AC 16 which is another unassailable spot by elves next round.
{edit} and the bonus from there is that he gets to breathe on gumps 5 & 6
Last edited by Werebiscuit on Fri Sep 21, 2012 7:00 am, edited 1 time in total.
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Re: Darkness Rising

Postby The Colonel » Fri Sep 21, 2012 6:48 am

So, plan is to target the archers and the unstunnned gump? Leftovers are used to hit the Melee?
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Re: Darkness Rising

Postby Werebiscuit » Fri Sep 21, 2012 6:56 am

The Colonel wrote:So, plan is to target the archers and the unstunnned gump? Leftovers are used to hit the Melee?



That's about the size of it...in my mind at least.
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Re: Darkness Rising

Postby MarbitChow » Fri Sep 21, 2012 8:29 am

Swodaems wrote:It was retconned to death, but we still shot at it? Was that supposd to be EE1 that SA9 fired on during phase 9? It would have been the most wounded archer around at the time since there were no lucky survivors from the level 1 archers after phase 10.
Missed that. That final shot should have been against EE01, not EE12. EE01 is now croaked.

Swodaems wrote:Aren't these worth 10?
Yup. Cut&Paste strikes again!

Swodaems wrote:If a heck pup standing in W17 were to use pryohalitosis in phase 6, could another unit walk up to it and start dragging it in phase 6?
Yes, a unit that acts on 5 could use its delayed action on 6 to grab the heck pup, and move it back in on 5.

Swodaems wrote:Would have Junetta use Space-out on an archon count as a breach of the non-aggression clause?
Using Calm would not count as a breach of the Non-aggressive clause in this circumstance. Using it to capture an archon, however, would count as a breach.

Swodaems wrote:I ask Wandereus and Junetta if they can name those warlords.
Wandereus raises an eyebrow at you. "Sure. I'll call the two near the warriors 'Target' and 'Arrow Magnet', and the ones near the hex border 'Crap Bucket' and 'Toast'." Junetta chuckles, and says, "I'm afraid we're not familiar with these commanders, Chief Warlord."
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Re: Darkness Rising

Postby Swodaems » Fri Sep 21, 2012 12:45 pm

Werebiscuit wrote:Swod, you do reailze if you move a heck pup to AB 16 he gets to breathe diagionally on gumption 3 & 2 and can't be reached by anything except archery ? And its only 12 move ? So need to drag him back.
Pyrohalitosis can target two units at once? Oh, "Targets enemy units as if using Strike/Lunge". I see. For some reason, I remembered this as just being "works like strike". But I think you're actually limiting your choices of squares for the heck pups to stand in too much. I don't blame you. Lunge is the most confusing of the abilities we automatically received at level 4. I had to ask a lot of questions about it.

From way back here:
MarbitChow wrote:
Swodaems wrote:(How does Lunge work with enemies that take up multiple squares?)
If there is an enemy unit behind the multi-square target, and you are adjacent to the multi-square target, you can strike the secondary unit as well, even though it would normally be out of your range.

Form here:
MarbitChow wrote:
Swodaems wrote:A question on Lunge: If I was standing in G9 and there were enemies in H10 and I10, could I lunge them both? What if they were standing in H9 and I9 and I was still in G9?)

Lunge works as follows : Pick the 2nd target for Lunge. That target cannot be adjacent to you. If you can draw a straight line between you and that target that can pass through an adjacent enemy's square, and you've got RLOS, you can hit both. So, from G9, you can hit both H10 and I10, or H9 and I9.

The the following examples, T is Tod (or any spearman w/ Lunge), "X" is the primary target, "x" is a valid Lunge target, and "y" is an invalid lunge target.
Code: Select all
Valid Lunge Examples:
..x T.. .T.
TXx .Xx .X.
..x .xx xxx

Invalid Examples:
Ty. T.y
X.. .X.
... ...
Put these definitions together, I believe the result is that we could use the heck pups to hit both 2 & 3 from any square directly adjacent to either of them. MarbitChow, please confirm. By hitting both 2&3 with blasts from all 4 pups in phase 7, we'll easily take out 3 and 2 is 90.20% likely to go down in round 6 if we use another action from one of the heck pups in my stack to hit it again.
MarbitChow wrote:
Swodaems wrote:If a heck pup standing in W17 were to use pryohalitosis in phase 6, could another unit walk up to it and start dragging it in phase 6?
Yes, a unit that acts on 5 could use its delayed action on 6 to grab the heck pup, and move it back in on 5.
I have a couple questions: Am I right in assuming that a unit desiring to drag another unit only has to reach a square adjacent to that unit, not the square the unit is standing in? Would a unit moving from rough terrain to normal terrain only use one move?

MarbitChow wrote:
Swodaems wrote:Would have Junetta use Space-out on an archon count as a breach of the non-aggression clause?
Using Calm would not count as a breach of the Non-aggressive clause in this circumstance. Using it to capture an archon, however, would count as a breach.
Capturing would be difficult under the circumstances. To get all 3 of them under the effects of space out at the same time, we would need to have Junetta use delayed action to get 2 of them in the same round and then hit the remaining one in the next round. And if that one is in range to get adjacent to either of the other 2, it could stop us by waking up one of the calmed ones. And then we would have to pay a penalty. (I somehow doubt that Charlie would be kind enough to accept the return of his archons as payment.) The groove scroll might have worked to easily get all 3 of them. We should consider trying to buy another 1 from the magic kingdom in case we want easy captures later.

Since we can safely space out any two archons at a time without them being the last units of their side in the hex, we'll have Junetta space out Faith, the only archon that no other unit on the field can get adjacent to with one round's movement. The archons should only be able to croak 2 alt elves in the next round and 1 in the round after that if Junetta uses space out again. If a calmed unit is awoken by a friendly unit, will it be able to make use of any delayed action it may have received while calmed?

MarbitChow wrote:
Swodaems wrote:I ask Wandereus and Junetta if they can name those warlords.
Wandereus raises an eyebrow at you. "Sure. I'll call the two near the warriors 'Target' and 'Arrow Magnet', and the ones near the hex border 'Crap Bucket' and 'Toast'." Junetta chuckles, and says, "I'm afraid we're not familiar with these commanders, Chief Warlord."
I raise an amused eyebrow at the pair. "Thank you for trying." I'll wait until right before we start targeting the warlords to shout any surrender offers.

Also, I've noticed that we seem to be forgetting a lot about the potential danger the spearmen could pose. They may not have dance-fighting or well-armed, but if we let all the alt elves croak, the spearmen will eventually hit 21 com +- leadership/attack modifiers. That is good enough to do decent damage to the door and towers.
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Re: Darkness Rising

Postby 0beron » Fri Sep 21, 2012 12:52 pm

I notice that if all units in the hex on the same side are Calmed, they Surrender. Is that distinct from being Captured? Cus the way I see it, just because they surrender doesn't me we have to capture them. We just say "Okay very nice, we won't hurt you anyway, feel free to run away after the battle." Is this correct Marbit?
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Re: Darkness Rising

Postby MarbitChow » Fri Sep 21, 2012 1:18 pm

Swodaems wrote:Am I right in assuming that a unit desiring to drag another unit only has to reach a square adjacent to that unit, not the square the unit is standing in? Would a unit moving from rough terrain to normal terrain only use one move?
Yes, units only need to be adjacent to drag. Moving out of rough terrain does not incur a penalty; only entering it does, so yes - one move.

Swodaems wrote:If a calmed unit is awoken by a friendly unit, will it be able to make use of any delayed action it may have received while calmed?
Calmed units do not lose their actions like Stunned units do. They are simply forced to delay until they are no longer calmed. So, yes.

0beron wrote:I notice that if all units in the hex on the same side are Calmed, they Surrender. Is that distinct from being Captured? Cus the way I see it, just because they surrender doesn't me we have to capture them. We just say "Okay very nice, we won't hurt you anyway, feel free to run away after the battle." Is this correct Marbit?
Technically, the chains appear on them automatically. However, any adjacent commander-type unit (warlord or caster) can free them at any time. Remember that unled units auto-engage, so freeing a regular unit on its own is usually a waste. (Scouts are the only known exception to this rule currently.)

If there are no enemy units in the same hex as a chained unit when it's turn begins, however, the chains vanish and the unit is free to move. Therefore, you COULD capture them, then leave them alone in a hex to go as they please. However, there is great value in capturing a unit - captured units can be auto-executed by any unit, and the executing unit gets full XP for that unit - it isn't split amongst all members of the hex like regular XP is.
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Re: Darkness Rising

Postby 0beron » Fri Sep 21, 2012 1:22 pm

MarbitChow wrote:Technically, the chains appear on them automatically [when they surrender].

But them being chained for even a moment would count as aggression towards Charlie, and a breach of the agreement?
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Re: Darkness Rising

Postby MarbitChow » Fri Sep 21, 2012 2:15 pm

0beron wrote:
MarbitChow wrote:Technically, the chains appear on them automatically [when they surrender].

But them being chained for even a moment would count as aggression towards Charlie, and a breach of the agreement?
Yup.
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Re: Darkness Rising

Postby Werebiscuit » Fri Sep 21, 2012 4:41 pm

Swodaems wrote:Also, I've noticed that we seem to be forgetting a lot about the potential danger the spearmen could pose. They may not have dance-fighting or well-armed, but if we let all the alt elves croak, the spearmen will eventually hit 21 com +- leadership/attack modifiers. That is good enough to do decent damage to the door and towers.


Ok the spearmen WILL pose a threat...on round 5. Doing 2d6-2 to towers or 2d6+3 to doors.

Right now though they're the only thing that's threatening leaving the heck pups exposed (the archery having already gone will threaten next round).

We could use our remaining archery to take the 4 possible threats SE08 SE05 SE04 & SE03 out
2 garrison at com 16 do 2d6 +8 each meaning we do 30 on average
3 zeds at com 12 do 2d6 +4each meaning we do 33 on avarage Note they have 20 hits + 8 Ward so we need to do 28

This leaves one garrison archer to take out "mr lucky"

But that leaves their archery doesn't it ?...well yes and also..no. Will and Cupid go before their archery next round... there's only 3 elf archers left and between Will and Cupid they've 4 shots Cupid should do 2d6 + 19 at worst and Will 2d6 +33.

These guys have 14 hits and 16 ward. Will will annihilate 2 of them and Cupid may get lucky on the other or may have to second shot him

But what about the gumps ? They're stunned and Rolf will do 4d6 +12 twice for a resulting average of 52 damage. Yuri will do 4d6 +3 twice for an average of 34 meaning we'll have one on ~15 hits or so and possibly a shot from Cupid or Will to sort it out. If not our archery gets shots before they become unstunned.
Worse case scenario is T. Coil has to re-stun one along with 2 other targets. The heck pups then have stunned targets to play with again

This leaves our heck pups free to get behind their lines
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Re: Darkness Rising

Postby Werebiscuit » Fri Sep 21, 2012 7:09 pm

Werebiscuit wrote:
Swodaems wrote:Also, I've noticed that we seem to be forgetting a lot about the potential danger the spearmen could pose. They may not have dance-fighting or well-armed, but if we let all the alt elves croak, the spearmen will eventually hit 21 com +- leadership/attack modifiers. That is good enough to do decent damage to the door and towers.


Ok the spearmen WILL pose a threat...on round 5. Doing 2d6-2 to towers or 2d6+3 to doors.

Right now though they're the only thing that's threatening leaving the heck pups exposed (the archery having already gone will threaten next round).

We could use our remaining archery to take the 4 possible threats SE08 SE05 SE04 & SE03 out
2 garrison at com 16 do 2d6 +8 each meaning we do 30 on average
3 zeds at com 12 do 2d6 +4each meaning we do 33 on avarage Note they have 20 hits + 8 Ward so we need to do 28

This leaves one garrison archer to take out "mr lucky"

But that leaves their archery doesn't it ?...well yes and also..no. Will and Cupid go before their archery next round... there's only 3 elf archers left and between Will and Cupid they've 4 shots Cupid should do 2d6 + 19 at worst and Will 2d6 +33.

These guys have 14 hits and 16 ward. Will will annihilate 2 of them and Cupid may get lucky on the other or may have to second shot him

But what about the gumps ? They're stunned and Rolf will do 4d6 +12 twice for a resulting average of 52 damage. Yuri will do 4d6 +3 twice for an average of 34 meaning we'll have one on ~15 hits or so and possibly a shot from Cupid or Will to sort it out. If not our archery gets shots before they become unstunned.
Worse case scenario is T. Coil has to re-stun one along with 2 other targets. The heck pups then have stunned targets to play with again

This leaves our heck pups free to get behind their lines


Scratch that idea.... The increase in movement of the spearmen from phase 5 this round (after the pups) to phase 11 next round (before the pups) means they effectively get double movement before the pups next action and we cant outrun that.
I guess they'll need to retreat.
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Re: Darkness Rising

Postby MarbitChow » Sat Sep 22, 2012 4:16 pm

Just a quick note - the remaining (proposed) rules changes for the next pass have been added to the rules thread. Head on over there, take a look, and let me know your thoughts.
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