







BLANDCorporatio wrote:OOC: so to be clear. We'd need all our warriors, rams and spearmen, marching toward the walls using guard/bodyguard etc. We'd also need to chip away at their units in any way possible, for example with Fliers protected by Bats./OOC
BLANDCorporatio wrote:OOC: casters like the Shockamancer and our Healer are prime targets and given the number of Archers, aren't safe right now. OTOH, a sane opponent would ignore the Croakamancer, as there are more urgent targets around- at least, until the first unit is killed./OOC
BLANDCorporatio wrote:OOC: recommend using the bats as shields for the Dark Fliers. Note that an Archer has effectively 18 hits, because of Ward. Note that the damage a Flier may inflict is 3-13, average 8. Ie, 3 Fliers are expected to be needed to croak one Archer./OOC
Werebiscuit wrote:Not necessarily all our rams but enough to give them a choice of targets otherwise we are in agreement.
Werebiscuit wrote:Note we can screen all our fliers in 3 abreast using the swarms or we can go 2 abreast and also screen one caster. Give that caster a body guard spearman and he becomes less of a choice




BLANDCorporatio wrote: EDIT added OOC for clarity {OOC}:One archer kills a spearman, one kills a bat. Third kills the caster. The enemy wants to minimize damage done to the walls. So Shockamancer must die as he can target the walls without getting to them, Healomancer must die because s/he may improve survivability of our units. Fourteen archers WILL croak our casters, if they set their mind to it, in the first turn. This leaves three turns to whittle away at the siege, which, while not enough to disable it as opposed to the original scenario, are quite enough to eliminate about 5 to 6 of the ram carriers- assuming no damage dealt to the Archers in the meantime./OOC
Darkness Units rules wrote:Brickabat Swarm can negate a single Fire attack against any adjacent target, at the cost of 1 Hit. [Immunities: Healamancy]
Werebiscuit wrote:OOC : Their caster has 16 hits + 8 Ward meaning we would have to deal 24 damage to take him out. i.e. 6 fliers would need to target him. This leaves 3 (including cupid )to take out an archer. So we have a choice Healer & archer or 3 archers as targets /OOC
The Colonel wrote:Okay, I bring as many uncroaked up as possible. But as what? Bodyguards?
MarbitChow wrote:The Colonel wrote:what is bone collector?
I think fix the dead so I can start with fresh uncroaked
Sorry - Bone Puppeteer, not collector. It allows you to make skeletons w/ 3 AP, which means you could make them as a Warrior, Spearman, or Archer. Skeletons are also harder to damage with arrows..
You'll already start with 'fresh' uncroaked - all units heal at the start of a new turn, and you'll be able to make 2 'mostly fresh' undead plus 2 or 3 kinda decayed at the beginning of the next scenario.
I'm going to update the character creation rules some time this weekend.
Swodaems wrote:Questions: Does my leadership bonus apply to all our troops or just to our characters? (Same for the enemy leader.)
Swodaems wrote:If an enemy were to directly attack a brick bat swarm, what would happen? (Depending on rules interpretation, a single archer could take out an entire brick bat swarm.)
Swodaems wrote:When we open that door, will we be revealing a lower level of the building or do we just sort of teleport to the top of the ladder? (I've played alot of Fire Emblem. That building just screams hidden enemies to me.)
Swodaems wrote:If we lose one of the ram carriers, what exactly can we draft to replace him?
Swodaems wrote:We don't have RLOS on the caster from where we are, what about her on us?
Swodaems wrote:If Bill were select dance-fighting as his ability of choice for those skeletons, would that help out any living player who decided to take the dance fighting special? (I never spent the AP I got from leveling to 2, and I was thinking dance-fighting may be a good choice, but no one else has it yet.)
Swodaems wrote:Question to my fellow players: How about a two for one capturing special? Let's try to capture the enemy Leadership as well. It'll be tougher, but that means more fun. (The archers are even better targets for capture because we could better use them to defend this place in the next battle the opening refered to. Maybe if we break down the door with enough strength left and offer terms, we be able to grab them all. The battle will be pretty much decided at that point any way.)
The Colonel wrote:Can we lift the archers with fliers?
Werebiscuit wrote:( OOC Are our Fliers the same movement as Cupid ? i.e. move 12. What about the Brickbats ? Move 12 ? Skeleton move would be 8 ?
Werebiscuit wrote: Will fliers be able to block RLOS against elevated positons on ground troops ?
BLANDCorporatio wrote:OOC: alternatively, an expected 5 fliers are needed to knock out the Healer. Whether she stays knocked out depends on the enemy having heal scrolls handy./OOC
Werebiscuit wrote: Am I right in thinking that the Brickabats can absorb 8 fire actions before disbanding, as that is the way it reads ? /OOC)

MarbitChow wrote:I realized after I posted that I'd set up the bats so that you couldn't game them, but forgot to prevent me from gaming them. (Damn, it's hard trying to catch yourself cheating...) Brickabat's special will be changed so that they cannot be targeted by Strike, Fire, or non-AoE Spells. 'Attack' actions will affect them normally, as will area-of-effect (AoE) spells like 4Chan.


Werebiscuit wrote:OOC :*coughs* We have 3 stacks of 8 Bats.... ...check your math/ OOC


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