WaterMonkey314 wrote:Also, is there a benefit to taking the extra +1 Combat as opposed to the +1 def? (Since we don't have significant opposition with 4 Combat, would that change the priority of my orders?)
It wouldn't really change the order priority, but since you have Fire as an option if you're not healing, it may be something to consider, especially down the road (if, say, you choose to pick up Hiya).
ETheBoyce wrote:Also do I know the name of the Healomancer or the Commander?
The Commander is Wandereus, and the Healamancer is Junetta.
Swodaems wrote:We may want to split the turn again, this time at the Combat =7 mark, after the archers fire.
I'd prefer not to split the turn under ordinary circumstances. I allowed you split the first turn because of the whole 'wibbly wobbly timey wimey' nature of the hex border (and because the much larger-scale combat needed some getting used-to), but now that you're all in the hex, and orders can be conditional, I'd like to resolve them quickly.
Swodaems wrote:Also, I forget if tis was said earlier, but do bats follow the same combat priority scheme we do or can they move earlier than their 0 combat indicates?
Bats move last. If you want to move with the bats in formation, all the elves get to go first.
BLANDCorporatio wrote:OOC: I'd think so too. But for now we've got another worry- what to do before ending turn? IS there anything left to do, as in, can anyone do anything like move and so? I don't like how Will looks all isolated there, for example.
Sorry if I didn't make it clear: Turn has ended. Everyone who can do so has moved and acted.