Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Sat Oct 13, 2012 12:25 pm

ETheBoyce wrote:Before I make my third target a bodyguard, I want to clarify how the damage from such an instance is determined; will the bodyguard take the full damage from the bolt hitting him before he takes hits from the one hitting the Gumption?
Damage resolves at the same time. He'll take both.
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Re: Darkness Rising

Postby ETheBoyce » Sun Oct 14, 2012 12:04 am

Meaning the Gumption won't take any damage no matter what, I think it makes more sense for my third target to be different
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Re: Darkness Rising

Postby Swodaems » Sun Oct 14, 2012 11:37 am

ETheBoyce wrote:Meaning the Gumption won't take any damage no matter what, I think it makes more sense for my third target to be different

In that case, then I suggest waiting until phase 4 to act and targetting either WE04 or WE02, depending on the results of actions taken by a spearman during phases 6 and 5. I posted earlier about a plan to use a spearman and a single bull rush action to seperate WE02 from his protectors. (The plan relies on WE02's protector spearmen being more interested in maintaining their dodge then in using strike actions, and can therefore easily fail.)

If the plan fails, then having T. Coil eliminate WE04 could save us 2 shots from our best garrison archers.

If it succeeds, then the damage from ickypron, along with the shots of a couple of garrison archers, could down us a 3rd warlord this round.

We can have HP01 use its blast on SE05 and SE08. If they were both bodyguarding, this could both of them out. (~69.5% odds of doing so.) HP01 has to take both of their strikes, but should survive. (94.6% chance.) If the spearmen weren't bodyguarding, then they'll survive of course. The other 3 heck pups have agile, so they can get into position to blast both gumptons regardless of the spearmen's survival.

MarbitChow, how does bullrush work against targets that aren't dodging? One of the things that makes that ability seem useless is the question of interaction with the adjacency rule. Would a unit wishing to bullrush an actively attacking enemy need to spend one round's action getting adjacent, then use another round's action to actually do the bullrush? Or could it get adjacent to that enemy and bullrush with just one round's actions? If it can use just one round's actions, how would the presence of another enemy unit adjacent to the square being bullrushed from affect things?

I ask because I'm thinking of sending a heavy to do the job instead of a spearman. With the one extra move afforded the heavy by its proximity to the gate, It could move to U13 the first phase it acts, then proceed to travel from there to U8->T7->S8 and bullrush WE02 in R9. With this path, the first time it is adjacent to any enemy units is when it enters S8. (WA01 is another candidate for making this trip, but I am unsure if it actually has the delayed move required to pull it off. It's listed as having it under the unit stats, but I thought we lost that last round when we used it to pull a heck pup to safety. (We didn't actually use it to do that, but we would have if you had rolled 1d6 for heck pup damage instead of 2d6.))
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Re: Darkness Rising

Postby MarbitChow » Sun Oct 14, 2012 11:49 am

Swodaems wrote:MarbitChow, how does bullrush work against targets that aren't dodging? One of the things that makes that ability seem useless is the question of interaction with the adjacency rule. Would a unit wishing to bullrush an actively attacking enemy need to spend one round's action getting adjacent, then use another round's action to actually do the bullrush? Or could it get adjacent to that enemy and bullrush with just one round's actions? If it can use just one round's actions, how would the presence of another enemy unit adjacent to the square being bullrushed from affect things?
Short answer: You only need to use 1 move/action combo to bull rush. The bullrush attacker is still forced to stop next to the target (due to adjacency movement restrictions), but they can bull rush normally from that position.

Long answer, including mechanics, for those that are interested:
Spoiler: show
Bullrush is treated like an attack. Instead of doing damage, the effect is to force the target out of the square so that the attacker can occupy it. Taking that last square doesn't count as a move; it's the result of an action. Other units can still prevent the rushing unit from reaching an adjacent square next to the target due to the normal adjacency rules, if they're between the attacker and the target.

Having enough move to make it to the target square is a requirement of the attack, but you don't actually use move to take that last square.

Exact mechanic sequence:
Attacker in C1 attempts to bull rush a unit in C8. Enemy units are in B8, C8, and D8. C8 is dodging, B8 and D8 are not.
Attacker moves to C7. Since they are now adjacent to B8 and D8, they lost their remaining move.
Attacker uses Bull Rush for their action. Defender in C8 is dodging, so they automatically lose. C8 is moved to C9, and Attacker now occupies C8.

If there were non-dodging units in B7 and D7, attacker would lose their remaining move when they entered C6, and would thus not be in range for the bull rush attack.
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Re: Darkness Rising

Postby Swodaems » Sun Oct 14, 2012 4:25 pm

Since Luckamancy is getting a revamp:
If Bill uses his delayed action to cast the lucky streak scroll he is holding, which version of the Lucky Streak spell will be cast? The old one or the new one?

I ask because I want Bill to use it on one of the garrison archers before they fire. WE04 currently has 7 hits and will have 24 def after adding all his bonuses. With Com 19 archers firing on him, that could either go really well or really badly in terms of the number of shots required to down the warlord. With the old version of the spell that simply maxes d6 rolls, we can use a single com 19 garrison archer to croak WE04 and save our remaining 3 shots for WE02, since the plan is to bull rush that unit away from its protectors.

If the old version applies:
I'm changing the orders for the dancing heavies: On phase 13, all the dancing heavies but WH05 will line up between M17 and P17. They are still ordered to maintain dodge no matter what the enemy does to them.

On phase 12, WH05 moves to Z13. On phase 10, he move to T7, then to S8, and bull-rushes WE02 in R9 from there.

Because he is mounted, the soonest T. Coil can Ickypron the gumptons and WE02 is phase 9. Having the shove happen in phase 10 prevents the enemy from having a phase to reposition. Phase 10 is also when the boosted garrison archer fires on WE04. Since WE03 and WE04 were in seperate dancing stacks, and WE02 must be in one of those stacks, WE02 will only have 23 def during phase 9. That is when T. Coil and the 3 remaining garrison archers hit him. He could merely be badly wounded, but I believe the odds favor him going down.

If the warriors went for the bait on phase 12, we'll know which ones were in WE03's stack and which were in WE04's stack. We won't know which stack we'll have rendered leaderless with the croaking of WE02, but a single test shot at the warriors will tell us. We hit the unled units as hard as we can.

If the new version applies:
Then I want T.Coil to make the croak on WE04, using his 3rd ickypron target. We split the 4 garrison archers 2 apiece on the 2 unwarded enemy spearmen. We have a plan that uses the 4 heck pups and T. Coil to burn away the gumpton's bodyguards. We use the remaining archery to eliminate the rest of the enemy spearmen. (Well, I think we can get all but 1. Bill's 9 Skeles and 3 of the garrison archers have 16 com. We split those 12 units among 4 enemy spearmen. We also have a 12 com zed from yuri's group assigned to fire on each of those 4. The remaining 2 zeds hit survivors.) Early next round, Will, Rolf, and maybe Cupid eliminate the remaining 2 warlords.

Since we're apparently refusing Charlie's offer, Triage does another ward on the remaining alt elf and Junetta does a spaceout on an Archon. (Triage's second spell is probably directed at HP01. Buffy is a good target for space out because she doesn't have hiya. Either of the other 2 has a better chance to croak an alt elf despite a ward, so they won't wake her up.) With efforts to croak the alt elves stifled, the enemy warriors arent much danger to the towers in the next round, so we need to worry about what they can do to our troops.

On Phase 13, the 5 dancing heavies get into squares Z14, Z15, Y16, X16 and W16. This is so they can protect the heck pups when the heck pups attack. We actually start closing the door on Phase 12. (Judging by the carry rules, using the heavies to pick up and run with the heck pups is sadly impossible.)
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Re: Darkness Rising

Postby MarbitChow » Sun Oct 14, 2012 11:57 pm

The old version of the Lucky Streak spell will be cast. I'll have the updated turn out tomorrow night.
Edit: My apologies - real life intruded. I'll get the next update out as soon as I can, but it won't be tonight.
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Re: Darkness Rising

Postby MarbitChow » Wed Oct 17, 2012 12:07 am

Turn 9 - Assault on Dis City - Round 3 to Phase 8

Towers: 0 (of 18) Energy. Three spell slots free.
Tower 1: 70 Hits. Tower 2: 31 Hits.

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; 5 (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: Regenerate, Potion: Restore Juice (Restore 20) Delayed-Move
Tod (Swodaems): 24 Hits; (Ward-16); Cloak : Negate Hiya/Hoboken, Potion: Renew (Heal 16 Hits) Delayed-Action
Triage (WaterMonkey314): 22 Hits; 19 (of 35) Juice; (Ward-16); Potion: Restore Juice (Restore 20)
Vinny Starcall (0beron) : 4 Hits; 6 (of 8) Juice; (Ward-16); Cloak : Negate Fire Delayed-Action
Brick Wall (Lord of Monies) : 22 Hits; (Ward-16); Cloak : Negate Attack/Strike Delayed-Move Delayed-Action
Wandereus: 36 Hits; (Ward-8); Potion: Minor Ward, Potion: Revitalize x2 Delayed-Move Delayed-Action
Junetta: 16 Hits; 44 (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 Delayed-Move Delayed-Action
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 Delayed-Move Delayed-Action
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 Delayed-Move Delayed-Action

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

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

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)

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

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) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action

Naughty Kitty (Tod's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16) Delayed-Move Delayed-Action
Naughty Kitty (Wandereus') {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16) Delayed-Move Delayed-Action
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) Delayed-Move Delayed-Action
Naughty Kitty (Tyler's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8) Delayed-Move Delayed-Action
Naughty Kitty (Lian's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8) Delayed-Move Delayed-Action

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 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 ]

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) (Lucky Streak:2)
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 } Delayed-Action Dodging
WE02 : Warrior { Level 2 } : [5 Combat / 5 Defense / 1 (of 27) Hits. Attack. Special: Dance Fighting, Leadership]

Gumpt'n5 : Gumption [15 Combat / 15 Defense / 49 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]
Gumpt'n6 : Gumption [15 Combat / 15 Defense / 48 (of 60) Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ]

AE02 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] Delayed-Action Dodging
AE04 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] (Ward-16) Delayed-Action Dodging
AE05 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] (Ward-16) Delayed-Action Dodging
AE06 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] Delayed-Action Dodging
AE07 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] Delayed-Action Dodging

SE03 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 } Delayed-Move Delayed-Action Dodging
SE04 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 } Delayed-Move Delayed-Action Dodging
SE05 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 } Delayed-Move Delayed-Action Dodging
SE08 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 } Delayed-Move Delayed-Action Dodging
SE09 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 } Delayed-Move Delayed-Action Dodging
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 } Delayed-Move Delayed-Action Dodging
SE14 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 } Delayed-Move Delayed-Action Dodging
SE15 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 } Delayed-Move Delayed-Action Dodging
SE16 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 } Delayed-Move Delayed-Action Dodging

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

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.


Charlie's Units
Spoiler: show
Buffy : Archon {Level 3} [15 Combat / 15 Defense / 59 Hits. Fire. 12 {24} Move. Special : Spell Sense, Flight, Heavy, Foolamancy(Projection), Leadership(1), Dance Fighting ]
Faith : Archon {Level 2} [14 Combat / 14 Defense / 31 (of 39) Hits. Fire. 12 {20} Move. Special : Spell Sense, Flight, Heavy, Foolamancy(Crypsis), Shockamancy(Hiya) ]
Rona : Archon {Level 2} [14 Combat / 14 Defense / 39 Hits. Fire. 12 {20} Move. Special : Spell Sense, Flight, Heavy, Shockamancy(Hiya), Thinkamancy(Thinkagram) ]


Results
Spoiler: show
Tenebris Stacks :
Tod: Leads Will, Rolf, Cupid, T. Coil, Hp01, Hp02, Hp03. (+5 Leadership, +2 Chief Warlord)
Yuri: Leads ZA01, ZA02, ZA03, ZA04, ZA05, Comet, Hp04. (+3 Leadership, +2 Chief Warlord)
Wandereus: Leads GA01, GA02, GA03, GA04, GA05, GA06, GA07 (+3 Leadership, +2 Chief Warlord, +4 Dance)
Bill: Guides SK-1, SA1, SA2, SA3, SA4, SA5, SA6, SA7, SA8, SA9, LU01, LU03, LU014, LU05 (+4 Leadership, +2 Chief Warlord)
Rowan (WL01): Erick (WH01), Colby (WH02), Donovan (WH03), Joe (WH04), Zackary (WH05), Ruben (WB01), Casey (WA01) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)
Tyler (WL02): Edgar (WB02), Salvador (WB03), Phillip (WA02), Sergio (W01), Marvin (W02), Chris (W03), Tony (SA01) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)
Lian (WL03): Jeffrey (SA02), Devon (SA03), Jonas (SA04), Larry (S01), Jaydon (S02), Jimmy (S03), Brett (S04) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)

Inspiration: +10 Combat / +5 Defense; SE03-SE16 act on phase 11; WE05-WE16 act on phase 14.

-- Round 3 --

Phase 13
----------
Bill: Use Scroll (Lucky Streak) on Dave (GA04)
GA04 Gains (Lucky Streak:3)

WH01-4: Move to assigned positions

Phase 12
----------
WH05: Move to assigned position
Gates begin to close. They will be fully closed on Phase 12 of Round 4.

Phase 11
----------
SE13: Move to F10
SE14: Move to N8
SE15: Move to G9

SE03-12, 16: Delay move and action

Phase 10
----------
WH05: Moves to T7->S8, Bull-Rush @ WE02.
WE02 is Dodging; Bull-Rush automatically succeeds.

Dave (GA04): Fire @ WE04
Roll : 12 (Lucky Streak). 22 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 8 Dodge + 5 Inspiration + 2 Leadership + 3 Dance Fighting) = 10 Hits. Target slain. Team earns 6 XP.
(Spearmen cry out in anguish as they realize that the rules don't allow them to spend an action to change their bodyguard targets like Leadership units can, and watch the warrior expire.)

Phase 9
----------
T. Coil: Ickypron @ Gumpt'n5, Gumpt'n6, WE02
Roll : 5. 18 Combat + (5 Leadership + 2 Chief Warlord) = 25 Hits. Target stunned. (Gumpt'n5:24)
Roll : 7. 20 Combat + (5 Leadership + 2 Chief Warlord) = 27 Hits. Target stunned. (Gumpt'n6:21)
Roll : 9. 22 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 21 Hits. Target stunned. (WE02:6)

Ed (GA05): Fire @ WE02
Roll : 8. 18 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 5 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = 3 Hits. (WE02:3)

Frank (GA06): Fire @ WE02
Roll : 3. 13 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 5 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = 0 Hits.

Gary (GA07): Fire @ WE02
Roll : 3. 13 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 5 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge) = 0 Hits.
(I swear to the FSM I did not fudge these rolls.)

Phase 8
----------
WE02: Attack @ WH05
Roll : 11. 16 Combat + (2 Leadership + 3 Dance Fighting + 10 Inspiration) - (11 Defense + 2 Leadership + 2 Chief Warlord + 4 Dance Fighting) = Ward destroyed. 4 Hits. (WH05:17)

SE11: Attack @ WH05
Roll : 10. 15 Combat + (10 Inspiration) - (11 Defense + 2 Leadership + 2 Chief Warlord + 4 Dance Fighting) = 6 Hits. (WH05:11)

SE12: Attack @ WH05
Roll : 6. 11 Combat + (10 Inspiration) - (11 Defense + 2 Leadership + 2 Chief Warlord + 4 Dance Fighting) = 2 Hits. (WH05:9)

WE05: Move to R10, Attack @ WH05
Roll : 8. 16 Combat + (2 Leadership + 3 Dance Fighting + 10 Inspiration) - (11 Defense + 2 Leadership + 2 Chief Warlord + 4 Dance Fighting) = 12 Hits. Target slain.

WE07: Move to Q9, Attack @ WH05
Target already slain.


As always, let me know if you see any mistakes.
Last edited by MarbitChow on Wed Oct 17, 2012 10:32 am, edited 1 time in total.
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Re: Darkness Rising

Postby 0beron » Wed Oct 17, 2012 10:15 am

Oh oh oh! Can Vinny kill something with his normally useless Fire!? I see WE02 has only 1 Hit! Have we figured out if he's guarded? Does my attack stand a chance of getting that one hit?
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Re: Darkness Rising

Postby MarbitChow » Wed Oct 17, 2012 10:32 am

Just realized a mistake : WE02 should be attacking in Phase 8, not Phase 09, and the inspiration bonus is too low. He should be at 3 hits.
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Re: Darkness Rising

Postby 0beron » Wed Oct 17, 2012 10:34 am

*pouts, and goes back to daydreaming epic battles in which my golem creations dominate the field, showering me with mountains of XP*
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Re: Darkness Rising

Postby tigerusthegreat » Wed Oct 17, 2012 10:34 am

0beron wrote:Oh oh oh! Can Vinny kill something with his normally useless Fire!? I see WE02 has only 1 Hit! Have we figured out if he's guarded? Does my attack stand a chance of getting that one hit?



Given that the attack resolved against him just now was against: [5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge] = 22 total defenses, and Vinny has 3 combat, and a 10 combat character rolling a 3 couldn't damage him. Assuming you go the same bonuses, you'd need a 12, and since you don't dance fight, its impossible for you to damage the enemy.

So don't pout, you couldn't have hurt it anyway
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Re: Darkness Rising

Postby Nnelg » Wed Oct 17, 2012 6:27 pm

tigerusthegreat wrote:
0beron wrote:Oh oh oh! Can Vinny kill something with his normally useless Fire!? I see WE02 has only 1 Hit! Have we figured out if he's guarded? Does my attack stand a chance of getting that one hit?



Given that the attack resolved against him just now was against: [5 Defense + 3 Inspiration + 4 Dance Fighting + 2 Leadership + 8 Dodge] = 22 total defenses, and Vinny has 3 combat, and a 10 combat character rolling a 3 couldn't damage him. Assuming you go the same bonuses, you'd need a 12, and since you don't dance fight, its impossible for you to damage the enemy.

So don't pout, you couldn't have hurt it anyway

Actually, if Marbit has implimented a critical system for this battle, he might be able to kill it on a natural 12.

EDIT:
Also, I don't think he's dodging anymore. Still won't make enough of a difference, though.
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Re: Darkness Rising

Postby Exate » Thu Oct 18, 2012 11:01 am

0beron wrote:*pouts, and goes back to daydreaming epic battles in which my golem creations dominate the field, showering me with mountains of XP*
Speaking of future battles- not to distract from immediate concerns, but do we have plans for after the fight here is concluded, assuming that nothing goes horribly wrong in the next couple rounds? Recall the world map- we'll need a strategic plan. We will have several dozen corpses to turn into uncroaked, fortunately, but it would still be difficult to assault more than one of the nearby cities without having things dissolve into a total bloodbath that would leave us crippled and without the forces for future battles- the units that they could have popped in the last few turns alone, plus those which they would pop as we approach, ensure that.

We definitely need to maintain our offensive momentum, because we simply don't have the cities to make staying on the defensive viable. I'm not sure what we can do to make that work, though; with the siege unit rules being rolled out and us currently not having any siege units, actually taking a city will be a bitch and a half unless we care to sit on our butts for several turns popping units and then slowly slog forward with our engines, at only a handful of hexes a turn. If anyone has ideas for speeding up an overland assault, I'd love to hear them.

We can probably anticipate a large enemy army approaching Rainbow Springs at roughly the speed which the elves can redeploy their field units from the front against the Ixians (call that twelve-ish turns?), so I'd be inclined to prioritize taking that city above the others on the grounds that we'll need ground to lose in order to buy time and it's easier to bleed the enemy from a defensive position. That said, the extra income from the mine near Scarlet Hills would be very helpful and Logan Run is the closest and thus most vulnerable to any attempted fast strike- our Naughty Kitties could potentially get there in three turns if for some reason we thought that we could take the city with only cavalry (unlikely, but perhaps someone has a brilliant plan). Logan Run is also on a direct line to our capital, so we could potentially raise a force there to assault it while our forward army tends to other concerns.
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Re: Darkness Rising

Postby 0beron » Thu Oct 18, 2012 11:04 am

I have some ideas, but yes let's wait until resolving the current battle first....we're already having enough trouble keeping up a nice pace.
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Re: Darkness Rising

Postby Exate » Thu Oct 18, 2012 11:11 am

0beron wrote:I have some ideas, but yes let's wait until resolving the current battle first....we're already having enough trouble keeping up a nice pace.
Let's not wait. In order to meaningfully contribute to the ongoing battle, one has to worry about ranges, statistics, and general minutiae which are frankly a gigantic headache. I do not have time for or much interest in that, at least not on this scale, and I suspect that several other players don't, either. Talking about large-scale strategy and future plans requires less micromanagement and is much more engaging, so effort that would not have been devoted to the immediate battle- at least by me- can be applied usefully to the game. This conversation won't contribute to trouble with pacing, as is your apparent concern, because the alternative isn't posting about the battle, it's not posting at all.
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Re: Darkness Rising

Postby 0beron » Thu Oct 18, 2012 11:17 am

Attention to the minutia isn't a requirement that changes with scale, it's a play style. I guarantee you, Swod is now going to get sidetracked with the minutia of long-term strategy too now that you've brought it up. Which means those of us who don't really like the minutia will have to pick up the slack and start issuing orders instead of him.
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Re: Darkness Rising

Postby MarbitChow » Thu Oct 18, 2012 12:43 pm

Personally, I want to be able to have large-scale battles like this, but I want them to be able to move more quickly as well. Those seem like cross-purposes, though.
Maybe, instead of being able to give specific orders to each unit individually, make it so that all NPCs can only be given a limited set of orders?
    Attack [Target type 1, Target type 2, Target type 3] - Ranged units fire, melee close and attack at closest target
    Hold - Melee units remain where they are, but attack any unit that comes in range
    Dodge - Remain dodging until ordered otherwise
    Delay - Delay moves and actions until ordered otherwise
That way, there's less incentive (or ability) to micromanage, and special maneuvers (like WH05's tactical bull rush) would require a PC to pull off instead of a random scrub. Thoughts?
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Re: Darkness Rising

Postby 0beron » Thu Oct 18, 2012 12:47 pm

MarbitChow wrote:Genius Ideas

I love all of this. I would still like to see the ability to order where units move to a certain degree though. Maybe if we give them the "Attack" order and there are no enemies in range, we get to decide where they move?
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Re: Darkness Rising

Postby MarbitChow » Thu Oct 18, 2012 12:52 pm

0beron wrote:I love all of this. I would still like to see the ability to order where units move to a certain degree though. Maybe if we give them the "Attack" order and there are no enemies in range, we get to decide where they move?
I think I'd prefer something like a "rally" command instead. Have one or two predefined formations for a stack, with a certain square considered the 'rally' square, and allow the stack to move to that new location in formation.
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Re: Darkness Rising

Postby 0beron » Thu Oct 18, 2012 12:54 pm

PERFECT. Solves my quandary in an even simpler faster way.
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