OOC That went about as well as I was expecting it to. Well, at least the elves are nice and pissed off now. Time to see if that has benefits. And here's to hoping that flaming gump is an actual seperate unit type and not something we can create using the heck pup's pyrohalitosis./OOC
After Creperum shows me the image of the unit, I tell him, "At least we have given Queen Dibs reason to believe that we truely are an enemy of the elves. Did she give the name or location of the city the elves are returnng? This may affect our long-term plans if it is relatively nearby."
"You told me earlier that Queen Dibs desired to send a small force to learn more about us. Please arrange for them to have a chance to visit as soon as possible and ask Her Majesty to please hold off on taking the elves up on their offer until that visit has concluded. You may also want to ask if it would be possible for us to send a small force to Ix in turn. With more information shared between us and Ix, an arrangement more beneficial to both our side and their's may present itself. The elves gave up on their war with Ix far too easily."
On turn 7, after the call to Zoltarus: At some point when the Archons aren't in hearing range, I tell Junetta about the call and ask her opinion on the fact that Zoltarus is still alive. I also ask that she read over his diary and see if there is anything in it that does not make sense to her as a former Breathearian caster. (Did the Diary give the names of any other Breathearian casters that Junetta did not include in the group of currently alive ones that she knows about? Did it name a former chief warlord or ruler?)
The Colonel wrote:Bill waves a heartfelt goodbye to Rona on the turn the alliance breaks.
Tod, how many uncroaked archers are needed to shoot and how many uncroaked "mines" are needed?
Given the fact that you'll have your staff back, I think we're better off with having you use pall raiser create 8 well armed Skele Archers during the morning of turn 9. More ranged damage pouring down from above on their ranged may be more useful to us than 16 more lesser uncroaked warriors. (The skele archers could attack at the same time as the lvl 2 elven archers. With Bill's hoard bonus and my hex-wide, the skele archers reach 16 com to use to poaur on the damage. (They can reach higher by layering attack modifiers on a single member of the group,) With those same bonuses, plus elevation and cover bonuses received from being on the wall, and +6 vs fire for being skeles, they should have about 23 def versus return fire from ground targets, so they'll survive a hit) Without using a potion, this will only leave Bill with 7 juice, but that will be enough to let him partake in the battle against the faeries.
(Alternative for Bill I want people's opinion on: Depending on corpse availibility, Bill can raise up to 8 skeles or 16 lesser uncroaked using pall raiser. (+1 extra lesser with his normal reanimator spell) With the 5 lessers and 1 skele he already has, he could create a full hoard (he takes up 1 of the 24 spots) of 23 warriors to place on the field. The 17 he raises in the morning can have 11(5+2+4) def and 22 hits if they take beefy. That should be enough for them to require a couple strikes from most of the enemy's units before going down. However, the potential for these units to be laying on the damage is low. Many enemy units will also have 11+ def and wards, and several will be able to attack the uncroaked before the uncroaked can attack. Bill can make the uncroaked attack faster and harder by giving them well armed, but the com 10 archers will likely be attacking with either 20 or 23 effective com if they layer their support and coorinates evenly. If the uncroaked sacrifice beefy for well armed, they'll only have 11def/14hits and will likely dust to a fire attack to a 20 or 23. (If the enemy doesn't layer its supports and coordinate evenly, then all bets are off.))
(MarbitChow, you've said that we can start the battle dodging, but I take it that having any delayed actions ready to go at Maxcombat+1 on round 1 would be out of the question.)
Pre-battle: Everyone starts dodging. for the lvl 4 units, this is a boost of 12 def. For Wandereus, 10 def. lvl 2s get 8 and level 1s get 6. If we have only select members of the lvl 4 units, the skeles, the brickbats and maybe the body guards in RLOS of the ground, but every other ranged unit is waiting back out side of RLOS, prepared to move forward. Dodging at lvl 4 (+12 def) + elevation (+4) + cover from crenelations (+4) + Varied leadership bonuses(2,5,7) gives the worst protected of them (Bill, who should only have 3+22 because of his need to not be stacked with a warlord,) 25 def versus the ground archers. (May want to tell bodyguard units to use Guard and interpose instead of bodyguard, so their target's def raises by 6. giving our worst defended unit in rlos a def of 31.)
(Sadly, a def of 30+ can be overcome, both by us and by them. They don't have to stack their modifiers evenly. A single archer unit could increase its attack drastically this way. Those skele archers I want Bill to make may be better of boosting the ballista captains with support/coordinate stacking.)
MarbitChow wrote:Lord of Monies wrote:An interesting meeting for Brick to have witnessed. First off, would any of us had a better look at their warlord to see if she was holding any magic items? That was something the sacrifical Zed never got the chance to check for. With 5 of us there, one of us must have been able to tell, surely.
Yes. Armolad is wearing a Shockamancy-negating dollamancy cloak, and a Ward potion and a pair of Renew potions are on her belt.
That cloak protects against the effect of any single shockamancy spell? Not just hiya or hoboken like the cloaks Vinny can make?
(If I order the gate opened, Can I order it to stop opening and close before it finishes?)