HerbieRai wrote:If the Bats are flying above teh siege, can they still protect them as if they are adjacent?
Werebiscuit wrote:OOC : do you still think we need to risk both rams ?

Werebiscuit wrote:OOC :do you still think we need to risk both rams ?


BLANDCorporatio wrote:OOC:Werebiscuit wrote:OOC :do you still think we need to risk both rams ?
YES.
4) Archers WILL KILL one ram on the way, unless we offer more targets (like a second ram) for distraction AND try to reduce the Archer numbers.
Seems pretty obvious to me./OOC


MarbitChow wrote:Just to make things clear, in case there is uncertainty: the rams themselves are not destroyed if units who are wielding them are slain. Other units can step in and continue to wield the rams. You can also change who wields the rams if you desire. Since it takes 4 units to move the ram, if one unit is slain, another unit will have to move in before the ram can be moved again, and that unit must have at least 5 move left in order to grant the ram a full move.
Werebiscuit wrote:We offer up an unguarded ram with the 3 protected targets they will target the ram... no ?
Werebiscuit wrote:We have a following squad pick up the weapon and carry on (just like the russians) meanwhile our archers and protected croakamancer (or shockamancer) are creating havoc in their archer line. Hells even a protected healomancer could be a bonus in getting one ram to the wall.


BLANDCorporatio wrote:OOC".In short, there's no point in keeping the second ram in reserve. And I'm the one having problems understanding how that's a good idea. /OOC


The Colonel wrote:So raise them as archers?




BLANDCorporatio wrote:OOC:The Colonel wrote:So raise them as archers?
The archers in the castle? Whatever gives us the highest combat. They won't live long, must deal as much damage as they can in their unlife. /OOC


BLANDCorporatio wrote:OOC: so anyway, recap. Here's a suggestion.
First turn, our moves: stack Our Leader with Cupid and as many Fliers as can fit in that stack. Protect the Leader with a Bat Swarm, and also Cupid.
Have each ram carrier bodyguarded by a spearman, and guarded by a warrior. Send both rams and their guards toward the wall. Wait until they get there, presumably under enemy fire. Some of the guards and or spearmen may be killed, but the ram carriers themselves are safe from croaking, this turn.
Send in the Fliers and the Leader's stack. Fire at {Healer + 1 Archer OR 3 Archers}.
End turn.
/OOC
BLANDCorporatio wrote:OOC: aah, those. Definitely yes, unless raise as Flier is also an option./OOC

Werebiscuit wrote: OOC Am I misunderstanding you or are you proposing to use only 1 swarm of bats when we have 3 at our disposal ? /OOC



MarbitChow wrote:One quick clarification, in case it wasn't obvious: In order to gain XP from the Uncroaked kills, the Croakamancer must also be in the combat zone. You cannot gain XP from another Hex.


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