Darkness Rising

Your new games, homebrews, mods and ideas. Forum games go here.

Re: Darkness Rising

Postby MarbitChow » Wed Sep 05, 2012 8:37 am

Werebiscuit wrote:Marbit, Dodging rules say that a unit gets to dodge "until the start of their next action" .
Does that mean they must stop dodging when they fire or does that dodging continues until their next action at com=7 on round 2. It's important to know as it will govern when we take shots on their archery.

Units stop dodging when they act. They gain actions based on their Combat, but dodging lasts until they use it.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby 0beron » Wed Sep 05, 2012 9:44 am

I suspect the units that just entered are either 1) holding their actions so they can keep Dodging or 2) are waiting for us to open the gate and charge them so they can fire as soon as it opens. Of course, they can accomplish both goals with the same order. I don't know what units we have left to fire with, but I suggest we focus on units we know we can kill, so they don't get healed. If we have enough firepower left, I suggest one of the Gumps as that target.
"I'm afraid I don't understand. And also afraid that I do."
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.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3171
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: Darkness Rising

Postby ETheBoyce » Wed Sep 05, 2012 11:13 am

No letting their archers shoot at us is a terrible idea letting them potentially croak our units is a massive waste of time and shmuckers. Unstead we should focus on taking out the archers that are in position to be supported/coordinated the most: EE02, 03, 04, and 07. Each of those has 3 other archers adjacent and combat modifiers have to be declared at the start of turn so unless Armolad was planning on them dieing to draw fire from the real buffed units their deaths should negate any real threat to our PCs this round as well as substantially decrease any damage they seek to deal
ETheBoyce
YOTD + Print 2 Draw 3 Supporter!
YOTD + Print 2 Draw 3 Supporter!
 
Posts: 475
Joined: Sun Mar 18, 2012 12:17 am

Re: Darkness Rising

Postby 0beron » Wed Sep 05, 2012 2:04 pm

Like I said, focus on the most dangerous unit(s) that we are confident we can croak by the end of the round. Gumps are our biggest threat because of how quickly they might take down a tower. The only units that we have exposed to enemy fire at the moment are very well defended, so we can hold up to a volley from them. However Gumps are strong, and I don't know if we have the firepower remaining in this round to take one out. So if that is correct, focus key archer targets instead.
"I'm afraid I don't understand. And also afraid that I do."
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.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3171
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: Darkness Rising

Postby Werebiscuit » Thu Sep 06, 2012 5:30 am

ETheBoyce wrote:No letting their archers shoot at us is a terrible idea letting them potentially croak our units is a massive waste of time and shmuckers. Unstead we should focus on taking out the archers that are in position to be supported/coordinated the most: EE02, 03, 04, and 07.


OOC ok guys...the problem is this (sorry for any text walls ).If we fire as they come in they have dodging def which takes their def to 15 (for 1st lvl archers) and 17 ( for 2nd lvl). Our archers will have combat scores of 14 and 11 so even our best archers are doing 2d6 -1 against their lowest archers. Our first arrow would need to roll good to even take out their ward. We will need to assign 3 archers to each target to even have a hope of taking the target out and it only givers us a 50% of doing so.

We have 9 archers at com 14 so our shots from them would give us a 50% chance of taking 3 of their 1st level archers down. If firing as they enter.

We have 12 archers at com 11 who would be doing 2d6-4. We would need at least 6 of these to pick the same target to get a 50% chance of causing 18 damage (10 hits + 8 ward)l. So using up all of these firing on entry would give us a 50% chance of downing another 2 1st level archers.
Our entire force of 21 archers give us a 50% chance of downing 5 of their lowest level of archery... so we should get about 2. Does that sound a good use of our archery to you ?

If we fire as they do their defence drops to 9 for both 1st & 2nd Level. So even our lowest level are now doing 2d6 +2 meaning we need about 2 (a lot different from 6 , eh ?) to do the 18 damage. If we triple up (3 onto 1 target) we can be confident (90%) of taking down 4 ( or have 55% at 6 with 2 to 1target).

Our 9, com =14 skellies are doing 2d6 + 5. We can go 2-1 for their lowest level ( with ward 8) or 3-1 for their 2nd level ( with ward 16) and be fairly confident of taking out 4 (90% chance) lower or 3 higher ( 70 %) level archers.

So if we let them get shots off we can in all probability bring down 8 archers with our entire archery /OOC.
Werebiscuit
 
Posts: 1182
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby The Colonel » Thu Sep 06, 2012 6:13 am

Seems legit, DO WE DO IT!?
The Colonel
 
Posts: 545
Joined: Sat Mar 17, 2012 9:56 am

Re: Darkness Rising

Postby Werebiscuit » Thu Sep 06, 2012 7:16 am

ETheBoyce wrote: Unstead we should focus on taking out the archers that are in position to be supported/coordinated the most: EE02, 03, 04, and 07.

You realize if we fire at those targets before they take up those positions we'll be acting on meta information and Marbit will probably retcon their positions.
If we let them get to those positions then they will have the chance to fire as we do so they'll be taking on their targets anyway.

It'd take our whole remaining archery force to bring down 3 with any certainty and we'd only have a slightly better than 50% (about 59%) chance at bringing down all 4, if we fire before they get there...and then Marbit will probably retcon the positions.

if they're taking on our high value targets ( based on the fact that there appear to be 4 groups) they'll need to do better than a 30 def. So if each archer adds +6 Co-ordinate AND Support then each group has a combined com of 14 +18 = 32 and will do 2d6+2 damage. That won't even take out a ward.
It will however cause havoc with our 18 def archers as it can do 2d6 + 14 damage.
They can try for 2 targets each at 2d6 +24damage which starts to threaten but given they'll have to do minimum 36 damage to kill means they need to roll a 12, and to kill so we couldn't be raised needs a 17 on 2d6 (impossible)
They'd need to use up 9 of their archery to have a pretty certain chance of taking out 1 PC and us removing 3 of them before they fire isn't going to bring them below that given that they have 16.
Werebiscuit
 
Posts: 1182
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby MarbitChow » Thu Sep 06, 2012 7:24 am

The level 1 archers entered the field first. If you choose to fire on archers as they entered, I would resolve this by selecting one of the level 1s at random and attacking it with as many archers as you dedicated to a single kill. If you choose to attack based on position, your side and the elves would be able to fire simultaneously.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby Werebiscuit » Thu Sep 06, 2012 8:38 am

MarbitChow wrote:The level 1 archers entered the field first. If you choose to fire on archers as they entered, I would resolve this by selecting one of the level 1s at random and attacking it with as many archers as you dedicated to a single kill. If you choose to attack based on position, your side and the elves would be able to fire simultaneously.


Thanks for that guidance Marbit. I now realize we're in the classic mexican standoff. They don't want to fire as it ruins their def against us by removing the dodge bonus. We are in the same position, except that we've given them a bunch of garrison archer easier targets (since they've fired and so have no dodge bonus).

Wonder whose nerve will break first ? :twisted:


Just in case you missed it earlier, Marbit
Werebiscuit wrote: However we'll pick off the faeries with Comet firing on FE14 and the last garrison archer (we previously only used 6) at FE16.
Werebiscuit
 
Posts: 1182
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby 0beron » Thu Sep 06, 2012 9:39 am

Okay, so here's the deal:
  • It is impractical to target the enemy archers.
  • It is impossible to damage Gumps with our remaining archers.
Therefore, I think we need to focus on the next worst threat, the Fairies. Because of their special, they are the most significant threat to our units on the Tower-top, yet their low stats make them reasonably easy to hit.

Orders edited to below.
Last edited by 0beron on Thu Sep 06, 2012 10:04 am, edited 1 time in total.
"I'm afraid I don't understand. And also afraid that I do."
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.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3171
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: Darkness Rising

Postby MarbitChow » Thu Sep 06, 2012 10:00 am

Werebiscuit wrote: However we'll pick off the faeries with Comet firing on FE14 and the last garrison archer (we previously only used 6) at FE16.
Ok, noted.

0beron wrote:All remaining archers fire one after the other, at Fairies, focusing a single target until croaked, then moving to the next. Lowest level units will fire first. Any remaining archers once all Fairies have been croaked will continue to hold actions.
Note that in order for units to conditionally fire (wait to see if the target is killed, then fire or retarget), each result takes place on the next phase. It's much better to, for example, assign 2 archers to each target, then assign, say 4 total archers to cleanup on the next phase, rather than trying to fire in sequence; that way it takes at most 2 or 3 phases, instead of 1 phase per archer.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby 0beron » Thu Sep 06, 2012 10:03 am

MarbitChow wrote:Note that in order for units to conditionally fire (wait to see if the target is killed, then fire or retarget), each result takes place on the next phase. It's much better to, for example, assign 2 archers to each target, then assign, say 4 total archers to cleanup on the next phase, rather than trying to fire in sequence; that way it takes at most 2 or 3 phases, instead of 1 phase per archer.
Okay, I go with this
2 archers (chosen from lowest level available) fire at each Fairy. The remaining archers will hold to see the results of this volley.
"I'm afraid I don't understand. And also afraid that I do."
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.
User avatar
0beron
YOTD + Pins Supporter!
YOTD + Pins Supporter!
 
Posts: 3171
Joined: Tue Aug 02, 2011 9:52 pm
Location: Morlock Wells

Re: Darkness Rising

Postby Werebiscuit » Thu Sep 06, 2012 10:08 am

Marbit Since the Garrison archer is a com=7 we'll have him take out FE15 instead of FE16
Werebiscuit
 
Posts: 1182
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby MarbitChow » Fri Sep 07, 2012 9:06 am

Sorry about the delay in updates, guys. The next update will be tomorrow morning.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby Werebiscuit » Fri Sep 07, 2012 10:29 am

MarbitChow wrote:Sorry about the delay in updates, guys. The next update will be tomorrow morning.

No worries Marbit just remember our remaining archery (9 skeleton & 4 Zed or regular whichever's left) are on standby to fire if the elves do
As soon as they see the elven archery release arrows they will fire 2 per target at the 1st level archery. The 9th remaining skeleton will pick out one of injured or if there are none injured will fire at at a final 1st leveler.
Werebiscuit
 
Posts: 1182
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby MarbitChow » Sun Sep 09, 2012 9:51 am

Turn 9 - Assault on Dis City - Round 1 - Phase 2 through End of Round
Several of the remaining Tenebrisian archers fire, and more Faeries fall from the sky. Due to Armolad's leadership, however, a trio of Faeries remain flying, although two are gravely injured. Hoping that Armolad will shift his leadership to different targets at the start of the turn, the remaining archers ready their actions to fire upon the elven archers, as soon as the latter release their volley.

Towers: 0 (of 18) Energy. Three spell slots free.

Exterior View
Image

Interior View
Image

Player Stats & Darkness Units
Spoiler: show
Rolf (Werebiscuit): 32 Hits; (Ward-16); Potion of Healing Ward
William Showend Tell (BLANDCorporatio): 22 Hits; (Ward-16); Cloak : Negate Strike/Attack, Potion: Renew (Heal 16 Hits)
Cupid (HerbieRai): 20 Hits; (Ward-16); Potion: Renew (Heal 16 Hits)
Yuri (Exate): 35 Hits; (Ward-16); Potion of Healing Ward
T. Coil (ETheBoyce): 22 Hits; 23 (of 32) Juice; (Ward-16); Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20) x2, Scroll: Revitalize, Scroll: Renew
Bill (The Colonel): 16 Hits; 11 (of 47(+8)) Juice; (Ward-16); Scroll: Revitalize, Scroll: Renew, Scroll: Lucky Streak, Scroll: Regenerate, Potion: Restore Juice (Restore 20)
Tod (Swodaems): 24 Hits; (Ward-16); Cloak : Negate Hiya/Hoboken, Potion: Renew (Heal 16 Hits)
Triage (WaterMonkey314): 22 Hits; 34 (of 35) Juice; (Ward-16); Potion: Restore Juice (Restore 20)
Vinny Starcall (0beron) : 4 Hits; 6 (of 8) Juice; (Ward-16); Cloak : Negate Fire
Brick Wall (Lord of Monies) : 22 Hits; (Ward-16); Cloak : Negate Attack/Strike
Wandereus: 36 Hits; (Ward-8); Potion: Minor Ward, Potion: Revitalize x2
Junetta: 16 Hits; 45 (of 59) Juice; (Ward-8)
(Note: See reference page for full PC and NPC stats for above units.)

Rowan (WL01): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
Tyler (WL02): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
Lian (WL03): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2

Erick (WH01): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Colby (WH02): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Donovan (WH03): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Joe (WH04): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Zackary (WH05): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)

Ruben (WB01): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
Edgar (WB02): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
Salvador (WB03): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)

Casey (WA01): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Phillip (WA02): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

Sergio (W01): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
Marvin (W02): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
Chris (W03): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)

Tony (SA01): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Jeffrey (SA02): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Devon (SA03): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Jonas (SA04): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

Larry (S01): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Jaydon (S02): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Jimmy (S03): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Brett (S04): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)

Eduardo (ZA01): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Brendan (ZA02): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Terry (ZA03): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Malik (ZA04): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Darius (ZA05): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Byron (ZA06): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Baldrick (ZA07): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
Adder (ZA08): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
Anderson (ZA09): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
Bruford (ZA10): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
Wakeman (ZA11): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
Howe (ZA12): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)

Comet : (DF-8) Dark Flier {Level 1, 0 XP} [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly] (Ward-16)

Bert (Royal Guard): Warrior {Level 3, 18 XP} [ 5 Combat / 8 Defense / 70 Hits / 8 {8} Move. Attack. Specials: Heavy, Guard, Interpose, and Bodyguard] (Ward-16)
Ernie (Royal Guard): Warrior {Level 3, 18 XP} [ 5 Combat / 8 Defense / 70 Hits / 8 {8} Move. Attack. Specials: Heavy, Guard, Interpose, and Bodyguard] (Ward-16)

Naughty Kitty (Tod's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (Wandereus') {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (T. Coil's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (Rowan's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
Naughty Kitty (Tyler's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
Naughty Kitty (Lian's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)

Heck Pup (Hp01) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp02) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp03) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp04) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)

Skeleton SK-1: Warrior [8(-1) Combat / 5(-1) Defense / 22(-3) Hits / Attack. 8 {8} Move. Special: Skeleton, Calcium Enriched, Well-Armed, Extended Decay x1.]

Skeleton SA1: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA2: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA3: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA4: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA5: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA6: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA7: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA8: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
Skeleton SA9: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]

Lesser Uncroaked LU01: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]
Lesser Uncroaked LU02: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]
Lesser Uncroaked LU03: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]
Lesser Uncroaked LU04: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]
Lesser Uncroaked LU05: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]

BS 1 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 2 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 3 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
BS 4 - Brickabat Swarm [ 0 Combat / 1 Defense / 2 (of 8) Hits. No attack. Special: Screen, Inhuman.]

Reginald (Cmd): Garrison Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Leadership] (Ward-16)
Abe (GA01): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Barry (GA02): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Chad (GA03): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Dave (GA04): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)
Ed (GA05): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)
Frank (GA06): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-8)
Gary (GA07): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-8)

Screen - Brickabat Swarm can negate a single Fire attack against any adjacent target, at the cost of 1 Hit. Cannot be targeted by Fire, Strike, or non-AoE Spells.


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'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'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 / 4 (of 8) Hits. Fire. Special: Objay Dart]
FE02 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-2 }
FE03 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 4 (of 8) Hits. Fire. Special: Objay Dart]

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 }
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]
SE12 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard]
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.


Results
Spoiler: show
Tenebris Stacks :
Tod: Leads Will, Rolf, Cupid, Vinny, T. Coil, Junetta, Triage. (+5)
Yuri: Leads Brick, ZA01, ZA02, ZA03, ZA04, ZA05, ZA06 (+3)
Wandereus: Leads GA01, GA02, GA03, GA04, GA05, GA06, GA07 (+3, +4 Dance)
Tyler (WL02): Leads Comet, ZA08, ZA09, ZA010, ZA011 (+2)

Phase 2
---------
Several of the remaining Tenebrisian archers fire, attempting to eliminate the rest of the Faeries:

Abe (GA01): Fires @ FE15
Roll : 8. 15 Combat + 3 Leadership + 4 Dance Fighting - (4 Defense + 5 Leadership) = 13 Hits. Target Slain. Team earns 4 XP.

Comet (DF-8): Fires @ FE16
Roll : 9. 13 Combat - (4 Defense + 5 Leadership) = 4 Hits. Target Slain. Team earns 4 XP.

Eduardo (ZA01): Fires @ FE01
Roll : 7. 11 Combat + 3 Leadership - (4 Defense + 5 Leadership) = Ward damaged. (Ward-3)

Brendan (ZA02): Fires @ FE01
Roll : 9. 13 Combat + 3 Leadership - (4 Defense + 5 Leadership) = Ward destroyed. 4 Hits. (FE01:4)

Terry (ZA03): Fires @ FE02
Roll : 6. 10 Combat + 3 Leadership - (4 Defense + 5 Leadership) = Ward damaged. (Ward-4)

Malik (ZA04): Fires @ FE02
Roll : 4. 8 Combat + 3 Leadership - (4 Defense + 5 Leadership) = Ward damaged. (Ward-2)

Darius (ZA05): Fires @ FE03
Roll : 7. 11 Combat + 3 Leadership - (4 Defense + 5 Leadership) = Ward damaged. (Ward-3)

Byron (ZA06): Fires @ FE03
Roll : 9. 13 Combat + 3 Leadership - (4 Defense + 5 Leadership) = Ward destroyed. 4 Hits. (FE03:4)

Baldrick (ZA07): Fires @ FE14
Roll : 6. 10 Combat + 3 Leadership - (4 Defense + 5 Leadership) = 4 Hits. Target Slain. Team earns 4 XP.

Phase 1
---------
No actions taken.

Phase 0
---------
Altruist Elves enter the hex.

-- End of Round 1 --
SE11 heals 8 Hits.
SE12 heals 8 Hits.

** Declare Stacking, Horde, and Modifiers
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby MarbitChow » Sun Sep 09, 2012 11:03 am

Image
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby Werebiscuit » Sun Sep 09, 2012 2:27 pm

Marbit, I'm assuming The Elves are not firing but dodging. We seem to have went through 2 turns right at the end without any action. I don't mind this for the archers although would rather an archer try to pick off the wounded fliers, still I don't mind if you consider our orders to hold for returning archery fire as superceding those but would rather we begin to open the doors on Com =0, assuming it's completely closed...that is. If it's anything other than completely closed , please let me know.
Werebiscuit
 
Posts: 1182
Joined: Wed May 09, 2012 11:45 am

Re: Darkness Rising

Postby MarbitChow » Sun Sep 09, 2012 5:01 pm

Werebiscuit wrote:Marbit, I'm assuming The Elves are not firing but dodging. We seem to have went through 2 turns right at the end without any action. I don't mind this for the archers although would rather an archer try to pick off the wounded fliers, still I don't mind if you consider our orders to hold for returning archery fire as superceding those but would rather we begin to open the doors on Com =0, assuming it's completely closed...that is. If it's anything other than completely closed , please let me know.
Yes, pretty much everything but Faeries and Altruist Elves are still dodging at this point.

If you want the archers to down the remaining faeries, just let me know who fires. Also, since we're back to the start of the round, you can change stacks for free if you want.

I don't think the status of the doors has ever been set. The only thing I'm assuming right now is that it's not completely open. Since Swodaems mentioned using the Heck Pups against the Gumptions, I'm sort of assuming that the doors are 3/4ths open, but units behind the door are not currently a priority.
User avatar
MarbitChow
 
Posts: 2510
Joined: Thu Apr 30, 2009 5:41 pm

Re: Darkness Rising

Postby ETheBoyce » Sun Sep 09, 2012 5:03 pm

I'm not certain if we need to worry about opening the gate at least yet, 2 Gumptions fell the first round and I imagine more will fall in the second, and it's unlikely to impossible they'll reach the Towers in Round 2 given the uncroaked in their way. We'll be looking at maybe 2 per tower in round 3 which will give us plenty of time to just destroy them outright.

Question: How do held over actions interact with combat modifiers?
ETheBoyce
YOTD + Print 2 Draw 3 Supporter!
YOTD + Print 2 Draw 3 Supporter!
 
Posts: 475
Joined: Sun Mar 18, 2012 12:17 am

PreviousNext

Return to Your Games

Who is online

Users browsing this forum: 0100010, Godzfirefly and 1 guest