SteveMB wrote:The question is getting Wanda to honor the offer. They could keep going back and forth: offer, honor, offer, honor....
Sorry*.
*no I'm not
Jorgath wrote:It would seem to. Back in Ye Olde Days of the Dragon Donut, Ansom was riding that thing all over the place. And I doubt he has as much personal Move as he used gallivanting around with Vinny and Jillian. Vinny...actually, there's an idea. I bet you that the carpet doesn't count as a mount; rather, as an item it gives a unit both the flying special and extra Move while he's on it, making him comparable to a Transylvitan Warlord (minus the bats).


happyturtle wrote:there aren't enough dwagons for relaying [Parson] back to the city.
Parson gets captured by Jetstone and turned.


effataigus wrote:I'm curious if the turn mechanics, the city zone mechanics, and the movement mechanics are going to team up to be very cruel to GK (again) momentarily. We know that Slately and Co. can attack across zone boundaries. We know GK cannot. We know GK cannot cross zone boundaries. I suspect Dwagons cannot go downstairs (or possibly even inside). If (when IMO) JS wins the air battle, those two archers might be able to just sit up there with Ossomer's bonus and dust the strike force with impunity till the end of turn (or till they run out of arrows (again?)).
Parson's only course of action would then be to try to wipe out the garrison units as quickly as possible (which should capture the city and all units within (king possibly included, if he is too dumb to leave the hex... and he is)). This shouldn't be too hard with Antium, Wanda, and a couple of doods though... enemy dead conversion is still crazy-good.
Hmm, but without Wanda? That could be a Parson sized challenge. Alternately, I still half expect Charlie to show up with a flight of archons before GK's next turn.
Whoops... in retrospect, too much equivocation and too many parenthetical statements makes a post hard to read.
Kreistor wrote:But on Page 56, you can see the trap itself, and the RCC lines. Ansom is 4 Move from the lines by hitting the strongest hex of the trap. He is 6 Move from the lines by going around.

drachefly wrote:Kreistor wrote:But on Page 56, you can see the trap itself, and the RCC lines. Ansom is 4 Move from the lines by hitting the strongest hex of the trap. He is 6 Move from the lines by going around.
What's keeping them from bringing a bunch of the column closer? They're going caravan-style, so it's overwhelmingly likely they have a large number of units with move to spare after their daily progress. He really just needs to move 2 times if he goes through.
joosy wrote:drachefly wrote:Kreistor wrote:But on Page 56, you can see the trap itself, and the RCC lines. Ansom is 4 Move from the lines by hitting the strongest hex of the trap. He is 6 Move from the lines by going around.
What's keeping them from bringing a bunch of the column closer? They're going caravan-style, so it's overwhelmingly likely they have a large number of units with move to spare after their daily progress. He really just needs to move 2 times if he goes through.
I believe they needed forest capable units to attack, otherwise they will just be able to defend themselves.
Kreistor wrote:Archers are limited by range and Line of Sight. They aren't uber-powerful.

teratorn wrote:Kreistor wrote:Archers are limited by range and Line of Sight. They aren't uber-powerful.
They can fly just above the unit they are about to shoot without fears of any sort. As long they are in the airspace units on the ground without the archery special can't do a thing except run and hide and dwagons have no such option.


teratorn wrote:Kreistor wrote:Archers are limited by range and Line of Sight. They aren't uber-powerful.
They can fly just above the unit they are about to shoot without fears of any sort. As long they are in the airspace units on the ground without the archery special can't do a thing except run and hide and dwagons have no such option.


happyturtle wrote:Huh? Of course Jetstone can fire into the Atrium. They've been doing it all turn. First of all, because it's their turn, and secondly because it's their city. See here.
joosy wrote:I believe they needed forest capable units to attack, otherwise they will just be able to defend themselves.
All units advance to heavy trees near middle of column. Need 7 hexes of forest together to work.
Kreistor wrote:But look at Vinnie at the Trap (Book 1, Page 62). After figuring out the trap, Vinnie gave two options. To get back to their lines, he needed to go through the trap, meaning he didn't have enough to go around. The walking archers didn't have enough Move to get back with him. That means that Ansom didn't have much more than the archers... at best double.
But on Page 56, you can see the trap itself, and the RCC lines. Ansom is 4 Move from the lines by hitting the strongest hex of the trap. He is 6 Move from the lines by going around. The Archers can't get there, so he has at best 5 Move more than them. That can be accounted for merely by starting position in the column (ie. Archers 5 hexes behind him at Turn start), but I expect Archers were at the front of the column with him to protect against Dwagon attacks against the head of the column, so I think his Move is a little higher. That could simply be because he is Level 10. We don't know if Level increases Move or not.

Saladman wrote:From klog #6/page 46a:All units advance to heavy trees near middle of column. Need 7 hexes of forest together to work.
If forest and "heavy trees" are synonyms, it's possible Forest is a specific terrain type, and trees alone or even open woods don't rise to that level.
Steve-D wrote:drachefly wrote:Steve-D wrote:That's one hell of a cliff hanger. Please tell me we don't have to wait until the spring for book 3.
This isn't, so far as I know, the end of book 2. It's the end of issue 2 of book 2.
Oh few. I missed the ending of issue 1.
Saladman wrote:Hexes may not equal moves, they might have variable move costs increasing for heavy terrain. Though I expected to find support for that and didn't in a quick pass, so that may be an incorrect impression of mine.
Summer Update wrote:"Okay, hang on," said Parson, still looking at the bracer. "If you figure valley move is one, mountain move is two, and high mountain move is three, then there are at least...six or seven hundred mountain hexes you could reach and come back to the city in one turn. Odds say there are three feral dwagons out there right now, that you could tame and bring back to the city in one turn's move."


Kreistor wrote:happyturtle wrote:Huh? Of course Jetstone can fire into the Atrium. They've been doing it all turn. First of all, because it's their turn, and secondly because it's their city. See here.
Tower is Garrison, and so can hit other Garrison. It can also hit Airspace, so there's no zone violation.
Airspace is an entirely different Zone. It takes move for attackers to go from Airspace to Tower, but they can't Land in Courtyard at all. Airspace can only attack Tower, and that's all there is to it. Courtyard can only be attacked from the Outer Walls zone, not the Airspace Zone.


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