Yes, units only need to be adjacent to drag. Moving out of rough terrain does not incur a penalty; only entering it does, so yes - one move.Swodaems wrote:Am I right in assuming that a unit desiring to drag another unit only has to reach a square adjacent to that unit, not the square the unit is standing in? Would a unit moving from rough terrain to normal terrain only use one move?
Calmed units do not lose their actions like Stunned units do. They are simply forced to delay until they are no longer calmed. So, yes.Swodaems wrote:If a calmed unit is awoken by a friendly unit, will it be able to make use of any delayed action it may have received while calmed?
Technically, the chains appear on them automatically. However, any adjacent commander-type unit (warlord or caster) can free them at any time. Remember that unled units auto-engage, so freeing a regular unit on its own is usually a waste. (Scouts are the only known exception to this rule currently.)0beron wrote:I notice that if all units in the hex on the same side are Calmed, they Surrender. Is that distinct from being Captured? Cus the way I see it, just because they surrender doesn't me we have to capture them. We just say "Okay very nice, we won't hurt you anyway, feel free to run away after the battle." Is this correct Marbit?
MarbitChow wrote:Technically, the chains appear on them automatically [when they surrender].
Yup.0beron wrote:MarbitChow wrote:Technically, the chains appear on them automatically [when they surrender].
But them being chained for even a moment would count as aggression towards Charlie, and a breach of the agreement?
Swodaems wrote:Also, I've noticed that we seem to be forgetting a lot about the potential danger the spearmen could pose. They may not have dance-fighting or well-armed, but if we let all the alt elves croak, the spearmen will eventually hit 21 com +- leadership/attack modifiers. That is good enough to do decent damage to the door and towers.
Werebiscuit wrote:Swodaems wrote:Also, I've noticed that we seem to be forgetting a lot about the potential danger the spearmen could pose. They may not have dance-fighting or well-armed, but if we let all the alt elves croak, the spearmen will eventually hit 21 com +- leadership/attack modifiers. That is good enough to do decent damage to the door and towers.
Ok the spearmen WILL pose a threat...on round 5. Doing 2d6-2 to towers or 2d6+3 to doors.
Right now though they're the only thing that's threatening leaving the heck pups exposed (the archery having already gone will threaten next round).
We could use our remaining archery to take the 4 possible threats SE08 SE05 SE04 & SE03 out
2 garrison at com 16 do 2d6 +8 each meaning we do 30 on average
3 zeds at com 12 do 2d6 +4each meaning we do 33 on avarage Note they have 20 hits + 8 Ward so we need to do 28
This leaves one garrison archer to take out "mr lucky"
But that leaves their archery doesn't it ?...well yes and also..no. Will and Cupid go before their archery next round... there's only 3 elf archers left and between Will and Cupid they've 4 shots Cupid should do 2d6 + 19 at worst and Will 2d6 +33.
These guys have 14 hits and 16 ward. Will will annihilate 2 of them and Cupid may get lucky on the other or may have to second shot him
But what about the gumps ? They're stunned and Rolf will do 4d6 +12 twice for a resulting average of 52 damage. Yuri will do 4d6 +3 twice for an average of 34 meaning we'll have one on ~15 hits or so and possibly a shot from Cupid or Will to sort it out. If not our archery gets shots before they become unstunned.
Worse case scenario is T. Coil has to re-stun one along with 2 other targets. The heck pups then have stunned targets to play with again
This leaves our heck pups free to get behind their lines
0beron wrote:Okay, haven't seen any progress here, so I had to resort to doing the math myself...hope I got it right.
It appears to me that we have 6 Zed Archers and 3 Garrison Archers who gain actions on Com 7?
All of the above will do an average of 10 hits per shot to enemy Archers, who have an effective HP of 30?
So I propose that 2 Zed Archers and 1 Garrison Archer fire at each enemy archer that has full health. We leave the wounded one alone, Vinny can shoot it on his turn since I think that's the only thing he stands a chance of hitting.
MarbitChow wrote:Sure. I'll run those attacks tonight.
MarbitChow wrote:Archers and Heck Pups will fire, and WA01 will move and prepare to drag one of the pups back, correct? I'll try to position and run through to 5 based on the assumptions of keeping the Heck Pups protected while inflicting max damage. If the arrangements aren't clear, I'll leave it to Swod, otherwise I'll try to run through the rest of the turn.
MarbitChow wrote:Turn 9 - Assault on Dis City - Round 2 - Phase 7 through End of Turn
Dark Archers drop Elf Archers. Heck Pups are AWESOME. Elves advance. Junetta mojos Faith. Things are good.
As always, let me know if you see any mistakes.
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