Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Wed May 16, 2012 8:03 pm

Pushing final call back to 8:30pm Central Time, so that players will have had a full 24 hours from when the turn was posted.
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Re: Darkness Rising

Postby WaterMonkey314 » Wed May 16, 2012 10:47 pm

Oh hai - I just got on now; farntically trying to figure out a move before MarbitChow (whom I see is online) runs the turn...
Edit - orders:

Triage runs to B1 and prepares to blast away with Fire at a prime target of opportunity, defined as the enemy unit within a clear RLOS with the lowest hits remaining. In the event of a tie, prioritize Archers.
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Re: Darkness Rising

Postby Swodaems » Wed May 16, 2012 10:58 pm

The tod moves t H7 and attacks H9.
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Re: Darkness Rising

Postby MarbitChow » Wed May 16, 2012 11:23 pm

Swodaems, WaterMonkey312: I apologize, but you missed the cut-off. I'll be posting the results shortly.
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Re: Darkness Rising

Postby MarbitChow » Wed May 16, 2012 11:55 pm

The chaotic forces of Tenebris charge haphazardly onto the field. The elves, having determined that they are all dead if the flier outlives their archers, do their best to protect their archers and wait for the flier to enter. They rethink this strategy a bit when Yuri crushes one of the spearmen outright... When the dust settles, Yuri and T. Coil have each slain one opponent, another archer and spearman are barely standing, Cupid's serious wounds have vanished, and an uncroaked has embraced the darkness...

Results are below. Let me know if you notice any mistakes. (Elevation bonus for Cupid is a modifier that will play a much more important role in the next couple of scenarios; it's also the only reason he's still alive currently...)

Image

Elves moves:
Spoiler: show
W-1, W-2, W-3, W-4, W-5, W-6: Declaring Block. Hold formation, attack any units that get within range.
S-1, S-2: Declaring Guard (on Archer A-1). Hold formation, attack any units that get within range.
S-3, S-4: Declaring Guard (on Archer A-2). Hold formation, attack any units that get within range.
A-1, A-2: Hold formation. Attack Flier when it crosses into hex.


Darkness moves:
Spoiler: show
Yuri (Exate): Move to I-8, Attack H-9
Rolf (Werebiscuit): Move to B-8 and Attack C-9
William Showend Tell (BLANDCorporatio): Move to ??? [Dark Lord's Orders:] C-1 and Fire D-9
Tod (Swodaems): [Dark Lord's Orders:] Move to I-7 and Strike G-9
Cupid (HerbieRai): Move to C-8 and Fire D-9
T. Coil (ETheBoyce): Move to I-1, Cast Hiya target as follows: Any enemy with 5 or less hits remaining, if no enemies have that few hits, cast on the lowest hit enemy with a preference for archer units
Bill (The Colonel): [Dark Lord's Orders:] Move to A-1, Reanimate target if available (Warrior w/ Mighty Blow), otherwise Fire on the lowest hit enemy with a preference for archer units
Triage (WaterMonkey314): [Dark Lord's Orders:] Remain behind hex border unless ally is < 50% Hits, otherwise move to D-1 and heal most wounded ally


Results:
Spoiler: show
Yuri (Exate): Move to I-8, Attack S-4 Spearman @ H-9
Roll: 9. 17 Combat + 0 Leadership (leader not in hex) - Def 4 = 13 Hits. S-4 Spearman slain*. Guard bonus Archer A-2 for cancelled. Yuri gains experience.
* Combat notes: Incapacitation rules do not apply to non-Heroic units (Heroic units are AP 4 or more) and uncroaked units (which dust immediately at 0).

Rolf (Werebiscuit): Move to B-8 and Attack S-1 Spearman @ C-9
Roll: 5. 13 Combat + 0 Leadership (leader not in hex) - Def 4 = 9 Hits.

William Showend Tell (BLANDCorporatio): Move to ??? [Dark Lord's Orders:] C-1 and Fire A-1 Archer @ D-9
Roll: 7. 17 Combat + 0 Leadership (leader not in hex) - (Def 3 + Guard 3 + Guard 3 + Cover 4) = 4 Hits.

Tod (Swodaems): [Dark Lord's Orders:] Move to I-7 and Strike A-2 Archer @ G-9
Roll: 9. 14 Combat + 1 Leadership - (Def 3 + Guard 3 + Cover 4) = 5 Hits.

{C-8} W-1 Elf Warrior Attacks Rolf @ B-8
Roll: 5. 10 Combat - 2 Block - (Def 9 + 1 Leadership) = 0 Hits

{C-9} S-1 Elf Spearman Strikes Rolf @ B-8
Roll: 5. 10 Combat - 2 Guard - (Def 9 + 1 Leadership) = 0 Hits

{H-8} W-6 Elf Warrior Attacks Yuri @ I-8
Roll: 9. 14 Combat - 2 Block - (Def 9 + 1 Leadership) = 2 Hits

Cupid (HerbieRai): Move to C-8.

{D-9} A-1 Elf Archer Fires Cupid @ C-8
Roll: 4. 11 Combat - (Def 4 + 1 Leadership + 4 Elevation) = 2 Hits

{G-9} A-2 Elf Archer Fires Cupid @ C-8
Roll: 5. 12 Combat - (Def 4 + 1 Leadership + 4 Elevation) = 3 Hits

Cupid (HerbieRai): Fire A-1 Archer @ D-9
Roll: 5. 9 Combat + 1 Leadership - (Def 3 + Guard 3 + Guard 3) = 1 Hit

T. Coil (ETheBoyce): Move to I-1, Hiya A-1 Archer @ D-9. 7 Juice remaining. T. Coil gains trivial casting experience bonus.
Roll: 4. 7 Combat + 1 Leadership = 8 Hit. A-1 Archer slain. T. Coil gains experience. Tod gains small Leadership experience bonus.

Bill (The Colonel): Move to A-1, Reanimate S-4 Spearman @ H-9 (Warrior w/ Mighty Blow). 3 Juice remaining. Bill gains trivial casting experience bonus.

Triage (WaterMonkey314): Move to D-1. Revitalizes Cupid. 7 Juice remaining. Cupid is fully healed. Triage gains trivial casting experience bonus.

Uncroaked Warrior: Attack A-2 Archer @ G-9
Roll: 4. 9 Combat - (Def 3 + Guard 3) = 3 Hits.


Current Player Stats:
Spoiler: show
Tod (Swodaems): Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike. Special: Leadership]
T. Coil (ETheBoyce): Caster [ 3 Combat / 1 Defense / 4 Hits. Fire. Special: Shockamancer 1. 7 Juice.] Scroll: Revitalize x3. Scroll: Renew x2
Yuri (Exate): Warrior [ 8 Combat / 9 Defense / 22 (of 24) Hits. Attack. Special: Heavy.]
Rolf (Werebiscuit): Warrior [ 8 Combat / 9 Defense / 24 Hits. Attack. Special: Heavy.]
Bill (The Colonel): Caster [ 3 Combat / 1 Defense / 4 Hits. Fire. Special: Croakamancer 1. 3 Juice.] Scroll: Bone Puppeteer x2. Scroll: Lucky Streak
+ Uncroaked Warrior [5 Combat / 5 Defense / 14 Hits. Attack {Might Blow}.]
Cupid (HerbieRai): Flier [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly]
William Showend Tell (BLANDCorporatio): Archer [ 10 Combat / 3 Defense / 10 Hits. Fire. Special: Well-Armed]
Triage (WaterMonkey314): Caster [ 3 Combat / 1 Defense / 4 Hits. Fire. Special: Healamancy 1. 7 Juice.] Scroll: Hoboken x2. Scroll: Ickypron


Current Enemy Stats:
Spoiler: show
{C-8} W-1 Elf Warrior [5 Combat / 5 Defense / 14 Hits. Attack {Block}.]
{D-8} W-2 Elf Warrior [5 Combat / 5 Defense / 14 Hits. Attack {Block}.]
{E-8} W-3 Elf Warrior [5 Combat / 5 Defense / 14 Hits. Attack {Block}.]
{F-8} W-4 Elf Warrior [5 Combat / 5 Defense / 14 Hits. Attack {Block}.]
{G-8} W-5 Elf Warrior [5 Combat / 5 Defense / 14 Hits. Attack {Block}.]
{H-8} W-6 Elf Warrior [5 Combat / 5 Defense / 14 Hits. Attack {Block}.]

{C-9} S-1 Elf Spearman [ 5 Combat / 4 Defense / 3 (of 12) Hits. Strike {Guard}.]
{E-9} S-2 Elf Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike {Guard}.]
{F-9} S-3 Elf Spearman [ 5 Combat / 4 Defense / 12 Hits. Strike {Guard}.]
{H-9} S-4 Elf Spearman [ 5 Combat / 4 Defense / -0- Hits. Strike {Guard}.]

{D-9} A-1 Elf Archer [ 7 Combat / 3 Defense / -0- Hits. Fire. ]
{G-9} A-2 Elf Archer [ 7 Combat / 3 Defense / 2 (of 10) Hits. Fire. ]
Last edited by MarbitChow on Thu May 17, 2012 12:13 am, edited 1 time in total.
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Re: Darkness Rising

Postby ETheBoyce » Thu May 17, 2012 12:06 am

"They say lightning never strikes the same place twice, that's only true because you're dead after the first bolt!"

T. Coil will remain where he is and cast Hiya, using the same targeting approach as last turn.
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Re: Darkness Rising

Postby MarbitChow » Thu May 17, 2012 12:10 am

Players have until 8pm Central Time to submit their next moves.

For those of you who are curious, in an attempt to be non-biased, I determine the enemy's moves before I've seen any of yours.

In order to prevent you from losing all of the casters this turn, though, I will point out that units without leadership will chose to attack a target that is already in range over a target that they have to move towards, even if the distant target is a better tactical choice. (Since you are all free-willed units, you do not have the same limitations...)

Also, before anyone (especially a caster) levels, I'm strongly leaning towards revamping the leveling rules so that everyone gets an AP at each level, and casters use AP to purchase spells. I've also nerfed the Shockamancy tree so that it's not quite as over-powered...

Discussion here:
http://www.erfworld.com/forum/viewtopic.php?f=23&t=6228
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Re: Darkness Rising

Postby BLANDCorporatio » Thu May 17, 2012 4:26 am

Leave their Archer to ME!

Fire at the last remaining archer.

Spoiler: show
What's a "trivial *** bonus"?
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby Werebiscuit » Thu May 17, 2012 4:38 am

"Swordbrother, ignore the archer. He's gone ! Take out the those spears."

"Aye, *(edit)* Bowyer, the archer is yours but use Yuri's shield. So whats it to be commander ? Do I draw the gaurds or take the spears ? Cupid... finish this elf."
Last edited by Werebiscuit on Thu May 17, 2012 8:20 am, edited 1 time in total.
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Re: Darkness Rising

Postby The Colonel » Thu May 17, 2012 5:20 am

I fire at one of the spearmen.
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Re: Darkness Rising

Postby HerbieRai » Thu May 17, 2012 7:13 am

Cupid, hearing the orders to take out the spearman, but realizes that his survival depends on that last archer's death.

Cupid will fire at the first living target in the order: Archer A-2, Spearman S-1, any other spearman.
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Re: Darkness Rising

Postby Swodaems » Thu May 17, 2012 9:15 am

Next turn, I'm going to kill-steal from the uncroaked.
By that I mean that I am going to move next to the uncroaked, (past Yuri's current position, placing me behind both Yuri and the uncroaked relative to the enemy,) let it attack, (and hopefully only wound,) a unit of it's choosing, and then try to finish the wounded unit off with my spear. (Note: If Yuri fails to one hit his next target, I may attack that one instead if to prevent the uncroaked from finishing the already wounded foe if it decides to go for it or if the uncroaked dusts without doing damage.)

Marbitchow, I have a few questions about uncroaked. 1. How are their actions determined? (Are you the one deciding that, or can The Colonel or another player give them orders?) 2. You say in the rules that they decay by the day. Are we talking in-game days, or does that decay happen every round? (Since that Uncroaked's combat is at 5 currently, will it still have 5 next round when combat sequence is determined?)

Werebiscuit wrote:"Swordbrother, ignore the archer. He's gone ! Take out the those spears."

"Aye, Commander, the archer is yours but use Yuri's shield. So whats it to be commander ? Do I draw the gaurds or take the spears ? Cupid... finish this elf."


First, is this addressed to me or BLAND? I'm the character with leadership next to Yuri, but you also appear to be speaking to the one who has already decided to attack the remaining archer, which is BLAND.

Second, are you asking for a roleplay action, or a recommendation? Either way, my response is to say, "Draw the guards. Keep them from the casters. Everyone prepare for counterattack. Without archers, they may try to just do as much damage as possible to us."
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Re: Darkness Rising

Postby MarbitChow » Thu May 17, 2012 9:38 am

Swodaems wrote:Next turn, I'm going to kill-steal from the uncroaked.

I have no problems with this. Your croakamancer, however, might, since he gets full experience for any kill his uncroaked make. :D

Swodaems wrote:1. How are their actions determined? (Are you the one deciding that, or can The Colonel or another player give them orders?)

Their creator can give them commands. If their creator doesn't, they'll typically attack the closest target, preferably the lowest defense and/or most wounded.

Swodaems wrote:2. You say in the rules that they decay by the day. Are we talking in-game days, or does that decay happen every round? (Since that Uncroaked's combat is at 5 currently, will it still have 5 next round when combat sequence is determined?)

In-game days, for uncroaked that last beyond the end of the combat (Minor Uncroaked dust at the start of anyone's turn, yours or the enemy's). There can be scenarios where one or two turns go by, others where a counter-attack occurs on the same turn, still others where 10-20 turns pass. But regardless of the scenario, any uncroaked created during a combat will retain it's full stats for at least the full duration of that combat.
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Re: Darkness Rising

Postby Werebiscuit » Thu May 17, 2012 11:30 am

Swodaems wrote:
Werebiscuit wrote:"Swordbrother, ignore the archer. He's gone ! Take out the those spears."

"Aye, Commander, the archer is yours but use Yuri's shield. So whats it to be commander ? Do I draw the gaurds or take the spears ? Cupid... finish this elf."


First, is this addressed to me or BLAND? I'm the character with leadership next to Yuri, but you also appear to be speaking to the one who has already decided to attack the remaining archer, which is BLAND.

Second, are you asking for a roleplay action, or a recommendation? Either way, my response is to say, "Draw the guards. Keep them from the casters. Everyone prepare for counterattack. Without archers, they may try to just do as much damage as possible to us."


:oops: Actually I got a bit confused as to who shouted to leave the remaining archer to them. I though it was you at first since you attacked him initially. So it was addressed to you.
Note the original was ammended when I worked it out it was BLAND and makes even less sense now but I can't be bothered editing again.

yup you probably guessed rightly that it was an IC action. However it will be followed IC as I realize that both me and Yuri going behind to try to level off spearmen just leaves the squishies open to attack. I can only hope they'll remember my 'selflessness' when it comes to aiding me ;)
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Re: Darkness Rising

Postby WaterMonkey314 » Thu May 17, 2012 12:19 pm

Triage retreats out of the hex in panic.
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Re: Darkness Rising

Postby Exate » Thu May 17, 2012 12:33 pm

Werebiscuit wrote:...I realize that both me and Yuri going behind to try to level off spearmen just leaves the squishies open to attack. I can only hope they'll remember my 'selflessness' when it comes to aiding me ;)
Rolf can move to D9 before making his attack, and he'll draw the fire of up to five enemy units. The uncroaked is already drawing two, leaving only F8 and F9 unaccounted for; Yuri can't possibly engage both of them as long as the archer stands, so he'll delay until our ranged units have taken out the last archer (NOTE: William Showend Tell MUST target and croak that archer for this to work due to the order of actions) and then move to its space, G9, and attack the spearman at F9.

That should keep all enemy units neatly engaged.
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Re: Darkness Rising

Postby MarbitChow » Thu May 17, 2012 12:41 pm

WaterMonkey314 wrote:Triage retreats out of the hex in panic.

Seeing as how you'll almost certainly go after every other enemy in the round, I'd encourage you to make this conditional.
If any enemies engage you, you are almost certain to die. If no enemies engage you, you will have run for nothing.
Something like "If enemies have attacked me and I'm somehow still alive, I retreat from the hex, otherwise (describe another action)."
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Re: Darkness Rising

Postby WaterMonkey314 » Thu May 17, 2012 1:15 pm

MarbitChow wrote:
WaterMonkey314 wrote:Triage retreats out of the hex in panic.

Seeing as how you'll almost certainly go after every other enemy in the round, I'd encourage you to make this conditional.
If any enemies engage you, you are almost certain to die. If no enemies engage you, you will have run for nothing.
Something like "If enemies have attacked me and I'm somehow still alive, I retreat from the hex, otherwise (describe another action)."

But wouldn't this be the case at all times? If I get attacked by anyone, I die. (5 combat - 1 defense = 4 hits dealt; I get left with 0 hits before ANY random damage is factored in.) If I don't get attacked, it's better to flee than to risk getting picked off again.

Edit: Oops - I didn't notice the elves have no leadership. So us casters are slightly less likely to die.

Amending orders:
If (Triage has been attacked)
Heal self.
Else If (Allied unit is incapacitated or has taken hits equal to 75% of max health)
Heal allied unit (in priority table given below).
Else
Use Fire on enemy targets in priority table given below

Priority Table (Healing)
Code: Select all
Cupid
William Showend Tell
Bill
Yuri
Rolf
T. Coil
Tod


Priority Table (Fire)
Code: Select all
Archer A-2
nearest Spearman in range
nearest Warrior in range
Last edited by WaterMonkey314 on Thu May 17, 2012 1:32 pm, edited 1 time in total.
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Re: Darkness Rising

Postby MarbitChow » Thu May 17, 2012 1:22 pm

WaterMonkey314 wrote:But wouldn't this be the case at all times? If I get attacked by anyone, I die. (5 combat - 1 defense = 4 hits dealt; I get left with 0 hits before ANY random damage is factored in.) If I don't get attacked, it's better to flee than to risk getting picked off again.

Ok, I understand your reasoning. You will flee the hex at the end of this round.
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Re: Darkness Rising

Postby WaterMonkey314 » Thu May 17, 2012 1:35 pm

MarbitChow wrote:
WaterMonkey314 wrote:But wouldn't this be the case at all times? If I get attacked by anyone, I die. (5 combat - 1 defense = 4 hits dealt; I get left with 0 hits before ANY random damage is factored in.) If I don't get attacked, it's better to flee than to risk getting picked off again.

Ok, I understand your reasoning. You will flee the hex at the end of this round.


I didn't see the thing about the lack of leadership, so I've amended orders. (above).

I am assuming that if an unled unit must move, it will prefer nearby guys as opposed to far-away squishies?
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