Darkness Rising

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Re: Darkness Rising

Postby Swodaems » Tue May 29, 2012 12:38 am

MarbitChow wrote:Archer B-5 : Moves to , Attacks SK-3
Roll : 10. 17 Combat + 3 Leadership - (Def 6 + Leadership 6) = 8 Hits. Target dusted. Archer B-5 Gains 3 Xp. Archer B-5 GAINS A LEVEL! Wandereus gains 1 XP.
Archer B-5 Selects +1 Def, Beefy, Block.


SK-3's def is wrong in this equation. It had a def of 5+3 before the 2x Def against 'fire' kicked in. Doubled, that should be Def 10 + Leadership 6. After the 4 damage is removed, we see that Sk-3 has taken that attack and survived it with 3 hits remaining.
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Re: Darkness Rising

Postby The Colonel » Tue May 29, 2012 3:11 am

I STILL HAVE JUICE! WHAT DO I RAISE!? ANOTHER ARCHER OR A SPEARMAN!?
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Re: Darkness Rising

Postby Werebiscuit » Tue May 29, 2012 4:51 am

Rolf will charge to T18 and knock politely...erm... sorry...beat ineffectively...on the door.
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Re: Darkness Rising

Postby BLANDCorporatio » Tue May 29, 2012 5:55 am

It's not like I have a choice of target here. Try and killshot the Gump, which is what the trigger happy Will would do.

I (BLAND)'d think though the melee PCs may want some XP love as well so yeah. I hope that what MarbitChow said, about this scenario having some XP in store for them only, is valid.

Anyway, Will tries to shoot the Gump.
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby HerbieRai » Tue May 29, 2012 7:31 am

For next turn, the flier bergade (2 last fliers and brickbats) will move closer to the wall, then fire. Targeting (A) any enemy with less then 5 hits, (B) non leveled archers.

Edit: Never noticed I leveled. I'll upgrade Combat and store my point.
Last edited by HerbieRai on Tue May 29, 2012 11:17 am, edited 1 time in total.
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Re: Darkness Rising

Postby Werebiscuit » Tue May 29, 2012 7:39 am

Swodaems wrote:
MarbitChow wrote:Archer B-5 : Moves to , Attacks SK-3
Roll : 10. 17 Combat + 3 Leadership - (Def 6 + Leadership 6) = 8 Hits. Target dusted. Archer B-5 Gains 3 Xp. Archer B-5 GAINS A LEVEL! Wandereus gains 1 XP.
Archer B-5 Selects +1 Def, Beefy, Block.


SK-3's def is wrong in this equation. It had a def of 5+3 before the 2x Def against 'fire' kicked in. Doubled, that should be Def 10 + Leadership 6. After the 4 damage is removed, we see that Sk-3 has taken that attack and survived it with 3 hits remaining.



OOC If that's the case (and I find myself wondering where the Leadership 6 comes from) shouldnt SK-1 have the same defence and have suffered 12 less hits ? /OOC
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Re: Darkness Rising

Postby MarbitChow » Tue May 29, 2012 8:27 am

The Leadership 6 bonus on skeletons is from the 2x Def. Since leadership adds to defense, I figured it was only fair to double the effective leadership bonus against Fire actions as well. I may rethink this after this scenario and specify explicitly that the doubling only applies to the base defense, but I thought I'd play-test it like that in this scenario. The difference in defense between SK-1 and SK-3 is because SK-1 is an archer w/ lower defense, and SK-3 is a warrior.

SK-3 will still be standing next to Wandereus, and will have swung on him :

SK-3 : Attacks Wandereus
Roll : 6. Combat 11 + 3 Leadership - (Def 9 + 3 Leadership) = Ward damaged.

I'll update the stats and images later, including Yuri's stats. Also, Archer-5 is still level 1.

A reminder to all : Any unspent leveling bonuses are listed in your character stats. If you see +1com/+1def or +1 AP after your name, it means either you haven't declared how you spent your level bonus, or I missed your declaration.

As to XP for melee *only*, I didn't actually promise that. I just said that there would be more opportunities for melee to get XP in the current scenario, including the possibility of being the first on the roof and mowing the remaining archers down. I also said that the next 2 scenarios would give the heavies greater opportunity for XP.
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Re: Darkness Rising

Postby The Colonel » Tue May 29, 2012 9:44 am

Should I raise a well armed skeleton spearman next to the bunch of archers, then attack one of the archers with the spearman and the archer?
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Re: Darkness Rising

Postby Swodaems » Tue May 29, 2012 10:58 am

The Colonel wrote:Should I raise a well armed skeleton spearman next to the bunch of archers, then attack one of the archers with the spearman and the archer?

Sounds like a good idea. It should have a Com of 8 and have an attack simultaneous with Wandereus and B-4 in the round after next.

You and the fliers should take care to avoid targeting Archer B-4 until the other archers are croaked.

MarbitChow wrote:Sk-1 Skeleton Archer [ 7 Combat / 3 Defense / 10 (of 16) Hits. Fire. Special: x2 Def vs. Fire; Calcium Enriched]

Shouldn't this unit be at 12 (of 18) hits? It hasn't started to decay yet and should be at 18 between its class and the Calcium enriched attribute. The other skele archer that was created earlier in this battle appears to have had the same problem in the past, but that does not affect its lack of survival this round.

My leadership is going to Cupid, Flier-8, Will, the skeles, Yuri and to T. Coil.

We'll keep moving the rams forward toward the door. I also think it is time to start moving the entire formation centered on BS 2 forward once the second gump croaks. (We could possibly also move the fliers forward a bit.)
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Re: Darkness Rising

Postby The Colonel » Tue May 29, 2012 12:29 pm

Okay I I raise a well armed skeleton spearman next to the bunch of archers, then attack one of the archers with the spearman and the archer taking care to avoid targeting Archer B-4 until the other archers are croaked, raise my defense and learn knit flesh with the one AP.
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Re: Darkness Rising

Postby MarbitChow » Tue May 29, 2012 1:39 pm

The Colonel wrote:learn knit flesh with the one AP.

What is "knit flesh"? Do you mean Renew? You can use renew to heal Uncroaked, if that's what you're looking for.
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Re: Darkness Rising

Postby Swodaems » Tue May 29, 2012 1:54 pm

The Colonel wrote:Okay I I raise a well armed skeleton spearman next to the bunch of archers, then attack one of the archers with the spearman and the archer taking care to avoid targeting Archer B-4 until the other archers are croaked, raise my defense and learn knit flesh with the one AP.

You may actually want to hold off on purchasing abilities for a level. You unlock a few good ones at level 4.
MarbitChow wrote:[Requires Bone Puppeteer, Level 4] Uncroak (1 AP) - Animate a single fallen unit (friend or for) as an Uncroaked. Unit has same Com/Def/Hits as when alive. Lasts until destroyed or decays. (25 Juice)
[Requires Reanimator, Dance Fighting, Level 4] Thriller (1 AP) - All uncroaked created by this caster gain Dance Fighting.
[Requires Bone Puppeteer, Level 4] Bone Warlord (1 AP) - All uncroaked created by this caster gain +1 Combat / +1 Defense for each level this caster has.
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Re: Darkness Rising

Postby WaterMonkey314 » Tue May 29, 2012 2:15 pm

ETheBoyce wrote:Great so now I'm really going to fall behind the other casters despite me being the one who was going to level the fastest.

Orders: Hoboken Enemy Unit prioritizing the Leadership unit
If no targets are present, Hiya the wall


Shouldn't you Hiya the gate instead of the wall? (Since I see no benefit to smashing the wall, especially since we'll have to defend this place.)

Actually, on second thought - do we really want to smash down the gate? MarbitChow, if we destroy the gate, will we be able to repair it before the inevitable counterattack?
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Re: Darkness Rising

Postby MarbitChow » Tue May 29, 2012 2:31 pm

WaterMonkey314 wrote:MarbitChow, if we destroy the gate, will we be able to repair it before the inevitable counterattack?

Just like units, all damage to the city gets repaired each turn, at the start of your turn. Unless the counter-attack occurs on the Elves' move this turn, the gate will be repaired. Your overlord believes that, while a counter-attack is just about certain, the enemy will probably spend a few turns preparing for it.
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Re: Darkness Rising

Postby MarbitChow » Tue May 29, 2012 2:37 pm

Re: Dance Fighting. I think the simplest way to handle it is to just require all units to be in the same stack. This means that you won't be able to designate one set of units who have leadership, and another group who are grouped for dance-fighting. We'll change it so that it grants a max +4/+4 bonus if all 8 units in the stack have dance fighting. This also means that, if a croakamancer has Bone Warlord and Thriller, he's probably going to want to form his own stack w/ his uncroaked instead of trying to be part of someone else's group. Thoughts?
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Re: Darkness Rising

Postby Swodaems » Tue May 29, 2012 3:02 pm

MarbitChow wrote:Re: Dance Fighting. I think the simplest way to handle it is to just require all units to be in the same stack. This means that you won't be able to designate one set of units who have leadership, and another group who are grouped for dance-fighting. We'll change it so that it grants a max +4/+4 bonus if all 8 units in the stack have dance fighting. This also means that, if a croakamancer has Bone Warlord and Thriller, he's probably going to want to form his own stack w/ his uncroaked instead of trying to be part of someone else's group. Thoughts?

Does this mean Dance-fighting now works as an +4 or nothing deal? And would Bone Warlord stack with Leadership if I joined his stack?
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Re: Darkness Rising

Postby MarbitChow » Tue May 29, 2012 4:04 pm

Swodaems wrote:Does this mean Dance-fighting now works as an +4 or nothing deal? And would Bone Warlord stack with Leadership if I joined his stack?

The original Dance Fighting was capped at +3/+3; I'd increase the cap to +4/+4 if you had a full stack of dance-fighters, but it's still +1/+1 per 2 units in the stack.
Bone Warlord acts exactly as leadership - only the highest bonus applies, and Bill needs to be stacked w/ his undead for them to get it. Since Bill is not undead, he won't get a bonus. He also couldn't be stacked with Tod & his undead at the same time, unless Tod, Bill, and 6 undead are all in the same stack.

Thriller grants dance fighting to each uncroaked Bill makes, but normal stacking rules apply. If Bill is dancing with his uncroaked, he's stacked with them, and since Tod can't grant his leadership to Bill without being in his stack, he can't dance-fight with them unless he's part of Bill's stack.

So, if all of the PCs took dance-fighting, and Bill also takes Thriller, odds are he's going to be forming his own stack without the PCs, and the PCs will have 7 dancers, for a +3/+3 bonus. Bill, meanwhile, gets a bonus based on how many uncroaked are in his stack.
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Re: Darkness Rising

Postby ETheBoyce » Tue May 29, 2012 4:18 pm

Right, Gate <_<
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Re: Darkness Rising

Postby Exate » Tue May 29, 2012 4:52 pm

MarbitChow wrote:Bone Warlord acts exactly as leadership - only the highest bonus applies, and Bill needs to be stacked w/ his undead for them to get it. Since Bill is not undead, he won't get a bonus.
That is not what the Bone Warlord ability says. It quite clearly applies to all uncroaked created by the caster, regardless of where they are or who they are stacked with. If it is meant to require stacking, please modify the text of the ability. You may also wish to consider the case in which a croakamancer with Bone Warlord stacks with an uncroaked unit they did not personally raise, and what bonuses are intended to apply in that eventuality, and adjust the text appropriately.

While you're at it, modify the text of all the croakamancy abilities to make it clear whether the phrase "all uncroaked" is meant to apply to raised units other than the type called "Uncroaked". It's detestably ambiguous.
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Re: Darkness Rising

Postby MarbitChow » Tue May 29, 2012 5:19 pm

Exate wrote:please modify the text of the ability. You may also wish to consider the case in which a croakamancer with Bone Warlord stacks with an uncroaked unit they did not personally raise, and what bonuses are intended to apply in that eventuality, and adjust the text appropriately.
While you're at it, modify the text of all the croakamancy abilities to make it clear whether the phrase "all uncroaked" is meant to apply to raised units other than the type called "Uncroaked". It's detestably ambiguous.

I retestably deambiguousified the rules regarding most of the Croakamancy spells, Healamancy regarding Croakamancy, Dance-Fighting, Leadership, and Stacking. Please review and let me know if you feel further clarifications are required.
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