Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Mon Oct 08, 2012 10:37 pm

Turn 9 - Assault on Dis City - Round 2 (revised) plus Round 3 to Phase 14

Will, Cupid, Yuri and Rolf continue to unleash devastation upon the elves, although the inspired elves are not dropping quite as quickly as before. Buffy smacks Faith around a bit, and the Gumptions start to come around. Sadly, two more Altruist Elves perish as well.

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) Delayed-Move Delayed-Action
Tod (Swodaems): 24 Hits; (Ward-16); Cloak : Negate Hiya/Hoboken, Potion: Renew (Heal 16 Hits) Delayed-Action
Triage (WaterMonkey314): 22 Hits; 19 (of 35) Juice; (Ward-16); Potion: Restore Juice (Restore 20)
Vinny Starcall (0beron) : 4 Hits; 6 (of 8) Juice; (Ward-16); Cloak : Negate Fire Delayed-Action
Brick Wall (Lord of Monies) : 22 Hits; (Ward-16); Cloak : Negate Attack/Strike Delayed-Move Delayed-Action
Wandereus: 36 Hits; (Ward-8); Potion: Minor Ward, Potion: Revitalize x2 Delayed-Move Delayed-Action
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 Delayed-Move Delayed-Action
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 Delayed-Move Delayed-Action
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 Delayed-Move Delayed-Action

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

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

Naughty Kitty (Tod's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16) Delayed-Move Delayed-Action
Naughty Kitty (Wandereus') {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action Delayed-Move Delayed-Action
Naughty Kitty (Tyler's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8) Delayed-Move Delayed-Action
Naughty Kitty (Lian's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8) Delayed-Move Delayed-Action

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 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 } Delayed-Action Dodging
WE02 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 } Delayed-Action Dodging
WE04 : Warrior { Level 2 } : [5 Combat / 5 Defense / 7 (of 27) Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 } Delayed-Action Dodging

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]Delayed-Action Dodging
AE04 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] (Ward-16) Delayed-Action Dodging
AE05 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] (Ward-16) Delayed-Action Dodging
AE06 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] Delayed-Action Dodging
AE07 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] Delayed-Action Dodging

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

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

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 / 31 (of 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)
Bill: Guides SK-1, SA1, SA2, SA3, SA4, SA5, SA6, SA7, SA8, SA9, LU01, LU03, LU014, LU05 (+4 Leadership, +2 Chief Warlord)
Rowan (WL01): Erick (WH01), Colby (WH02), Donovan (WH03), Joe (WH04), Zackary (WH05), Ruben (WB01), Casey (WA01) (+2 Leadership, +2 Chief Warlord)
Tyler (WL02): Edgar (WB02), Salvador (WB03), Phillip (WA02), Sergio (W01), Marvin (W02), Chris (W03), Tony (SA01) (+2 Leadership, +2 Chief Warlord)
Lian (WL03): Jeffrey (SA02), Devon (SA03), Jonas (SA04), Larry (S01), Jaydon (S02), Jimmy (S03), Brett (S04) (+2 Leadership, +2 Chief Warlord)

-- Round 2 (Revised) --

Phase 4
----------
Comet: Delays his move and action.

Phase 3
----------
Vinny: Moves to L19, delays his action.

Triage: Casts Ward @ AE04
AE04 is Warded. (Ward-16)

Triage: Uses the Staff of Er; Casts Ward @ AE05
AE05 is Warded. (Ward-16)

Bill: Delays his action.

Phase 0
----------
The Altruistic Elves, not wanting to remain among the pile of dead elves, move closer to their forces.

--- END OF ROUND ---

-- Round 3 --
(Free Actions) Rowan, Tyler and Lian restack.

Phase 34
----------
William: Fire @ SE01, Quick-Shot @ SE02
Roll : 6. 40 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration (No dodge - see below)) = Ward destroyed. 31 Hits. Target slain. Team earns 4 XP.
Roll : 8. 42 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration (No dodge - see below)) = Ward destroyed. 33 Hits. Target slain. Team earns 4 XP.

SE01: Upon being fired upon, Strikes @ SK-1
Roll : 7. 12 Combat + (6 Inspiration) - (4 Defense + 4 Leadership + 2 Chief Warlord) = 8 Hits. (Sk-1:11)

SE02: Upon being fired upon, Strikes @ SK-1
Roll : 10. 15 Combat + (6 Inspiration) - (4 Defense + 4 Leadership + 2 Chief Warlord) = 11 Hits. Target dusted.

Phase 21
----------
Rolf: Fire @ WE03, Rage @ WE03
Roll : 16. 37 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = Ward destroyed. 14 Hits.
Roll : 11. 32 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = 17 Hits. Target slain. Team earns 6 XP.

Gumptions are no longer stunned.

Phase 20
----------
Cupid: Fire @ SE10, Quick-shot @ SE10
Roll : 7. 27 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 6 Dodge) = Ward destroyed. 12 Hits.
Roll : 9. 29 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 6 Dodge) = 22 Hits. Target slain. Team earns 4 XP.

Phase 16
----------
Yuri: Fire @ WE04, Rage @ WE04
Roll : 12. 28 Combat + (3 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = Ward destroyed. 2 Hits.
Roll : 19. 35 Combat + (3 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = 18 Hits. (WE04:7)

Phase 15
----------
Comet and Vinny determine that they have no shot on the Warrior, and continue to delay their action.

Buffy: Moves to O6, Fire @ Faith.
Roll : 7. 22 Combat + (1 Leadership) - (14 Defense + 1 Leadership) = 8 Hits. Faith is no longer calm (to put it mildly).

Phase 14
----------
Faith: Move to V7, Hiya @ AE02
Roll : 2. Combat 16 + 1 Leadership = 17 Hits. Target slain.
The altruist elf's dying cry inspires her side! (Inspiration bonus is now +8 Combat / +4 Defense.)

Rona: Move to P7, Hiya @ AE06
Roll : 5. Combat 19 + 1 Leadership = 20 Hits. Target slain.
The altruist elf's dying cry inspires her side! (Inspiration bonus is now +10 Combat / +5 Defense.)

The non-leadership elven warriors delay their moves and actions.


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

(Edit 1: Updated Triage's Juice after casting. [-15 Juice for 2 full Wards])
Last edited by MarbitChow on Tue Oct 09, 2012 7:57 am, edited 1 time in total.
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Re: Darkness Rising

Postby The Colonel » Tue Oct 09, 2012 3:28 am

Finish off the gumps, use the rest to target leadership/bodyguards. UNLEASH THE DOGS OF WAR!
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Re: Darkness Rising

Postby 0beron » Tue Oct 09, 2012 4:33 am

....how is it that SE01 and SE02 get an action as a reaction to being shot dead...? That seems kinda like saying "oh I just got shot at, here let me attack in the 0.5 seconds it takes the arrow to reach me!"
"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 Werebiscuit » Tue Oct 09, 2012 4:38 am

Okay... an unprotected commander with 7 hits and a def of 20 should be arrow fodder for our 4 garrison archers at com 19. At 2d6-1 we may only need 1. Let's pray we do as we may have need of the other 3

the gumptions won't go down with T.coils last ickypron...especially since they're guarded or even worse bodyguarded. They'll both hit Yuri's tower before we can take them down. Expect half of the remaining tower hits to go. we can't let them do that again. so we have to send out the dogs on them. Thus we need to take out the spearmen. 9 skeleton archers against 2 spearmen with def of 17 vs the spearmen com of 14 means each archer does 2d6-3. we'll need 7 archers just to take out 1. 2 garrison archers com 19 garrison archers should do about 18 damage on the other meaning we need to do 10 with 4 d6-6 with the last 2 skellies. if t.coil ickyoprons them then two dogs will finish them off with d6 +13. we'll leave the other 2 spearmen for will or cupid next round to see the dogs safe.

Rolf's tower is not looking much safer as the warriors still have movent this turn and will go on com 18 next turn. so expect 2 rounds of movment from them.

Our gate is under threat. we have to deploy the ground troops. And they'll need to move to protect the gate and dogs.
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Re: Darkness Rising

Postby BLANDCorporatio » Tue Oct 09, 2012 7:49 am

Quick question. Since the rubble takes 2 move to cross, how many squares can our infantry actually reach?

Looking at the map, it appears to me that the elven troops, for now, are out of our Infantry's range. I'd expect this to change, of course, if Elves move in. (If not, I think it would pay off to post as many Warriors in front of the walls).

PS, who's finishing off WE04? Only 7H left, but loads of Defense. Might need a Skele-archer or three.
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Re: Darkness Rising

Postby MarbitChow » Tue Oct 09, 2012 7:50 am

0beron wrote:....how is it that SE01 and SE02 get an action as a reaction to being shot dead...? That seems kinda like saying "oh I just got shot at, here let me attack in the 0.5 seconds it takes the arrow to reach me!"
That's kinda exactly what it is. Units with readied actions that react to a condition act simultaneously with the triggering condition. It's exactly the same thing that happens when a melee unit runs up and punches another melee unit when the 2nd one is ready - they attack each other simultaneously.

In a mexican stand-off situation, two opposing readied archers can kill each other, regardless of who shoots first, if both did enough damage to kill the other. Both might be dodging prior to the attack, but as soon as one fires, the other fires as well, and neither are dodging when the attacks resolve.

The spearmen positioned themselves to attack the skeleton, but didn't do so earlier because if they lost their dodge they'd be a tempting target. Once they knew they were targeted regardless, they finished off their attack.
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Re: Darkness Rising

Postby Werebiscuit » Tue Oct 09, 2012 8:19 am

BLANDCorporatio wrote:PS, who's finishing off WE04? Only 7H left, but loads of Defense. Might need a Skele-archer or three.


might only need 1 garrison archer
Werebiscuit previously wrote:Okay... an unprotected commander with 7 hits and a def of 20 should be arrow fodder for our 4 garrison archers at com 19. At 2d6-1 we may only need 1. Let's pray we do as we may have need of the other 3
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Re: Darkness Rising

Postby Werebiscuit » Tue Oct 09, 2012 8:35 am

BLANDCorporatio wrote:Quick question. Since the rubble takes 2 move to cross, how many squares can our infantry actually reach?

The Front 6 infantry Def 11 +7 WH01-5 & WA01 can reach the 13 line of squares. Which is 1 intervening square from the elves... so they cant hit this turn. surprise-surprise :roll:

4 if them can be backed up by spearmen units which can strike the same square but we have to be careful with their placement They can reach the 14 line

lastly are lesser warriors still with AP banked who can reach the 15 line. I'd suggest a " chevron pattern" as setup but we're going to lose a lot of them. no matter which way we do it. We can achieve a chevron 9 squares across using 4 of each in the 14-15 rows. However the towers are 16 squares between them so there's still space to go around. we can only protect half
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Re: Darkness Rising

Postby 0beron » Tue Oct 09, 2012 9:24 am

MarbitChow wrote:
0beron wrote:....how is it that SE01 and SE02 get an action as a reaction to being shot dead...? That seems kinda like saying "oh I just got shot at, here let me attack in the 0.5 seconds it takes the arrow to reach me!"
That's kinda exactly what it is. Units with readied actions that react to a condition act simultaneously with the triggering condition. It's exactly the same thing that happens when a melee unit runs up and punches another melee unit when the 2nd one is ready - they attack each other simultaneously.

....I severely dislike that and call BS that a melee could do the same....but whatever.
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Re: Darkness Rising

Postby MarbitChow » Tue Oct 09, 2012 9:42 am

0beron wrote:....I severely dislike that and call BS that a melee could do the same....but whatever.
It's exactly the same mechanic that allowed all of your casters to blow most of the faeries out of the sky the second they moved in. Overall, the players have used it far more than the elves. :D
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Re: Darkness Rising

Postby Swodaems » Tue Oct 09, 2012 10:55 am

BLANDCorporatio wrote:Quick question. Since the rubble takes 2 move to cross, how many squares can our infantry actually reach?

I believe that certain members of the group of units directly next to the door could be standing in L13 or AA13 using 1 move action. The next row of infantry could reach M14 or Z14. The last row of infantry behind them could get to N15 or Y15. The 4 heck pups all have different ranges, but all of them can certainly reach any square the infantry can reach. The mounted warlords may be able to do the same, but I think this would mean that a square of theirs would have to occupy a wall square while moving.

My idea for the next update is that, on phase 13, we take the 5 lvl 2 heavies at the gate and move them forward until they are standing on the line. Their orders are to continue dodging even if attacked. (11 Defense + 4 Dance Fighting + 2 Leadership + 2 Chief Warlord + 8 Dodge) means an average of either 3 or 4 damage per warrior attack depending on bonuses. The line formation means that the guy on the end can only take 6 attacks. (Dodging means units don't stop enemies from traveling thru adjacent squares.) Depending on luck, the worst damaged of the heavies may only end up severely mauled.

The idea here is to make the enemy spend their actions as expensively as possible. Letting them lose their dodge bonus against our higher def unit seems like the best option.

MarbitChow wrote:Rolf: Fire @ WE03, Rage @ WE03
Roll : 16. 37 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = Ward destroyed. 14 Hits.
Roll : 11. 32 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = 17 Hits. Target slain. Team earns 6 XP.
Yuri: Fire @ WE04, Rage @ WE04
Roll : 12. 28 Combat + (3 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = Ward destroyed. 2 Hits.
Roll : 19. 35 Combat + (3 Leadership + 2 Chief Warlord) - (5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = 18 Hits. (WE04:7)

The fact that both Warlords had full +4 dance-fighting bonuses is interesting (as is the fact that the 3 spearmen slain had no leadership). I think that the enemy warlords may have formed 2 stacks of 2 warlords and 6 warriors each in order to maximize their dance-fighting bonus. All the enemy spearmen may currently be without leadership.

We can confirm this idea by having Vinny and Comet use their delayed actions to fire on the 2 uninjured warlords. They won't do damage, but we will get to see their def and bonuses. The information could worth the use of 2 low com units' actions.
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Re: Darkness Rising

Postby HerbieRai » Wed Oct 10, 2012 8:35 am

Swodaems wrote:We can confirm this idea by having Vinny and Comet use their delayed actions to fire on the 2 uninjured warlords. They won't do damage, but we will get to see their def and bonuses. The information could worth the use of 2 low com units' actions.


Or we could taget a couple of spearmen with the attacks. Should prove the same thing but with more damage (since if proven true, they have a lot less def)
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Re: Darkness Rising

Postby Swodaems » Wed Oct 10, 2012 10:22 am

HerbieRai wrote:
Swodaems wrote:We can confirm this idea by having Vinny and Comet use their delayed actions to fire on the 2 uninjured warlords. They won't do damage, but we will get to see their def and bonuses. The information could worth the use of 2 low com units' actions.


Or we could taget a couple of spearmen with the attacks. Should prove the same thing but with more damage (since if proven true, they have a lot less def)

If we did that, we wouldn't be sure if all the spearmen (and the gumps) actually lacked leadership or we just got lucky with our choice of targets. We would also find out if either of the two warlords targeted were in the same stack as the warlord we croaked.*

(*I'm pretty sure the two warlords targeted weren't in the same stack. Rolf eliminated his target phases before Yuri shot at his. If those two warlords were in the same stack, the dance-fighting bonus would have decreased on the second one. And I just realized that the fact that we've proven that those two warlords were in seperate stacks makes the testing idea semi-purposeless. Two separate fully bonused stacks means all 16 dancing units were in 2 stacks at the start of the round. (Unless the enemy used actions on switching stacks around in between Rolf's and Yuri's attacks.) All the spearmen and the gumptons are likely leaderless. Spearmen will have 15(4+5+6) def while dodging, and gumptons will have 20(15+5). Assuming 2 warlords per dancing stack, half the enemy's warriors will be at 21 def and the others will have 22. All testing the warlords will tell us is which warlord was was in the same stack as the croaked one.)

And I was wrong about the enemy warriors being limited to 6 attacks on any of the heavies if the heavies stood on the line itself. To limit them to 6, the heavies would have to stand in a line on the 17 row.
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Re: Darkness Rising

Postby MarbitChow » Wed Oct 10, 2012 10:36 am

Since only the spearmen and altruistic elves remain on the Elven side, and the spearmen have no valid attack targets this round, what are your orders for the remainder of the round? You can safely assume that the spearmen will shuffle around to protect new targets, but will not get into range of your melee this round.
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Re: Darkness Rising

Postby Werebiscuit » Thu Oct 11, 2012 4:58 am

OOC Guys , if we don't deal with the gumptions this round then we can expect to take another 15 hits this round and since they'll be com 25 for next round they'll go before we get the chance to act next round. ( Will excepted - he's our last hope , if we fail to kill them this round) ~ Note there are Alt elves closing in on them for healing next round also
At that point the tower will have 16 hits left on average and they will cause 14 on average with their seige attack but since they're the same com as the towers def they'll actually be better off hitting it normally if the archons can down any more alt elves. Some good rolls either this round or next will see Yuri's tower fall and since Yuri has acted...Yuri with it.
Our window of opportunity to take the gumptions out is closing. !
We don't know if the spearmen are providing guard/interpose for +6 or bodyguard for hit soak. If it's hit soak then ( does T.Coils Shockamancy get soaked , Marbit ?) Our safest policy is to eliminate the spearmen before hitting the gumptions with Coil's last ickypron.
To do that will take most of our garrison archers and most of our skellie archers...as well as hitting the gumptions wth heck pups.

So it's a lot to commit but I think it's at least worth it. I'll bet exate does too. ;) /OOC
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Re: Darkness Rising

Postby ETheBoyce » Thu Oct 11, 2012 7:02 am

Well technically we'll also have next round to take them down as they'll be stunned then too, also who do we want my third Ickypron target to be? I'm thinking either leadership or one of the Spearmen guarding the Gumps, though how the damage would interact is a question.
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Re: Darkness Rising

Postby Werebiscuit » Thu Oct 11, 2012 7:51 am

ETheBoyce wrote:Well technically we'll also have next round to take them down as they'll be stunned then too, also who do we want my third Ickypron target to be? I'm thinking either leadership or one of the Spearmen guarding the Gumps, though how the damage would interact is a question.


Unless you stun them again this round they'll recover from stun on phase 13... so technically, no, we won't have next round. Unless you were meaning that you stun them again this round. And you go before all of the archers so we won't have a lot to hit them with. Which means they'll recover and thus hit before anything but our heavy hitters can take them out. Yuri and Rolf may have to move instead of shooting to avoid falling with their towers.

.
MarbitChow wrote:Turn 9 - Assault on Dis City - Round 2 (revised) plus Round 3 to Phase 14

Will, Cupid, Yuri and Rolf continue to unleash devastation upon the elves, although the inspired elves are not dropping quite as quickly as before. Buffy smacks Faith around a bit, and the Gumptions start to come around. Sadly, two more Altruist Elves perish as well.



If you make the 3rd target one of the spearmen guarding the gumps then you've a good chance of killing them (on a roll of 8 on 2d6). This could save us the 3 com 19 garrison archers who can target the other spearman...or Bill's skellies.
The trouble is if you target the gumptions with both spearmen intact then it's possible they may be bodyguarding the gumptions and soaking their damage.

Its best if you let the archers do their work first and kill 2 spearmen and you target a 3rd spearmen. At least then the remaining spearman can only soak 1/2 damage.
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Re: Darkness Rising

Postby MarbitChow » Thu Oct 11, 2012 8:53 am

Werebiscuit wrote:does T.Coils Shockamancy get soaked , Marbit ?
The damage from it does. The stun still applies to the original target.

I'll probably end up changing how shockamancy stuns work after this fight, so that it's the units that take shockamancy that get stunned, and if the original target takes no damage, they don't get stunned, either. I'd also like to have stun cancel all basic combat modifiers and prevent guards from guarding further. That way, bodyguards that full absorb one of Coil's blasts take themselves out of the picture completely for a round.
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Re: Darkness Rising

Postby WaterMonkey314 » Thu Oct 11, 2012 10:44 am

If we conclude that we need to evacuate the tower, can we make sure us casters get off? Our Com scores are way lower than the heavies, so we'll have to bail or delay move the round before them.
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Re: Darkness Rising

Postby BLANDCorporatio » Thu Oct 11, 2012 5:18 pm

It is flattering to be thought of as the side's ... well, the tower's ... last hope, but MY hope is that our other units can dent/croak the Gumps. If necessary, send the infantry there too. What's easier to replace, a couple of spearmen or the walls and tower, should they fall?
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