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.



Cut-and-paste error. The rolls and damage were correct, but the combat scores were not adjusted. That's been fixed.ETheBoyce wrote:At least 1 one the enemy archers combat numbers is off, 2 7s a 10 and an 8 and they all have 14 total? 3 I can see how they add up but getting from 8 to 14 with a base Combat of 7 confuses me <_<

MarbitChow wrote:You are correct, although I believe based on the latest layout, it's no longer an issue.Werebiscuit wrote: Marbit, depending on how you deal with movement through the doors. I reckon Hp02 & Hp03 may be able to reach W8 and AB8 respectively and Hp01 & Hp04 should only be 1 square behind which would put them on W9 & AB9. Can you let me know if I'm working movement through the doors correctly? Thanks.



BLANDCorporatio wrote:One little thingy. Do the Gumps have guards? They appear to be near the wall all by their lonesome, so unless they're guarding each other, they have no guards.
Anyways, yes, let's stun what we can and croak what we can. T. Coil, who will you stun, so that I, William of Showandtell, can choose a different Gump to ease of its mortal lumber?
Werebiscuit wrote:If there's any more than 3 stunned gumps left staring at the tower next turn, I'll eat Rolf's ballista



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.


0beron wrote:um....Swod, how did you miss the fact that Gumps had STRIKE instead of attack? Your rubble was useless.....
Like you said before the gates started at 3/4s open. I think phase 12 is a good time to start the 5phase process of openng the door the rest of the way if we want to have the melee join in the fighting. (They'll be able to protect the heck pups.) If we don't want them in the fight, we should start closing it. Excluding Amandaria and the gumptons, the enemy melee can cross the rubble line and reach the door as early as phase 8 in round 3. And I just noticed Werebiscuit has beaten me to the punch on the gate.MarbitChow wrote:I still need to know officially how far is the gate opened or closed
Yes, until Phase 11.ETheBoyce wrote:I believe Armolad is still stunned
The alliance with the Archons lasted until the end of your turn. They remained in the hex until the alliance broke. They'll be free to move away at dawn.Fkrts wrote:What are the Archons doing? Can they just not leave our hex or are they alligned with us?
4 elven archers fired, and 4 archers counter-fired, which is why Z08 didn't shoot. (ZA08 was originally selected to take the first shot, but was swapped out for aesthetic reasons.) Since I didn't calculate the CW Bonus into the lesser uncroaked, I'll revise the action so that the other 4 lvl 1 elves also fired, and ZA08 fires at one of them. This will mean that 2 of the elven shots will be wasted, since they couldn't know for certain whether they'd dust their targets. The elves were willing to take the odds for a 6+ roll for a kill, but odds for an 8+ roll would have caused them to pair up for the guaranteed kill.Swodaems wrote:Um, I didn't notice a shot fired from ZA08 here. It should have still had a shot since it didn't fire here.
And looking back at those pages, I see that my chief warlord bonus was given to the first lesser uncroaked that was dusted in the battle, but not to the 4 that dusted recently. The bonus of 2 means alot to LU3 and LU4, as this means the 2 lessers in question survive the shots shown with 1 hit and require either a second shot or a melee attack.





Desperate times call for desperate measures. Rest assured that the elves feel REALLY BAD about being forced to take this action.ETheBoyce wrote:They'll hire out Charlie to kill their allies, and Coil is too evil for them!?


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