The Colonel wrote:I HAVE ANOTHER CORPSE. DO I RAISE IT?
Werebiscuit wrote:Exate wrote:Reading the Brickabat description, its blocking power is phrased as "can negate a single Fire attack against any adjacent target, at the cost of 1 Hit." The use of the word "can" implies to me that the use of the ability is optional. If this is so, I would propose that the Brickabat with only 1 Hit left choose not to use its ability so that it will survive this battle and we'll have an additional full-strength Brickabat available for use in the next battle.
OOC Seconded...all in favour raise a hand /OOC
I've got a better suggestion. If you agree to that, say absolutely nothing at all
On Dance-fighting: if you're going to change the workings of that, I'd like to retcon my choice and not lock in the AP on Dance-fighting just yet.
On order of attacks- our BURWs (the guys what carry the rams) together with Tell may just be enough, with luck, to finish a Gump. But that's not the question I wanted. Here it is-
In Disciples I and II (lovely games btw) order of combat was given by Initiative. Units could also "wait", once per turn. What happened was that, in decreasing order of initiative, units would either act or choose to wait; if after all surviving units got a chance at the choice, the choice to act is given again, to the units who first picked wait, but in ascending order of initiative.
Same system is (or was) used in Heroes of Might and Magic. Effectively it allows high initiative units to act either first or last. Are we using something like this?
Werebiscuit wrote:OOC Rolf Actually intends to delay his strike till last in the round. I doubt we'll kill a gump this round but even if we do it more than likely wont be in the initial phases where he usually strikes /OOC
I asked because of that. It would be lovely for Will, I imagine, to get last shot on a Gump.