Darkness Rising

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Re: Darkness Rising

Postby tigerusthegreat » Thu Oct 18, 2012 12:58 pm

Maybe give a varying degree of autonomy to them. NPCs in a stack with a leader PC can be given more specific orders (especially the CW's stack), but those unstacked, or in an NPC warlord's stack are able to give less specific orders.

This means that you must balance autonomy vs bonuses, so you don't just stack up all your PCs in a group for the best bonuses, because they are autonomous.
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Re: Darkness Rising

Postby MarbitChow » Thu Oct 18, 2012 2:03 pm

Even if PCs are leading the stack, I think giving general orders to the stack and letting the PCs dictate their own actions is sufficient. Any moderately complex orders (like the bull rush) would need a PC to pull off, which makes a degree of sense to me.
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Re: Darkness Rising

Postby BLANDCorporatio » Thu Oct 18, 2012 5:02 pm

On the topic of longer term plans. Might we buy siege units, if that's the case? There may be a side willing to chip in and establish a second front- the Ixians. Anyone up for a diplomatic mission there? Will may be interested.
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Re: Darkness Rising

Postby Swodaems » Fri Oct 19, 2012 1:05 pm

Farewell, Zachery. You will be missed.

You have given this attack an extra 2 damage somehow. Should only be 8. Target is still croaked.
MarbitChow wrote:Roll : 12 (Lucky Streak). 22 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting)b][/b]) - (5 Defense + 8 Dodge + 5 Inspiration + 2 Leadership + 3 Dance Fighting) = 10 Hits. Target slain. Team earns 6 XP.


Also, is there really a unit flip-flopping between stacks faster than a politician, or is something wrong? WE04 had a dance fighting bonus of 4 on page 108, but now he has 3. WE02's bonus drops from 4 to 3 between phase 9 and 8, but we didn't croak anybody on phase 9. Taken as seen, these 2 facts can only be explained via multiple restackings.

For the numbers to work as seen: I figure the round started with WE04, WE01, and 6 warriors in one stack and WE02, WE03, and the remaining 6 warriors in the other. Sometime after Yuri fired on WE04 in phase 16, but before the enemy leadership lost delayed actions on phase 11, a unit restacks to take the slain WE03's slot. We croak We04 on phase 10, so the flipper restacks to join WE04's stack in phase 9, making WE02's bonus in phase 9 4, but only 3 in phase 8.

If WE01 has restacked, does that action cause a loss of dodge bonus? For some reason, I think WE01 is the most likely suspect for being a flipper.

I'll burn an action to drop Rolf and Will from my stack and add in ZA06 and Vinny. With the additional 5 bonus, croaking WE02 while it isn't dodging is within the capabilities of these 2. (Comet can help out as well.) Vinny and Comet can use both their delayed and upcoming actions to give them extra chances. I'll drop them and add back in Rolf and Will at the beginning of the next round.

We still have a few decisions to make this round that I would like to get second opinions on. I know what I would do, but I want to see if anyone has any better ideas, or sees room for improvement.
We need to decide what to croak with our archery this round. The units that attacked WH05 are a good choice since they are no longer dodging, but who else should we hit after that? Do we go for about 3 of the other spearmen, who'll have lower def than the warriors? Or try to get a couple of the warriors off the field before they have a chance to try a rush at our gate next round?
Do we want to send out the melee troops now? Or delay some more?
The fact that the spearmen next to the gumptons were not bodyguarding means we can't use the heck pups to burn off all 4 of the spearmen. Do we still want to try using them to help finish off the gumptons this round, or do we wait, and try to do it more safely later? If we wait, we'll probaly see our melee get blocked off from the field by the enemy's warriors.
Do we want Triage to ward the remaining alt elf or wait to use his spells healing our troops? Does Junetta space-out an Archon again?

My suggestions for the rest of the round:
Vinny, ZA06, and Comet are put to the task of dealing with WE04.

I think we should recall the heavies to the four positions behind the door. We have WA02 take the position on the door opposite WA01. (He also fills WH05's position in Rowan's stack next round.)

We send the heck pups to finish off the gumptons and the 2 spearmen next to gumpton5. HP01 and HP02 use pyrohalitosis on SE05? and SE08, croaking them. Then. HP03 and HP04 blast the 2 gumptons. Since the gumptons are not being bodyguarded, this finishes them off. Either HP01 or HP02 is likely to be injured by counter-attacking spearmen with this plan, but will probably survive.

SE11 and SE12 are unwarded and not dodging. They are each fired upon by 2 of the zeds in Yuri's stack.

We have 12 com 16 archery units (3 garrison and 9 skele) that have yet to fire. These will be split 4 apiece to target SE03?, SE04, and WE05. (SE03 and SE04 are targeted to help protect the heck pups and WE05 is targeted because it is no longer dodging.)

The remaining zed archer in Yuri's stack fires on any survivor of our attack.

Triage does ward the remaining Alt elf and uses his second spell to heal up either HP01 or HP02. Junetta spaces-out Buffy. (She is the least likely to overcome the alt elves' wards, so the Archons have mathmatical incentive to not wake her up next round.)

Next round starts with Tod shouting "Surrender or Croak" at the remaining warlord. If he chooses to croak, Will and Rolf eliminate him. Will shoots the guards and Rolf hits the warlord.

Cupid could technically attack before the warriors have to use or lose delayed actions at phase 19, but I think we're better off seeing what happens. There won't be anything for them to hit within one action's move, but with the delayed action and the one they get at phase 18 they can either hit the heck pups or make a move on our door. (With 3 of the alt elves still around, they can't do much to the towers.)


As for the autonomy issue, I have to ask what will be our limits in terms of formations and such. With 9 men, could we declare a 8 man formation and tell the 9th to stand by to fill in any gaps?
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Re: Darkness Rising

Postby Nnelg » Mon Oct 22, 2012 12:40 pm

Exate wrote: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?

Well, don't forget about The New Batch. I figure that Tenebris will now have two armies to work with.

On that note, I think we (The New Batch) should take Vinny and Brick. That will give us equal numbers of PCs on each side, (not counting the NPCs being run by main-thread players) as well as an equal number of PC casters. Also, you've already got someone (Bill) in the construct department, whereas I shudder to think of the destructive potential possesed by Crypsis'd Greater Boost-Lucky Streak'd 'Splody golems...

Swodaems will, of course, determine the distribution of NPCs, although I would like to requisition Junetta if I may... But that is a discussion for a later time, perhaps.
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Re: Darkness Rising

Postby Exate » Mon Oct 22, 2012 4:10 pm

Swodaems wrote:We still have a few decisions to make this round that I would like to get second opinions on. I know what I would do, but I want to see if anyone has any better ideas, or sees room for improvement.
We need to decide what to croak with our archery this round. The units that attacked WH05 are a good choice since they are no longer dodging, but who else should we hit after that? Do we go for about 3 of the other spearmen, who'll have lower def than the warriors? Or try to get a couple of the warriors off the field before they have a chance to try a rush at our gate next round?
Do we want to send out the melee troops now? Or delay some more?
The fact that the spearmen next to the gumptons were not bodyguarding means we can't use the heck pups to burn off all 4 of the spearmen. Do we still want to try using them to help finish off the gumptons this round, or do we wait, and try to do it more safely later? If we wait, we'll probaly see our melee get blocked off from the field by the enemy's warriors.
Do we want Triage to ward the remaining alt elf or wait to use his spells healing our troops? Does Junetta space-out an Archon again?
Given that all enemy units will be getting another flat buff very soon, I'm inclined to go for the spearmen over the warriors right now- minor stat differences matter more when stats are lower, at least in general terms.

I'm not sure about sending out the melee troops. Given the enemy's incoming buffs it seems like more time in melee is just going to result in more losses, but it's not like we can delay forever.

I would like to get rid of those gumptions ASAP; letting them live longer means risking healing and unpredictable enemy action. Even if it's slightly less convenient for us, they should die this round.

I'm inclined to think that the enemy troops all having 2 less combat for an extra round is going to do us more good than one healing spell, in terms of net hits. For that reason, I'd prioritize wards and Space Out rather highly.



Nnelg wrote:
Exate wrote: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?
Well, don't forget about The New Batch. I figure that Tenebris will now have two armies to work with.
No offense to you guys, but while the extra casters are nice you don't have the numbers to make a serious impact on the strategic situation here. We still probably have enough troops to take on one city, don't have the siege to do so quickly, and probably don't have enough troops to take on two cities.
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Re: Darkness Rising

Postby Nnelg » Tue Oct 23, 2012 12:52 am

Exate wrote:
Nnelg wrote:Well, don't forget about The New Batch. I figure that Tenebris will now have two armies to work with.
No offense to you guys, but while the extra casters are nice you don't have the numbers to make a serious impact on the strategic situation here. We still probably have enough troops to take on one city, don't have the siege to do so quickly, and probably don't have enough troops to take on two cities.

The elves can't be everywhere at once. I assumed we'd be splitting off some of the main army under the New Batch's command, especially that we'll have troops to spare now with all these corpses to uncroak. Golems too, should Vinny get enough EXP for lvl 2 this battle. Regus may even be able to pop new legionaries with Schmuckers, although you shouldn't take my word on that one.

Moreover, there mere fact that you now have two independent command groups fully-functional is something that definitely needs to be kept in consideration.
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Re: Darkness Rising

Postby Werebiscuit » Tue Oct 23, 2012 6:36 am

Nnelg wrote:
Exate wrote:
Nnelg wrote:Well, don't forget about The New Batch. I figure that Tenebris will now have two armies to work with.
No offense to you guys, but while the extra casters are nice you don't have the numbers to make a serious impact on the strategic situation here. We still probably have enough troops to take on one city, don't have the siege to do so quickly, and probably don't have enough troops to take on two cities.

The elves can't be everywhere at once. I assumed we'd be splitting off some of the main army under the New Batch's command, especially that we'll have troops to spare now with all these corpses to uncroak. Golems too, should Vinny get enough EXP for lvl 2 this battle. Regus may even be able to pop new legionaries with Schmuckers, although you shouldn't take my word on that one.

Moreover, there mere fact that you now have two independent command groups fully-functional is something that definitely needs to be kept in consideration.



So Noted : We have 2 possible independant commmand groups.

However command groups, even robust ones (as we would have if we combined both) are unlikely to take a city by siege, ALONE. I fear Exate is right if we think about conventionally taking another city... we have resources in the casters..but just not the right resources to mount a siege. It will take us valuable time to produce and mobilise siege to the right location. And we don't want to be like the elves, who brought just enough siege to fail.
That would be the disaster the King in Green is waiting for.

So we must think creatively with what resources we have. What would entice the elves into the field ? Perhaps to support a retreat ? Is killing their last commander (and thus removing the possibility of a retreat from here) a good strategy? We already have forced Armolad from the field. Can we use that somehow ? Swodaems I know you want to capture her. I think she may be more valuable if we can dupe her. In that respect Nemo is our most valuable asset.
We also have a mercenary group. Could they be used to infiltrate a city ?
I don't have the answers but conventional thinking will get us nowhere.
Let's try to fool the elves into the misjudgement that we are thinking conventionally. We should produce siege resources and set them up to take either Logans Run or Scarlett Hills but that should serve as a distraction. We will eventually use them conventionally but our real target should be to fool our way into the other city. Once inside the walls we have the potential to create havoc among the defenders with Bill creating an "instant" army from their losses, Nemo casting veils to make their troops look like ours and vice versa, Fortunes boosting our rolls and of course our regular stun merchant, T Coil.
If a shock force can decimate archery and hold the gate, then we can use our kitties and fliers as cavalry to quickly relieve the insertion team.

Our distraction should see the other city more heavily defended.

First of all though we need information,
1./ The layout of defences on both cities (available from possible city records and we still have imps with crypsis)
2./ Tracking on Armolad ( if we plan to dupe her or use her as a stakling horse)
3./ Info on where their reinforcements are headed ( again scouting...or possible observation on the elves retreating from the Ixians)

So some scouting...and diplomacy...first of all. Then we plan.
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Re: Darkness Rising

Postby The Colonel » Tue Oct 23, 2012 12:14 pm

Blast the body guards, and have the melee come in and finish off the siege. Then, remainders, mop up the infantry
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Re: Darkness Rising

Postby Exate » Tue Oct 23, 2012 12:49 pm

Nnelg wrote:The elves can't be everywhere at once.
True, but they can be expected to have a garrison at every city, and to have been reinforcing those garrisons with popped units ever since identifying us as a threat some turns ago.
Nnelg wrote:I assumed we'd be splitting off some of the main army under the New Batch's command
I would much prefer to combine all our assets from both groups, come up with a cohesive side strategy for this war, and then divide up units appropriately. There's no reason to keep ourselves divided into exactly two groups here, or to keep the units together which have been together so far on the basis of nothing other than momentum.
Nnelg wrote:we'll have troops to spare now with all these corpses to uncroak. Golems too, should Vinny get enough EXP for lvl 2 this battle. Regus may even be able to pop new legionaries with Schmuckers, although you shouldn't take my word on that one.
We don't have spare troops. We have large numbers of uncroaked, yes, but if this battle has demonstrated anything it's certainly shown that masses of units assaulting a city can be easily slaughtered en masse. And we certainly don't have schmuckers to burn- if we did, we'd be upgrading our cities to pop units more quickly.
Nnelg wrote:Moreover, there mere fact that you now have two independent command groups fully-functional is something that definitely needs to be kept in consideration.
In my opinion, we don't have two independent command groups- we are far more flexible than that, because any warlord or caster can break off to lead forces independently and we've got the numbers to split into at least three or four effective command groups should the situation call for it. The issue is, for all that command prowess we don't have the bulk forces- the masses of infantry and siege, or the clusters of high-powered elites- needed to take over cities. We could put together a raiding group or two and use them to harass the enemy, but successfully assaulting two cities at once with our currently available assets would be a long shot and we can't afford to take long shots. We must win every battle, preferably as crushingly as possible, because a hard-won victory could finish us as surely as a defeat could.

Werebiscuit wrote:So we must think creatively with what resources we have. What would entice the elves into the field ? Perhaps to support a retreat ? Is killing their last commander (and thus removing the possibility of a retreat from here) a good strategy? We already have forced Armolad from the field. Can we use that somehow ? Swodaems I know you want to capture her. I think she may be more valuable if we can dupe her. In that respect Nemo is our most valuable asset.
I don't think we can effectively dupe her, at least not in a way that will bring us significant advantage- we can't predict how the enemy will respond to this situation, but the most optimistic result of this that I'd anticipate would be our managing to ambush and destroy/capture an escort group dispatched to retrieve her, and I find that improbable and likely to involve multiple turns of many units that we need for other things shadowing her. We'll be able to pursue her as soon as it's our turn, slap her and her mount with hippiemancy for the capture, and resolve the issue quickly and easily. That's much simpler, and the rewards, while less substantial than a genius deception ploy of some kind, are much surer.
Werebiscuit wrote:We also have a mercenary group. Could they be used to infiltrate a city ?
Hmm. That might be more practical, but it would be dependent upon their not being identified as allied with us- and the mercenaries maintaining loyalty to us, and successfully deceiving the enemy long enough to get into a critical position. Still, they're a low enough value asset that I'd be willing to gamble them away on an attempt.
Werebiscuit wrote:Let's try to fool the elves into the misjudgement that we are thinking conventionally. We should produce siege resources and set them up to take either Logans Run or Scarlett Hills but that should serve as a distraction. We will eventually use them conventionally but our real target should be to fool our way into the other city. Once inside the walls we have the potential to create havoc among the defenders with Bill creating an "instant" army from their losses, Nemo casting veils to make their troops look like ours and vice versa, Fortunes boosting our rolls and of course our regular stun merchant, T Coil.
If a shock force can decimate archery and hold the gate, then we can use our kitties and fliers as cavalry to quickly relieve the insertion team.

Our distraction should see the other city more heavily defended.
I am wary of gambling four of our casters on an infiltration scheme. Admittedly we have casters to burn, but they're still valuable and that's a lot of risk. I'm not sure how it could even work, considering that in order to get into a city you have to cross a hex border, and crossing hex borders can only be done when you have available move- that is, on your side's turn. Though it might not be impossible to have the Foolamancer bring a spelled commando stack into the city and have them somehow scale the walls undetected- surely grappling hooks are a thing and it's not like we have to approach a city from the direction the gate's in and all the guards are at. Depending upon how heavily garrisoned the city is and how effective the insertion is, Nemo, Bill, and some assault units might feasibly be able to take it. The big issue with that plan, of course, is that Foolamancy spells last all of one turn as currently written and can get blown by every random infantry unit so using them in any capacity other than for fleeting combat advantage is virtually impossible.
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Re: Darkness Rising

Postby WaterMonkey314 » Tue Oct 23, 2012 1:20 pm

Exate wrote:...I am wary of gambling four of our casters on an infiltration scheme. Admittedly we have casters to burn, but they're still valuable and that's a lot of risk. I'm not sure how it could even work, considering that in order to get into a city you have to cross a hex border, and crossing hex borders can only be done when you have available move- that is, on your side's turn. Though it might not be impossible to have the Foolamancer bring a spelled commando stack into the city and have them somehow scale the walls undetected- surely grappling hooks are a thing and it's not like we have to approach a city from the direction the gate's in and all the guards are at. Depending upon how heavily garrisoned the city is and how effective the insertion is, Nemo, Bill, and some assault units might feasibly be able to take it. The big issue with that plan, of course, is that Foolamancy spells last all of one turn as currently written and can get blown by every random infantry unit so using them in any capacity other than for fleeting combat advantage is virtually impossible.


On Foolamancy - only Commanders can break veils. If an Elven city is like Progrock and guarded only by infantry, the veils will hold. (Though how the units will react is much less predictable).
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Re: Darkness Rising

Postby Exate » Tue Oct 23, 2012 2:55 pm

WaterMonkey314 wrote:On Foolamancy - only Commanders can break veils. If an Elven city is like Progrock and guarded only by infantry, the veils will hold. (Though how the units will react is much less predictable).
Ah, right you are. My mistake. And I read the duration bit wrong, so that's not an issue either and all my objections are melting away. I should get more sleep or something.

So long as they've got the juice to get up to the target city without being spotted by scouts and thus anticipated, and the juice to cloak enough troops for it... this could actually work, on a fairly lightly held city. Avoid fighting anyone stationed on the walls, croak the leadership before they realize what's going on and can organize a defense, and seize the garrison before needing to fight everyone.

Heck, it could even work in combination with a more conventional assault; when the enemy gathers everyone on the walls to fight off the assault, our commando group sneaks into the city and takes the garrison.
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Re: Darkness Rising

Postby ETheBoyce » Tue Oct 23, 2012 3:35 pm

Alternately, get me to level 8 so I can melt walls of enemy archers with a double 4Chan
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Re: Darkness Rising

Postby BLANDCorporatio » Tue Oct 23, 2012 3:49 pm

Skimming over the strattalk, I notice a lack of Ixian diplomacy attempts. Where by Diplomacy, I also mean trade. If we don't have Siege but do have money and want to acquire wall-breaking caps quick ... And Ix may be inclined to offer discounts, maybe.

As for deception ploys- uhm, what for? Right now, as far as I can tell, the plan is to stay totally put. At least until we can credibly punch a city and take it. Yeah, IF we had a conspicuous group of catapults I can see why tricking the Elves to think that we're going to A, when instead we're targeting B, would be valuable. For now, we've got nothing. That ain't deception, that's bluff.
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby MarbitChow » Tue Oct 23, 2012 10:07 pm

Swodaems wrote:Also, is there really a unit flip-flopping between stacks faster than a politician, or is something wrong?
That was a cut&paste issue. I grabbed the text from WE04 and pasted it to 2, and forgot to update the bonuses. There was no flip-flopping.

Swodaems wrote:If WE01 has restacked, does that action cause a loss of dodge bonus?
Under the current rules, yes. I'll probably update the Dodging rules in the future so that restacking does not drop dodge, however. I'll limit it to Attack / Strike / Fire / Casting actions (including scrolls), I think, so that units could drink a potion and continue dodging, for example.

Swodaems wrote:As for the autonomy issue, I have to ask what will be our limits in terms of formations and such. With 9 men, could we declare a 8 man formation and tell the 9th to stand by to fill in any gaps?
We're still in the brainstorming stage on that, and it wouldn't apply to the current scenario even once decisions are made. I'm of the opinion that rules changes (as opposed to clarifications) aren't fair in the middle of a fight.

Sorry for the lack of communication lately. (Family vacation over the weekend, then a day or two to recover from family vacation... :) )

Other than adding in ZA06 and Vinny to Tod's stack and firing on WE02, are there any additional orders?
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Re: Darkness Rising

Postby Swodaems » Wed Oct 24, 2012 1:31 pm

MarbitChow wrote:Other than adding in ZA06 and Vinny to Tod's stack and firing on WE02, are there any additional orders?

There's been some discussion about tactics since I asked everyone's opinions, but I don't see any improvements on my suggested actions for the round. We'll treat the suggestions I had for the remainder of the round last time as orders.

Swodaems wrote:My suggestions for the rest of the round:
Vinny, ZA06, and Comet are put to the task of dealing with WE04.

I think we should recall the heavies to the four positions behind the door. We have WA02 take the position on the door opposite WA01. (He also fills WH05's position in Rowan's stack next round.)

We send the heck pups to finish off the gumptons and the 2 spearmen next to gumpton5. HP01 and HP02 use pyrohalitosis on SE05? and SE08, croaking them. Then. HP03 and HP04 blast the 2 gumptons. Since the gumptons are not being bodyguarded, this finishes them off. Either HP01 or HP02 is likely to be injured by counter-attacking spearmen with this plan, but will probably survive.

SE11 and SE12 are unwarded and not dodging. They are each fired upon by 2 of the zeds in Yuri's stack.

We have 12 com 16 archery units (3 garrison and 9 skele) that have yet to fire. These will be split 4 apiece to target SE03?, SE04, and WE05. (SE03 and SE04 are targeted to help protect the heck pups and WE05 is targeted because it is no longer dodging.)

The remaining zed archer in Yuri's stack fires on any survivor of our attack.

Triage does ward the remaining Alt elf and uses his second spell to heal up either HP01 or HP02. Junetta spaces-out Buffy. (She is the least likely to overcome the alt elves' wards due to her lack of Hiya, so the Archons have mathmatical incentive to not wake her up next round.)


I've seperated these suggestions from the rest because they deal with next round actions instead of this round ones.
Swodaems wrote:Next round starts with Tod shouting "Surrender or Croak" at the remaining warlord. If he chooses to croak, Will and Rolf eliminate him. We do the same thing that worked on WE03. Will shoots the guards and Rolf hits the warlord.

Cupid could technically attack before the warriors have to use or lose delayed actions at phase 19, but I think we're better off seeing what happens. There won't be anything for them to hit within one action's move, but with the delayed action and the one they get at phase 18 they can either hit the heck pups or make a move on our door. (With 3 of the alt elves still around, they can't do much to the towers.)
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Re: Darkness Rising

Postby Werebiscuit » Thu Oct 25, 2012 4:04 am

Swodaems wrote:I think we should recall the heavies to the four positions behind the door. We have WA02 take the position on the door opposite WA01. (He also fills WH05's position in Rowan's stack next round.)

We send the heck pups to finish off the gumptons and the 2 spearmen next to gumpton5. HP01 and HP02 use pyrohalitosis on SE05? and SE08, croaking them. Then. HP03 and HP04 blast the 2 gumptons. Since the gumptons are not being bodyguarded, this finishes them off. Either HP01 or HP02 is likely to be injured by counter-attacking spearmen with this plan, but will probably survive.

Cupid could technically attack before the warriors have to use or lose delayed actions at phase 19, but I think we're better off seeing what happens. There won't be anything for them to hit within one action's move, but with the delayed action and the one they get at phase 18 they can either hit the heck pups or make a move on our door. (With 3 of the alt elves still around, they can't do much to the towers.)



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If we're going to bring out the heck pups ( and hopefully sometime the rest of the Footsoldiers) shouldn't the heavies be running "interference" instead of retreating to the "safety" of the gates ? Yes, we may probably lose some but they'll last longer than a heck pup ( and aren't they easier to replace than a heck pup ? )
If they make a move on the door we still have troops inside so the heavies (and Pups) can fall on their rear and catch them in a pincer
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Re: Darkness Rising

Postby Swodaems » Thu Oct 25, 2012 11:34 am

Werebiscuit wrote:
Swodaems wrote:I think we should recall the heavies to the four positions behind the door. We have WA02 take the position on the door opposite WA01. (He also fills WH05's position in Rowan's stack next round.)

We send the heck pups to finish off the gumptons and the 2 spearmen next to gumpton5. HP01 and HP02 use pyrohalitosis on SE05? and SE08, croaking them. Then. HP03 and HP04 blast the 2 gumptons. Since the gumptons are not being bodyguarded, this finishes them off. Either HP01 or HP02 is likely to be injured by counter-attacking spearmen with this plan, but will probably survive.

Cupid could technically attack before the warriors have to use or lose delayed actions at phase 19, but I think we're better off seeing what happens. There won't be anything for them to hit within one action's move, but with the delayed action and the one they get at phase 18 they can either hit the heck pups or make a move on our door. (With 3 of the alt elves still around, they can't do much to the towers.)



Swodaems
If we're going to bring out the heck pups ( and hopefully sometime the rest of the Footsoldiers) shouldn't the heavies be running "interference" instead of retreating to the "safety" of the gates ? Yes, we may probably lose some but they'll last longer than a heck pup ( and aren't they easier to replace than a heck pup ? )
If they make a move on the door we still have troops inside so the heavies (and Pups) can fall on their rear and catch them in a pincer

There were 3 reasons I'm deciding to leave the heck pups unprotected:
1. If the enemy is really determined to get at the heck pups, I'm unsure we can stop them.
1a. The WH units aren't actually in position to reach a position next to the heck pups. WH01 can only reach the T Column if it has to spend an extra move crossing the rubble.
1b.We also don't have enough heavies to create a wall of units between the warriors and the heck pups without relying on the adjacency rule. To actually block movement of adjacent enemies, the heavies would have to stop dodging, making them weaker. They would still be more likely to survive than the heck pups, but are likely to croak if they take 3 attacks from the warriors.
1c. We can only move the heavies 7 squares deeper into the field. If the warriors are willing to move back from the walls, they can go around our force of heavies.

2. I don't want the heavies becoming targets for the enemies' delayed actions early next round. (I wanted them attacked this round because that would allow me to hit them twice with the melee.) We won't have anything really capable of taking advantage of phase 19 attacks by the warriors. I want the enemy forced to choose between hitting the heck pups and hitting the heavies with their next round attack actions. They'll automatically lose this round's attack actions if we keep the heavies out of range. Keeping the heavies in range of the warriors means that the enemy gets to hit them twice next round. (Or hit them once, then hit the heck pups. This is possible with poor positioning by us.)

3. I actually want the heavies defending the garrison. We may actually need their defensive strength. There are 2 ways for the enemy to get past the gate next round.
3a. I'm worried about the enemy abusing these rules about passing thru a partially open gate.
Spoiler: show
MarbitChow wrote:
Swodaems wrote:2. Can we start with the door most of the way open? (A one round wait time is horrible.)
Yes. You can stop the process of opening the door at any point you want. To make the function and protection from the door a bit more realistic, then, I'll say that the door blocks RLOS as long as it is 3/4ths closed, provides cover if it is between 3/4ths and 1/4th closed, and provides no bonus if it is less than 1/4th closed.

The door only prevents movement while it is completely closed; while it is partially open, it restricts movement as follows:
    1/4th open : Only a single unit that occupies one tile can pass through each phase.
    half open: 2 regular units or one 2x2 unit can pass through each phase.
    3/4ths open : 4 regular units or one 2x2 unit can pass through each phase.
    Fully open : No restrictions.
The warriors get new action at phase 18 next round. If they move towards the gate using delayed actions at phase 19, they can be in range to move thru it by then. I think the door will qualify as half open for phase 18 and as 1/4 open for phases 17-13. (I could be wrong about that.) That is 7 warriors that can cross the threshhold and start attacking our melee.

MarbitChow will the door qualify as half open for phase 18 and as 1/4 open for phases 17-13? Or will it only be 1/4 open for phase 18 and blocking all unit movement for phases 17-13? (Does it have the same status on phase 17 as it does on 18? Where is the split?)

3b. If they wanted to, they could also get in by choosing to attack the door on phase 19. The door is unbarred and taking 1.5 damage (rounded up to nearest whole). They can fit 6 com 18 warriors directly next to it and I believe some of the spearmen have yet to move this round. I can't counter for the rounding in my gate damage calculations, but the 6 warriors alone probably have a decent chance of breaking the gate in phase 19. We can't rely on it to be there past phase phase 18.
Swodaems
 
Posts: 620
Joined: Thu Jun 24, 2010 9:52 pm

Re: Darkness Rising

Postby MarbitChow » Sat Oct 27, 2012 3:22 pm

Turn 9 - Assault on Dis City - Round 3, Phase 7 to Round 4, Phase 20

Gate Notes: Gate is 1/2 open on Phase 18, and 1/4 open on Phases 17 through 13. It closes on Phase 12.

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) Delayed-Move Delayed-Action
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)
Tod (Swodaems): 24 Hits; (Ward-16); Cloak : Negate Hiya/Hoboken, Potion: Renew (Heal 16 Hits) Delayed-Action
Triage (WaterMonkey314): 22 Hits; 10 (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.]
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 }

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
AE07 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry] (Ward-16) 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
SE13 : 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

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 ] Calm
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 7
----------
Tod: Restacks - Leads Vinny, ZA06, Cupid, T. Coil, Hp01, Hp02, Hp03. (+5 Leadership, +2 Chief Warlord)

Vinny: Fires @ WE02
Roll : 6. 9 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 2 Leadership + 5 Inspiration + 4 Dance Fighting) = 0 Hits.

ZA06: Fires @ WE02
Roll : 10. 17 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 2 Leadership + 5 Inspiration + 4 Dance Fighting) = 8 Hits. Target slain. Team earns 6 XP.

Abe (GA01): Fires @ SE03
Roll : 5. 12 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (4 Defense + 5 Inspiration + 6 Dodging) = Ward damaged. (Ward-2)

Skeleton SA1: Fires @ SE03
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration + 6 Dodging) = Ward destroyed. 6 Hits. (SE03:14)

Skeleton SA2: Fires @ SE03
Roll : 6. 16 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration + 6 Dodging) = 7 Hits. (SE03:7)

Skeleton SA3: Fires @ SE03
Roll : 4. 14 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration + 6 Dodging) = 8 Hits. Target slain. Team earns 4 XP.

Barry (GA02): Fires @ SE04
Roll : 4. 11 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (4 Defense + 5 Inspiration + 6 Dodging) = Ward damaged. (Ward-3)

Skeleton SA4: Fires @ SE04
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration + 6 Dodging) = Ward destroyed. 5 Hits. (SE04:15)

Skeleton SA5: Fires @ SE04
Roll : 4. 14 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration + 6 Dodging) = 5 Hits. (SE04:10)

Skeleton SA6: Fires @ SE04
Roll : 9. 19 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration + 6 Dodging) = 10 Hits. Target slain. Team earns 4 XP.

Chad (GA03): Fires @ WE05
Roll : 5. 12 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 5 Inspiration + 2 Leadership + 4 Dance Fighting) = Ward damaged. (Ward-3)

Skeleton SA7: Fires @ WE05
Roll : 12. 22 Combat + (4 Leadership + 2 Chief Warlord) - (5 Defense + 5 Inspiration + 2 Leadership + 4 Dance Fighting) = Ward destroyed. 10 Hits. (WE05:12)

Skeleton SA8: Fires @ WE05
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (5 Defense + 5 Inspiration + 2 Leadership + 4 Dance Fighting) = 13 Hits. Target slain. Team earns 4 XP.

Skeleton SA9: Fires @ WE05
Target already slain.

Phase 6
----------
Heck Pup (Hp01): Move to AA16, Pyrohalitosis @ SE05, SE08
Roll : 2. 8 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 7 Hits. (SE05:13)
Roll : 4. 10 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 9 Hits. (SE08:11)

Heck Pup (Hp02): Move to AB16, Pyrohalitosis @ SE05, SE08
Roll : 4. 10 Combat + (5 Leadership + 2 Chief Warlord) = 17 Hits. Target slain. Team earns 4 XP.
Roll : 1. 7 Combat + (5 Leadership + 2 Chief Warlord) = 14 Hits. Target slain. Team earns 4 XP.

SE05: Strike @ Hp01
Roll : 11. 16 Combat + (10 Inspiration) - (6 Defense + 5 Leadership + 2 Chief Warlord) = Ward destroyed. 5 Hits.(Hp01:11)

SE08: Strike @ Hp01
Roll : 5. 10 Combat + (10 Inspiration) - (6 Defense + 5 Leadership + 2 Chief Warlord) = 7 Hits.(Hp01:4)

Triage : Cast Ward @ AE07
AE07 receives (Ward-16)

Phase 5
----------
Heck Pup (Hp03): Move to AB14, Pyrohalitosis @ Gumpt'n5, Gumpt'n6
Roll : 4. 10 Combat + (5 Leadership + 2 Chief Warlord) = 17 Hits.(Gmpt5:7)
Roll : 2. 8 Combat + (5 Leadership + 2 Chief Warlord) = 15 Hits.(Gmpt6:6)

Heck Pup (Hp04): Move to AB15, Pyrohalitosis @ Gumpt'n5, Gumpt'n6
Roll : 5. 11 Combat + (3 Leadership + 2 Chief Warlord) = 16 Hits. Target slain. Team earns 10 XP.
Roll : 3. 9 Combat + (3 Leadership + 2 Chief Warlord) = 14 Hits. Target slain. Team earns 10 XP.

Triage : Cast Renew @ Hp01
Hp01 heals 12 Hits.

Eduardo (ZA01): Fire @ SE11
Roll : 8. 15 Combat + (3 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration) = 11 Hits.(SE11:9)

Brendan (ZA02): Fire @ SE11
Roll : 9. 16 Combat + (3 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration) = 12 Hits. Target slain. Team earns 4 XP.

Terry (ZA03): Fire @ SE12
Roll : 4. 11 Combat + (3 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration) = 7 Hits.(SE12:13)

Malik (ZA04): Fire @ SE12
Roll : 7. 14 Combat + (3 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration) = 10 Hits.(SE12:3)

Phase 4
----------
Darius (ZA05): Fire @ SE12
Roll : 4. 11 Combat + (3 Leadership + 2 Chief Warlord) - (4 Defense + 5 Inspiration) = 6 Hits. Target slain. Team earns 4 XP.

Phase 3
----------
Junetta: Casts Space Out @ Buffy
Buffy is Calm.

Phase 0
----------
Altruistic Elven units move to new positions.

-- Round 4 --
Tod's restacks.
Tod: Leads Will, Rolf, Cupid, T. Coil, Hp01, Hp02, Hp03. (+5 Leadership, +2 Chief Warlord)

Elven Inspiration: +10 Combat / +5 Defense; Elven Warriors now act on phase 18. Elven Spearmen now act on phase 15.

Tod shouts "Surrender or Die!"
Elven Warrior (WE01) shouts back "Death before Dishonor!"

Phase 34
----------
William: Fire @ SE16, Quick-Shot @ SE14
Roll : 7. 41 Combat + (5 Leadership + 2 Chief Warlord) - (4 Defense + 6 Dodging + 5 Inspiration) = Ward destroyed. 25 Hits. Target slain. Team earns 4 XP.
Roll : 8. 42 Combat + (5 Leadership + 2 Chief Warlord) - (4 Defense + 6 Dodging + 5 Inspiration) = Ward destroyed. 26 Hits. Target slain. Team earns 4 XP.

Phase 21
----------
Rolf : Fire @ WE01, Rage @ WE01
Roll : 21. 42 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 8 Dodging + 5 Inspiration + 3 Dance Fighting) = Ward destroyed. 20 Hits.
Roll : 8. 29 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 8 Dodging + 5 Inspiration + 3 Dance Fighting) = 15 Hits. Target slain. Team earns 4 XP.

Phase 20
----------
Cupid delays Move, Action.
Elven units move to new positions, continue to dodge and delay their actions.


As always, let me know if you see any mistakes.

(Edit1: Removed WE01 from Elven Units section.)
Last edited by MarbitChow on Sat Oct 27, 2012 3:57 pm, edited 1 time in total.
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Re: Darkness Rising

Postby BLANDCorporatio » Sat Oct 27, 2012 3:33 pm

WE01 wrote:"Death before dishonour!"


I guess he be dead now. Shouldn't that remove him from the list of elven units?

Anyways, it's really satisfying to see Will do one-shot croaks. Granted, the targets were fairly lowly but somewhat bonus-ed. There's hope for Will one-shotting dragons someday ...

In the interest of expediency, is any kind of order other than 'all archers fire upon the remaining warriors' to be considered? This battle looks like it will be over soon, no need to prolong it indefinitely.

I think the only things left to consider are who we want to capture. My guess is that some Alt Elves may come in handy later, if we manage to nab one or two. Armolad, I think, has gotten away.

The coward. Not wanting to square snipe shots with Tenebris' best.
The whole point of this is lost if you keep it a secret.
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