GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.




Straight-line test will work, yes. Fliers can only see the 1st 2 rows inside, even if the door is fully open.Swodaems wrote:(MarbitChow, what squares will an enemy on the outside be able to see thru an open or partially open door? (Can I just do the "draw a straight line, center to center" test to figure it out myself?)
The elves will not intentionally use tactics that would be more effective against units that they're not aware of yet. Right now, that's just the Heck Pups, I believe. They won't take special precautions against those (such as having archers hold actions specifically for that unit type).Swodaems wrote:If they haven't seen a unit type, will they act as if it doesn't exist?
1/4 of a round, which is determined my the max combat value. In this case, that's Will's by a large margin, I believe. Since no one else comes close, I'm okay with treating his combat as if it were on Phase 20 instead of 34, since the next highest is 18. So, 5 phases to fully open from 3/4s open.Swodaems wrote:With the new partial door opening rules, how long does it take to get from 3/4s open to fully open?)

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.



MarbitChow wrote:Just a reminder: don't worry about prioritizing orders too much except for "fire as they cross the hex boundary" type orders. We're going to be breaking the turns down into multiple updates, so you can actually change your priorities mid-round based on what has gone on, including switching your held action to fire on units that have entered on the previous phase. We may even break this down one phase at a time, if needed.
No making me a liar yet. The enemy thinkamancer will probably be watching in. I suspect we'll only be able to pull off 1 lie during the entire campaign and this one isn't big or absurd enough.The Colonel wrote:Give it a shot. Then proceed to kill her?
Okay, then units in the squares M20, N20, X20, and Y20 should be invisible to the enemy if we hollow out those squares and 2 more squares between them and the door. This is where I want the heck pups. I want the presence of multiple high move units with a def ignoring special hidden from the enemy until they decide to bring the gumptons within range.MarbitChow wrote:Straight-line test will work, yes. Fliers can only see the 1st 2 rows inside, even if the door is fully open.Swodaems wrote:(MarbitChow, what squares will an enemy on the outside be able to see thru an open or partially open door? (Can I just do the "draw a straight line, center to center" test to figure it out myself?)
Swodaems wrote:Okay, then units in the squares M20, N20, X20, and Y20 should be invisible to the enemy if we hollow out those squares and 2 more squares between them and the door. This is where I want the heck pups. I want the presence of multiple high move units with a def ignoring special hidden from the enemy until they decide to bring the gumptons within range.

Honestly, I wouldn't mind giving more general orders and then processing huge amounts at once. While it's nice that Swodaems is willing to work out everything in excruciating detail, in terms of flavor the battles do proceed in apparent real-time and there's only so much that we can do to decide our actions within them. Given how long things take, a "50 words or less of orders per combat phase per player" policy could really keep things moving after the initial setup phase.WaterMonkey314 wrote:Maybe single phase is the way to go here. I know my head has already sort of exploded from trying to assess all possible battle outcomes.MarbitChow wrote:Just a reminder: don't worry about prioritizing orders too much except for "fire as they cross the hex boundary" type orders. We're going to be breaking the turns down into multiple updates, so you can actually change your priorities mid-round based on what has gone on, including switching your held action to fire on units that have entered on the previous phase. We may even break this down one phase at a time, if needed.

Exate wrote:Honestly, I wouldn't mind giving more general orders and then processing huge amounts at once. While it's nice that Swodaems is willing to work out everything in excruciating detail, in terms of flavor the battles do proceed in apparent real-time and there's only so much that we can do to decide our actions within them. Given how long things take, a "50 words or less of orders per combat phase per player" policy could really keep things moving after the initial setup phase.WaterMonkey314 wrote:Maybe single phase is the way to go here. I know my head has already sort of exploded from trying to assess all possible battle outcomes.MarbitChow wrote:Just a reminder: don't worry about prioritizing orders too much except for "fire as they cross the hex boundary" type orders. We're going to be breaking the turns down into multiple updates, so you can actually change your priorities mid-round based on what has gone on, including switching your held action to fire on units that have entered on the previous phase. We may even break this down one phase at a time, if needed.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.





The Colonel wrote:I have a few corpses left, where do I place them?
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