MarbitChow wrote:Turn 9 - Assault on Dis City - Round 2 - Phase 7 through End of Turn
Dark Archers drop Elf Archers. Heck Pups are AWESOME. Elves advance. Junetta mojos Faith. Things are good.
As always, let me know if you see any mistakes.
Werebiscuit wrote:Don't the elves have a damaged 2hp archer available ? EE01 ? I didn't notice Comet (or anyone else) take a shot at him.
MarbitChow wrote:Missed that. That final shot should have been against EE01, not EE12. EE01 is now croaked.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.
0beron wrote:Oh, welllll then, have me Fire at a Spearman since they have the lowest defense!
MarbitChow wrote:results order sequence wrote:<snip>
Bill : Bone Puppeteer - creates Skeleton Archer (Calcium-Enriched) @ S-19
Sk-3 Skeleton Warrior : Attacks Archer B-1 @ N-19 w/ Mighty Blow
Roll : 7. Combat 12 - Def 1 = 11 Hits. Target slain. Bill gains 3 XP.
Sk-1 Skeleton Archer : Attacks Archer B-7
Roll : 8. Combat 15 - (Def 1 + 3 Leadership + 4 Cover) = 7 Hits. Target slain. Bill gains 3 XP.
0beron wrote:Vinny has become superfluous in this fight, I know nobody is going to add him back into a stack. With their archery taken out, he isn't even useful for cloaks. So I'm having him fire in the hopes he at least does one hit per shot, cus that's technically better than him just twiddling his thumbs down in the courtyard.
EDIT: I will move to L19 first before Firing.
Werebiscuit wrote:I think Tod gets a free re-stack at the start of the round and one more during the round.
Werebiscuit wrote:It depends a lot on whether raised archers get to fire the same round they're raised...or the following. ( which is it Marbit ? I don't remember )
Tod looks at Vinny's actions, does the mental calculation that tells him that Vinny's cloak and special ability as a dollamancer will allow him to survive 2 shots fired at him, and decides not to shout out a warning. Tod wants to bait Armolad back into the hex somehow and a level 1 caster without leadership getting into ground RLOS will serve.0beron wrote:Okay, Vinny moves to L19 on Com 3, and fires at a Spearman.
It does d6. I mussed it up - just used to rolling 2d6 every time. However, since the end result would have worked out pretty much the same, I'll just leave it as is.Swodaems wrote:Sorry for disappearing again. It looks like everything worked out as expected however. (In fact, things went better than expected. I was thinking Pyrohalitosis only did combat + 1d6 instead of combat + 2d6. "Pyrohalitosis : Targets enemy units as if using Strike/Lunge. Unit does Combat + d6. Ignores Defense." is the current description of it in the reference. Did a 2 drop off the damage?)
Swodaems wrote:I'm thinking Will, Cupid, Rolf, and Yuri should concentrate on mauling a couple enemy warlords early in this round.
The spearmen will also be dodging for +6D and may have leadership +2. So, 15 Def. While in my stack, Will does 34+7+2d6, or 26+2d6 to dodging spearmen. It's a 100% chance to one shot, but barely so.BLANDCorporatio wrote:Swodaems wrote:I'm thinking Will, Cupid, Rolf, and Yuri should concentrate on mauling a couple enemy warlords early in this round.
Apparently, a Spearman has 4D, 20H and those we see have a +8 Ward. I'm thinking this means that an unboosted Spearman can be downed automatically by Will, who has 32 nat. Attack, +2 from bow, +2 from the minimum roll on a 2d6. Even with +3D bonus from dying cry, a Spearman should be toast, I think.
WaterMonkey314 wrote:So I just had a crazy out-of-the-box idea to screw with Charlie - what if I start trying to Ward the Altruist Elves? It doesn't look like we'll need much healing this turn, so I could in theory Ward 2 a turn with my staff. With 4 hits and a 16-hit Ward, the elves would no longer go down in 1 shot from the Archons.
Of course, maybe the elves don't WANT to be warded... but why not? I'm being (somewhat) altruistic here - I feel sorry for the poor innocents getting killed out there. (Or maybe they've been ordered to die... but that has its own implications).
Swodaems wrote:I'm thinking Will, Cupid, Rolf, and Yuri should concentrate on mauling a couple enemy warlords early in this round. 2 of them are adjacent to 3 spearmen, and the other 2 are adjacent to only 2. (And the ones adjacent to 2 are sharing 1.) At the moment, we can expect them to have 18, 21, or 22 def depending on what units they are boosting. This will jump by 2 as soon as the Archons get to fire. I'm thinking Will and Cupid can down the 3 guards on the less protected warlords and then Rolf and Yuri can do the rest. (Well, Wandereus's garrison archers will probably be needed to help finish things off.)
Note: Unlead means that the side has no leadership in the hex, not that the units themselves are not in a led stack.Werebiscuit wrote:This should cause 10 of their units to become unled and possibly charge our ground forces at the gate
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