Darkness Rising

Your new games, homebrews, mods and ideas. Forum games go here.

Re: Darkness Rising

Postby MarbitChow » Wed Sep 26, 2012 8:17 am

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.

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; 44 (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 }

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

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) ] Calm
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 7
----------
The Gate is fully open.

Eduardo (ZA01): Fires @ EE05
Roll: 3. 13 Combat + (3 Leadership + 2 Chief Warlord) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = Ward damaged. (Ward-6)

Brendan (ZA02): Fires @ EE05
Roll: 5. 15 Combat + (3 Leadership + 2 Chief Warlord) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = Ward destroyed. 6 Hits.

Abe (GA01): Fires @ EE05
Roll: 6. 16 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = 16 Hits. Target slain. Team earns 4 XP.


Terry (ZA03): Fires @ EE06
Roll: 4. 14 Combat + (3 Leadership + 2 Chief Warlord) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = Ward damaged. (Ward-5)

Malik (ZA04): Fires @ EE06
Roll: 8. 18 Combat + (3 Leadership + 2 Chief Warlord) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = Ward destroyed. 10 Hits.

Barry (GA02): Fires @ EE06
Roll: 6. 16 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = 16 Hits. Target slain. Team earns 4 XP.


Darius (ZA05): Fires @ EE08
Roll: 5. 15 Combat + (3 Leadership + 2 Chief Warlord) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = Ward damaged. (Ward-4)

Byron (ZA06): Fires @ EE08
Roll: 8. 18 Combat + (3 Leadership + 2 Chief Warlord) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = Ward destroyed. 11 Hits.

Chad (GA03): Fires @ EE08
Roll: 4. 14 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (2 Leadership + 2 Dance Fighting + 3 Inspiration - 2 Mighty Blow) = 14 Hits. Target slain. Team earns 4 XP.

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 ]

Tenebris cries havok, and releases the pups of heck!
Hp01 : Moves to X16, uses Pyrohalitos (Strike @ Gumpt'n2, Lunge @ Gumpt'n3)
Roll: 11. 17 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 8 Hits.(Gumpt'n2:52)
Roll: 11. 17 Combat + (5 Leadership + 2 Chief Warlord) = 24 Hits.(Gumpt'n3:28)

Hp02 : Moves to Y16, uses Pyrohalitos (Strike @ Gumpt'n2, Lunge @ Gumpt'n3)
Roll: 7. 13 Combat + (5 Leadership + 2 Chief Warlord) = 20 Hits.(Gumpt'n2:32)
Roll: 6. 12 Combat + (5 Leadership + 2 Chief Warlord) = 19 Hits.(Gumpt'n3:9)

Hp03 : Moves to X14, uses Pyrohalitos (Strike @ Gumpt'n2, Lunge @ Gumpt'n3)
Roll: 9. 15 Combat + (5 Leadership + 2 Chief Warlord) = 22 Hits.(Gumpt'n2:10)
Roll: 6. 12 Combat + (5 Leadership + 2 Chief Warlord) = 19 Hits. Target slain. Team earns 10 XP.

Hp04 : Moves to X15, uses Pyrohalitos (Strike @ Gumpt'n2, Lunge @ Gumpt'n3)
Roll: 5. 11 Combat + (3 Leadership + 2 Chief Warlord) = 16 Hits. Target slain. Team earns 10 XP.
(Target alread eliminated.)

Casey (WA01): Moves to Y17.

Phase 6
----------
Heck pups return to their starting positions.

Phase 5
----------
Casey (WA01): Returns to his starting position.
Elven spearmen and commanders move.

Phase 4
----------
Comet delays is action. He was originally going to move, but there are no ranged units remaining.

Phase 3
----------
Junetta: Casts Space Out @ Faith
Faith is Calm.

--- END OF ROUND ---


If I missed anyone's actions this round, let me know and we'll add them into Phases 2 & 1 or treat them as delayed until the top of Round 3 (so free restacks can be assigned).

As always, let me know if you see any mistakes.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby Werebiscuit » Wed Sep 26, 2012 9:08 am

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.


Must be some other meaning of good...~that I don't quite get :?
Don't the elves have a damaged 2hp archer available ? EE01 ? I didn't notice Comet (or anyone else) take a shot at him.

Anyway Vinny, Triage and Comet all have actions. As does SK1...and each dead elf at this point helps our cause.

Do you think we can take WE15 & WE16 Def = 5 +4 dance +3 inspir +2 lead = 14 hits = 22 +8 ward =30

Sk-1 is com 13 so would be doing 2d6-1 THE VERY FACT THAT THEY THEN HAVE TO TAKE A SHOT AT HIM REMOVES ONE OF THEIR ATTACKS

Thank the darkness that we get to re-stack. Tod (Swodaems) the ground troops will need your bonuses more than we do, especially for defence. Tyler can give Will, Cupid, Coil & Rolf +4. In fact Rolf can replace HP04 in Yuri's stack.

Next turn Rolf and Yuri have to remove the remaining gumps but again will have to await removal of the bodyguards before that.
Werebiscuit
 
Posts: 1137
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby 0beron » Wed Sep 26, 2012 9:27 am

I'm assuming Vinny isn't going to be restacked, and Comet won't need that Fire Cloak anymore, so it doesn't matter when I attack so it might as well be now. I'll fire at that archer with 2hp during Com3 and hope I get lucky.
"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.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3159
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: Darkness Rising

Postby The Colonel » Wed Sep 26, 2012 9:32 am

unleash, the MELEE! ALL ARCHERS TARGET LEADERSHIP! SWARM OUT AND KILL!
The Colonel
 
Posts: 545
Joined: Sat Mar 17, 2012 9:56 am

Re: Darkness Rising

Postby MarbitChow » Wed Sep 26, 2012 9:52 am

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.

Nope. See this post:

MarbitChow wrote:
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.
Last edited by MarbitChow on Wed Sep 26, 2012 9:57 am, edited 2 times in total.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby 0beron » Wed Sep 26, 2012 9:55 am

Oh, welllll then, have me Fire at a Spearman since they have the lowest defense!
"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.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3159
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: Darkness Rising

Postby Werebiscuit » Wed Sep 26, 2012 10:27 am

0beron wrote:Oh, welllll then, have me Fire at a Spearman since they have the lowest defense!



Might want to hold off on that till we have confirmation of stack switching. I think Tod gets a free re-stack at the start of the round and one more during the round. Most melee get to move after phase 6. I've a feeling we might need them to clear the gate - thats when Tod will need to stack with them..


Right now I want to discuss whether it's better for Bill to use 8 of his remaining 11 juice to raise an archer this round...or whether it's better to use this round to down a potion so that he can use pall raiser (12 juice) to raise 2 next round and the round after that.

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 )
Werebiscuit
 
Posts: 1137
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby 0beron » Wed Sep 26, 2012 10:37 am

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.
"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.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3159
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: Darkness Rising

Postby Werebiscuit » Wed Sep 26, 2012 11:34 am

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.


Note From the results of our first assault here that Sk-1 was created in the same phase that it fired even though it had a higher com order than Bill.

So that answers my previous question.
Werebiscuit
 
Posts: 1137
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby Werebiscuit » Wed Sep 26, 2012 11:44 am

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.



I remember Swodaems saying something about being able to switch between 3 stacks so I'm thinking he might boost Vinny, Triage, Comet and SK1 to where they can do some decent damage before switching to Will, Cupid Coil & Rolf next round...then dropping us to switch to heck pups and melee before their melee get to act ( phase 11)

Strangely it might be what Bill does that's crucial. I'm for him drinking a potion
Werebiscuit
 
Posts: 1137
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby 0beron » Wed Sep 26, 2012 11:49 am

Okay, Vinny moves to L19 on Com 3, and fires at a Spearman.
Last edited by 0beron on Wed Sep 26, 2012 11:50 am, edited 1 time in total.
"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.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3159
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: Darkness Rising

Postby MarbitChow » Wed Sep 26, 2012 11:49 am

Werebiscuit wrote:I think Tod gets a free re-stack at the start of the round and one more during the round.

All leaders get a free restack at the beginning of the round, but must spend an Action to restack after that. If Tod goes into a round with a Delayed Action, he can restack up to 3 times.
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 )

Rasied units go on Phase 0 of the phase in which they are raised, then act on their normal phase in the next round.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby Swodaems » Wed Sep 26, 2012 2:32 pm

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?) Expect for Armolad, the enemy has no more units capable of fire attacks.

Thoughts so far:

Tyler is no longer providing boosts to units on the wall. The 3 level 2 dancing warlords are stacked with the other 21 dancing ground troops.

We can expect Buffy and Rona to take out 2 more alt elves in round 3. Junetta can calm either one at com=3 in round 3, so with Faith already calmed, they'll only be able to take out 1 alt elf in round 4. In round 5, they'll get 2 again, but the battle will hopefully be winding down around then. Our towers are high def enough that the warriors will be hard pressed to threaten them until all the alt elves are croaked in round 5, so we have this round and the next to deal with them.

The majority of the enemy forces have positioned themselves such that they can not reach the units inside the door this round. Unfortunately, we'll have problems reaching the enemy as well unless they move forward. Our delayed actions will give us an advantage if the enemy decides to move forward while we can still make use of them.

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.)

0beron wrote:Okay, Vinny moves to L19 on Com 3, and fires at a Spearman.
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.
Swodaems
 
Posts: 620
Joined: Thu Jun 24, 2010 9:52 pm

Re: Darkness Rising

Postby MarbitChow » Wed Sep 26, 2012 2:43 pm

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?)
It does d6. I mussed it up - just used to rolling 2d6 every time. :D However, since the end result would have worked out pretty much the same, I'll just leave it as is.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby BLANDCorporatio » Wed Sep 26, 2012 4:20 pm

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.

So Will can probably croak two of the spearmen, say the ones guarding WE03 (whose numbers I cannot discern).

How long does a stun last?

Also, Will is always eager to engage in a battle of range with worthy opponents. Pity there were none to be found in this battle, as Armolad has cowardly ran away. Do allow Will to chastise her with some long distance poking, should she deign to enter a hex of ours again. Doubtful that such an event will happen now that the battle is turning sour for the Elves.
The whole point of this is lost if you keep it a secret.
User avatar
BLANDCorporatio
Tool + YOTD Supporter!
Tool + YOTD Supporter!
 
Posts: 3446
Joined: Fri May 01, 2009 5:24 am

Re: Darkness Rising

Postby WaterMonkey314 » Wed Sep 26, 2012 8:19 pm

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).
WaterMonkey314
 
Posts: 784
Joined: Wed Jun 23, 2010 9:40 pm

Re: Darkness Rising

Postby Swodaems » Wed Sep 26, 2012 8:56 pm

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.
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.

We may want to have the NPC archers aim at the spearmen this round. The warriors are the bigger threat, but they'll likely be sporting either 19 or 20 def at the start of the round. (If we get lucky and take out their bonusing warlords, that will drop to 16 or 17.) Given that our NPC archery will have effective combat scores of 10(1 zed in the garrison warlord's stack), 12(5 zeds in Yuri's stack), 16(Bill's 9 skele archers and 3 of the garrison archers), and 19(4 of the garrison archers), we'll eliminate more units if we target the spearmen. Getting rid of the smaller threats first seems to be the best Idea here.

I'm thinking of giving our 5 front line heavies orders to not break dodge no matter the situation, despite the fact that they are going to be moving forward. They're level 2, in a led dance stack, and will have 27 def while dodging. We send them out there as bait. Any enemy that attacks them forfeits their dodge bonus and becomes an easy target for our archers.
Swodaems
 
Posts: 620
Joined: Thu Jun 24, 2010 9:52 pm

Re: Darkness Rising

Postby Werebiscuit » Thu Sep 27, 2012 4:32 am

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).



That Idea's not crazy...it's excellent.
Of course it won't stop the archons killing another 2 on phase 11 of round 3 as you can't protect all 5 that are left but it should mean that there are none killed on round 4 and with our healomancers working in tandem we can heal and re-ward their target as well as calming archons we may be able to cut off the bonuses on the elven forces at +15 com & +5 def.
And if we can get the altruistic elves to turn the archons would have to cease or risk breaking the contract. Brilliant !
Last edited by Werebiscuit on Thu Sep 27, 2012 8:46 am, edited 1 time in total.
Werebiscuit
 
Posts: 1137
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby Werebiscuit » Thu Sep 27, 2012 8:42 am

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.)
.

Interpreting this to mean that Will should fire at SE01 & SE02 which will remove them completely. Their def is max 15 (def4+insp3+lead2+6 dodge) which means will will do 26+2d6 to each for a minimumn of 28 ( they have 20 +8 ward) Cupid will do 12+2d6 so should need 2 shots to take out SE 10 with no chance of it surviving. This leaves commanders WE03 & WE04 unprotected and they will have a maximum of 22 def vs Rolf's 31com and Yuri's 21 com.
so Rolf will do 4d6+9 twice ( for a minimum of 26 ~ avg 46) and Yuri 4d6-1 twice (for a minimum of 6 ~avg 26).
Rolf's target will die and Yuri will kill his if he gets lucky but should seriously wound him at a minimum. He may as Swod suggests need to be picked off by our garrison archers on com 10 who will be damaging at 2d6-3

This should cause 10 of their units to become unled and possibly charge our ground forces at the gate
Werebiscuit
 
Posts: 1137
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby MarbitChow » Thu Sep 27, 2012 9:32 am

Werebiscuit wrote:This should cause 10 of their units to become unled and possibly charge our ground forces at the gate
Note: Unlead means that the side has no leadership in the hex, not that the units themselves are not in a led stack.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

PreviousNext

Return to Your Games

Who is online

Users browsing this forum: No registered users and 2 guests