Technically, all conversations related to Ix and Breatheairia took place via Thinkamancy, so only Tod and the King are currently privy to them, unless Tod chose to share them with everyone.0beron wrote:Well in character we DO know what an IDIOT he was with that "diplomacy" he pulled when he went out to meet the elves a turn away from the city. So based on that we have reason to be generally concerned, even if we don't expect him to be an idiot in the coming battle. However, in order to carry out his plan, he'll have to issue orders, and we will notice then.
MarbitChow wrote:Technically, all conversations related to Ix and Breatheairia took place via Thinkamancy.
The thinkagrams were between Tod and the King in Green (Armolad was only involved to initiate it) first, and then just Tod and King Creperum.0beron wrote:Is that even possible? That would mean a 4-way simultaneous direct thinkagram, not something we have ever seen. Any time we've ever seen groups engaged in thinkagrams, there have been projected floating heads, so here we would have had both Kings floating next to their respective Warlords, all speaking aloud.
0beron wrote:"So, what happened after you bargained with the Elves? They seem to have declined your terms, was there any reaction beyond that?"
I just said combat phase 11 in round 1 as an example, I'm actually think of starting the melee fight sometime in round 2 or 3, long after the elven archery has entered the hex.Werebiscuit wrote:If that is the case then why are we knocking it down on combat phase 11... when the elven archery can only enter on combat phase 10 or below ?
Yes, they may act like that, but we should still be prepared to accept the advantage if it appears.Werebiscuit wrote: Note : I think it unlikely that the elves will enter the hex before combat phase 5 which is when their bodyguards are allowed to move for the first time. By that point all our units except some of our mages will have lost their previous round's delayed move./OOC
MarbitChow wrote:In general, passing equipment (such as a potion) between adjacent units is a free action. In an attempt to prevent the obvious abuse I see coming based on that, I'm going to declare that units have to spend a single action attuning themselves to a magic item before they can use it properly, if the item in question is currently attuned to another user. (This is the weapon/magic item equivalent to 'equipping it', since most weapons are simply hand-held.)
MarbitChow wrote:If a unit wants to take an action that is conditional based on the outcome of a certain phase, it must act on the next phase.
Swodaems wrote:[Explanation of what his diplomacy led to.]
Swodaems wrote:I just said combat phase 11 in round 1 as an example, I'm actually think of starting the melee fight sometime in round 2 or 3, long after the elven archery has entered the hex.Werebiscuit wrote:If that is the case then why are we knocking it down on combat phase 11... when the elven archery can only enter on combat phase 10 or below ?
Yep, that's why the melee battle starts at Com 7* round 2 if we want to go to them and com 15 on round 3 if we want them to come to us. (*We either start the gate opening on com 7 round 1, or we knock it down on com 8 round 2.)Werebiscuit wrote:You realize that by com 15 on round 2 the elves can have all 8 gumptions knocking on our twin towers ?
Swodaems wrote: I'm actually hoping the gumptons choose to start pounding by the time I get the gates open because this seperates them from most help and the towers can take about 10 hits before going down. (MarbitChow could send in the Com 8 warriors as a blocking line, but I've got an idea for getting around that problem if it comes up.)
Starting the combat at Com 15 on round 3 involves letting the Gumptons actually damage the gate and/or one of the towers enough to come in. (So long as they don't get both towers, the city repairs fully.) I think this idea is a bit sub-optimal,
Sure. Each square you knock down would allow you to fill up one square completely (providing cover and preventing move into it), or make 4 squares into "rough terrain", which cost double move to pass through.Swodaems wrote:MarbitChow, a few questions: 1. If we knock down interior walls, can we pile the debris somewhere?
Yes. You can stop the process of opening the door at any point you want. To make the function and protection from the door a bit more realistic, then, I'll say that the door blocks RLOS as long as it is 3/4ths closed, provides cover if it is between 3/4ths and 1/4th closed, and provides no bonus if it is less than 1/4th closed.Swodaems wrote:2. Can we start with the door most of the way open? (A one round wait time is horrible.)
Throwing them off the tower will apply falling damage to them, which will likely eliminate them from the fight. For now, if they successfully Bull Rush the target unit they fall on, they'll inflict d6 damage plus d6 per level (so 2d6 from walls, 3d6 from tower) that they started from. This damage ignores defense. If they fail to bull rush, they'll inflict just d6 damage which ignores defense. If the target is actively Dodging, the target takes no damage.Swodaems wrote:3. Can we kick the uncroaked marbits off of the tower or wall in battle? Onto other units?
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