Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Mon Aug 27, 2012 12:06 pm

Conditional Orders Phase

All changes to the starting positions have been noted. That gives me enough to get this started.

Please provide stack information for all units and the starting conditional orders for all ranged units. (All uncroaked are assumed to start out in Bill's Horde.)

All Tenebrisian units are assumed to start out Dodging unless otherwise specified.
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Re: Darkness Rising

Postby 0beron » Mon Aug 27, 2012 12:11 pm

On Com-4, Vinny will climb the tower. If Faries have entered the Hex on this Com, he will fire at them. Otherwise, he Dodges until taking his normal turn on Com-3.
I believe Swod finalized a stacking-list earlier, so I will follow that, which I believe has me stacked with whoever else is on the left tower-top.
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Re: Darkness Rising

Postby Werebiscuit » Mon Aug 27, 2012 5:26 pm

Swodaems wrote:As far as stacks for the first round go: I'm thinking that I stack with Will, Rolf, Cupid, Vinny, T. Coil, Junetta, and Triage.
Yuri gets Brick and 6 of the Zed archers.
Wandereus get the Garrison archers. (They have dance-fighting and so does he after being turned. Yuri and Wandereus will both give +3 to these 7, but Wandereus also gives an additional +1 for filling in the 8th slot in the dance troupe.)
Bill will be with his hoard.
If the melee is outside, the Garrison warlord leads the remaining 6 zeds and comet. The level 2 warlords fill their stacks with the dancing linemen.
If the melee in inside, one of the lvl 2 warlords leads Comet and the remaining zeds. The other warlords won't matter much, because they won't be part of the first round. (We do have to make sure that any of the units the enemy can target thru the potentially opening door are well bonused.)

Our ranged units should have orders to prioritize fire on either unguarded archery, unguarded seige, or unguarded leadership. (We may also have them in the first round if the faeries hold off on entering the hex until the second round, in which case the garrison archers have orders to burn their delayed actions by firing on the ground force at Com=2 on round 1. Better to use then to lose and the casters should still be able to take 8 or 9 faeries out with delayed actions before they can fire if the faeries see this as an invite to come in on Com =1.)


See previous stacking & conditional orders from Swodaems

Rolf expects to have to delay all the way to com=5 before he gets the chance of a shot. If necessary he will wait until the garrison archers have targetted the ground force at com=2 and try to pick out an unguarded siege, leadership or archer, in that order of preference if no target exists in that list he will target the a the nearest siege hoping hat Yuri will pick the same target or if Yuri has already targetted a siege by that point Rolf will take that as his target.
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Re: Darkness Rising

Postby MarbitChow » Mon Aug 27, 2012 8:32 pm

Turn 9 - Assault on Dis City - Round 1 - Phases 32 to 5

Exterior View
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Interior View
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Additional Images
Spoiler: show
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Image


Player Stats & Darkness Units
(See Reference page for current information.)

Enemy Stats
Spoiler: show
Armolad: Archer {Level 5} [ 11 Combat / 11 Defense / 34 Hits. Fire, Quick-shot. Special: Leadership, Improved Leadership, Dance Fighting, Beefy] { Ward-16 } Cloak : Negate Hiya/Hoboken, Potion: Ward, Potion: Renew x2
Amandaria : Fryahovar {Level 3} [ 18 Combat / 20 Defense / 60 Hits. 14 {24} Move. Strike. Special : Beast, Heavy, Mount, Mighty Blow x2, Dance Fighting ] { Ward-16 }

WE01 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE02 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE03 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE04 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }

EE01 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE02 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE03 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE04 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE05 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE06 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE07 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE08 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }

EE09 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE10 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE11 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE12 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE13 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE14 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE15 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE16 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }

Gumpt'n1 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n2 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n3 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n4 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n5 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n6 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n7 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n8 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }

FE01 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE02 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE03 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE04 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE05 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE06 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE07 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE08 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE09 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE10 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE11 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE12 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE13 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE14 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE15 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE16 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }

AE01 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE02 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE03 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE04 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE05 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE06 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE07 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE08 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]

SE01 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE02 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE03 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE04 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE05 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE06 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE07 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE08 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE09 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE10 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE11 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE12 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE13 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE14 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE15 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE16 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }

WE05 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE06 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE07 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE08 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE09 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE10 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE11 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE12 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE13 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE14 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE15 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE16 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }

Objay Dart : Faery Fire attack inflicts an additional 1 Hit damage that ignores defenses.
Healing Touch - Any adjacent friendly units heal 8 Hits at the start of each round.
Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.


At the start of the round, all Tenebrisian units are dodging and delaying their actions.
On Phase 5, the first Breatheairian units cross the hex boundary and make their way up the field.
Anyone who wants to trigger a delayed action at this time may do so.

Ignore previous posts about conditional actions. We'll just run through sequences and all units can react if they're able from now on.
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Re: Darkness Rising

Postby Werebiscuit » Tue Aug 28, 2012 5:20 am

OOC Swodaems, your call, of course but I suggest we have a stack of archers take out guarding units SE07 and SE06 to give Rolf, Yuri, Cupid & Will clear shots on Gumptions 4 & 7. T coil can then choose to ickypron and try to delay gumptions 5 , 6 & 8 and most of the uncroaked line will fall back to protect Rolfs tower. If their warriors follow they will then be blocking the gumptions path. LU1 & LU3 will move to block access to Yuri's tower for gumptions 1 2 & 3.
They will then have to target the uncroaked with archery.

Seem like a good plan ? /OOC
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Re: Darkness Rising

Postby Werebiscuit » Tue Aug 28, 2012 6:15 am

OOC Marbit can Rolf apply his mighty blow and block to ballista firing actions ? I'm not interested about interpose and co-ordinate as I'm unlikely to be targettting the same opponent as those adjacent to me /OOC
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Re: Darkness Rising

Postby Werebiscuit » Tue Aug 28, 2012 7:16 am

OOC Actually, I'm not sure we have to remove guards first. It depends on if the gumptions are considered stacked with Armolad or dodging. So I think it's safest to take out the guards.
Their bonus could be 15 (def) + 5 (Arm) +6 (guard) + 6 (dodging) = 32
Taking out the guard we can get it down to 26 which gives Rolf 2 x 16 damage, Yuri 2 x 9 Will 2x 22 and Cupid 2 x15 = 122 only enough to bring one down.
However if they're not dodging then it means each can add 6 to their damage giving 2 x 22 + 2x 15 + 2 x 28 + 2 x 21 = 160 enough to take out both.

Firing order should be
Rolf and Yuri should target the same gumption, Cupid should take his first shot at it before targetting the one that Will is firing at.
This will bring down one gumption at Def =26 while doing max damage to the other. At Def =20 it will bring down both. /OOC
Last edited by Werebiscuit on Tue Aug 28, 2012 7:29 am, edited 2 times in total.
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Re: Darkness Rising

Postby MarbitChow » Tue Aug 28, 2012 7:22 am

Werebiscuit wrote:OOC Marbit can Rolf apply his mighty blow and block to ballista firing actions ?
Yes, all normal attack modifiers can be applied.
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Re: Darkness Rising

Postby Werebiscuit » Tue Aug 28, 2012 7:32 am

Werebiscuit wrote:If their warriors follow they will then be blocking the gumptions path.



~Doh ! gumptions can pass through their own forces unrestricted... :oops:
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Re: Darkness Rising

Postby Werebiscuit » Tue Aug 28, 2012 7:35 am

MarbitChow wrote:
Werebiscuit wrote:OOC Marbit can Rolf apply his mighty blow and block to ballista firing actions ?
Yes, all normal attack modifiers can be applied.

OOC Good Rolf will choose to mighty blow bringing his damage up to 2 x19 with Yuri 's 2 x9 this gives 56 damage almost good enough to down a gumption. We can dispense with the extra shot from cupid if they roll high. meaning that Will and cupid can concentrate on downing their own gumption. {EDIT} Scratch that forgot about wards... we still need the extra shot...and probably from Will./OOC
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Re: Darkness Rising

Postby ETheBoyce » Tue Aug 28, 2012 8:41 am

Right now Gumptions couldn't have Armolad's Leadership bonus as she's not in the hex!
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Re: Darkness Rising

Postby Werebiscuit » Tue Aug 28, 2012 9:24 am

ETheBoyce wrote:Right now Gumptions couldn't have Armolad's Leadership bonus as she's not in the hex!



That's what I thought... but consider...you dont have to be standing next to a unit to be considered stacked with it.

Marbit ? Could the gumptions be in Armolad's stack in their present position ?
Last edited by Werebiscuit on Tue Aug 28, 2012 9:27 am, edited 1 time in total.
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Re: Darkness Rising

Postby HerbieRai » Tue Aug 28, 2012 9:27 am

ETheBoyce wrote:Right now Gumptions couldn't have Armolad's Leadership bonus as she's not in the hex!


But there are a couple of level 2 warriors with leadership and dancefighting, so they could have 2 leadership instead of 5.

I like the plan we have, targeting SE07 and 08, then using the big guns to take out the Gumps 4 and 7. Cupid will wait till after the ballista to fire, then fire on the wounded gump if he's still standing.
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Re: Darkness Rising

Postby MarbitChow » Tue Aug 28, 2012 9:29 am

Werebiscuit wrote:Marbit ? Could the gumptions be in Armolad's stack in their present position ?
They could be stacked, but won't get the bonus until Armolad enters.
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Re: Darkness Rising

Postby The Colonel » Tue Aug 28, 2012 10:02 am

So we target siege?

When do we target leadership?
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Re: Darkness Rising

Postby Lord of Monies » Tue Aug 28, 2012 10:24 am

When leadership enters, I guess. Take down as much of their siege as we can to avoid the biggest trouble. I imagine that when we start taking them down is when leadership enters to offer the bonus to protect them. Might even be an effective method to lure leadership into battle at which point we can try to take it down or capture or whatever plan we're going with on that.

On the other hand, maybe not. Armolad is waiting behind the hex with everything that we consider to be the major threat. Siege has moved forward with most of the ground forces to be the first strike and see if the backup is needed. If they can get through, then ground forces rush in to do what damage they can while archery steps in and brings the rain. A strategy may be to take down some siege, obviously, as we don't want them to just break down a hole, but also take down a good portion of the ground forces as them running in force will be a steam-roller effect. Either way, my prediction is Armolad will move in with the remaining forces when the siege punches through, or a considerable amount is taken down. The longer we can draw that middle line the longer we can keep the reinforcements at bay. I don't think we want to be facing everything at once now that we've been offered the smaller target of half the force.
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Re: Darkness Rising

Postby The Colonel » Tue Aug 28, 2012 11:05 am

Random idea, kill the Altruistic Elves now. Why?

Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.

in the hex, if we kill them now, their bonus will not apply when they enter the actual battlefield.
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Re: Darkness Rising

Postby MarbitChow » Tue Aug 28, 2012 11:07 am

The Colonel wrote:Random idea, kill the Altruistic Elves now. in the hex, if we kill them now, their bonus will not apply when they enter the actual battlefield.
None of your side has any overland move, and cannot cross the hex boundary or fire into the next hex. I'm not aware of any way you can harm them until they enter your hex.
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Re: Darkness Rising

Postby The Colonel » Tue Aug 28, 2012 11:10 am

I forgot that part of the fire ability, ah well, crazy idea shot down.
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Re: Darkness Rising

Postby Werebiscuit » Tue Aug 28, 2012 11:18 am

OOC You Know What ?
I'm wrong
The spearmen can't both guard and interpose as this brings their def to zero so the most they can give is +3.
Their best option is then to bodyguard as they add 28 (with ward) to the Gumption's hits of 76 (with ward) meaning we have to do a total of 104 to bring down a gumption

The max current def of a gumption is thus 21 (with dodging) meaning Rolf will do 2 x 24 Yuri will do 2 x 14 Will 2 x 27 and Cupid 2 x 13. So pairing Rolf and Will has the possibility to bring down a gumption if they roll slightly above average.

However if we take out the guards first by arrow shot ( they will have def = 4 so we'll need to allocate 3 archers to each to be sure) we then have to wait till com=4 and this gives Armolad a chance to boost the gumption def by entering the hex. /OOC
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