Darkness Rising

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Re: Darkness Rising

Postby The Colonel » Sun Nov 04, 2012 9:04 am

FINISH OFF THE BODYGUARD SPEARMEN! FINISH THEM!

Also, use the remainder to Start killing the warriors!
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Re: Darkness Rising

Postby Swodaems » Sun Nov 04, 2012 2:01 pm

0beron wrote:Um Swod, are you sure you want to attack Warriors? They have BODYGUARD Spearmen next to them, I think we should be focusing those first.
The Colonel wrote:FINISH OFF THE BODYGUARD SPEARMEN! FINISH THEM!

Also, use the remainder to Start killing the warriors!

Okay, we'll do the spearmen first.

The 3 spearmen are probably guarding the 3 warriors that only have +1 from dance fighting.

We can get those 3 using the archers that get new actions at phase 10 (the 9 Skarchers and 4 of the garrison archers.). I'd like to use the lucky-streaked garrison archer on a warrior, so we'll set him aside. The remaining archers can be split evenly into 3 groups of 1 garrison archer and 3 skeles. These groups each fire on one spearman.

The warriors at the gate can breach the gate this round, but they will likely need 3 attacks at 20 com do it. (MarbitChow, WE11, WE12, and WE13 are all shown as not having a move left to spend. Did they use it up just to change from one position that is adjacent to the gate to another adjacent position? )

7 of the enemy warriors are not dodging and 4 are. The 7 that aren't dodging are good targets for archery units and the 4 that are should be attacked by def ignoring units or left alone until they have attacked something.

Cupid and Yuri can be tasked to eliminating one non-dodging warrior each. (preferably 2 of the ones that attacked the heck pups.) This happens first and drops the potential dance-fighting bonuses for the warriors to 3 for 6 of them and 1 for the other 3.

T. Coil should blast a dodger (WE07). He only has a 1/6 chance of taking him out, but help from one or 2 of the 3 late moving garrison archers should finish the job.

The lucky-streaked garrison archer will fire on one of the 3 non-dodging warriors next to the gate. He'll only do 16 damage to it, but the help of 3 of Yuri's zeds should do wonders.

The remaining 3 zeds can fire on survivors or delay their actions.

Will and Rolf get to move before the warriors next round. Rolf is probably best used to fire on a dodging warrior(WE14 if he is the one in S18) and Will has a good chance of claiming the lives of 2 warriors that arent dodging (The other 2 who attacked the heck pups) .

The Heck pups' action depends on if the warriors decide to drop the gate before the end of the round. In the next round, they'll both be in my stack, so their def-ignoring breath can be used to take out the 2 remaining dodgers (WE15 and WE16), but they will be at the mercy of the 2 remaining non dodgers. If the gate is up, they should just get out of range of the remaining warriors. However, if the gate is down, they can be reinforced by everything still behind the gate. In that case, they should blast away as the melee mass pours out the gate.

There are probably a few ways to better optimize things that I haven't thought of, so players should feel free to make changes to things if they want to.
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Re: Darkness Rising

Postby BLANDCorporatio » Wed Nov 07, 2012 4:56 pm

*bump*

Will is drawing beads on the warriors. So far they are fairly crude, but with the amount of time spent waiting, his skill as in illustrator is improving, and now each bead even has a discernible personality and lively character.
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby MarbitChow » Wed Nov 07, 2012 5:01 pm

I haven't forgotten you guys; last few nights have just been busy. :)
Equilateratoria is now underway. New players are welcome to join at any time! (Rules)
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Re: Darkness Rising

Postby MarbitChow » Sat Nov 10, 2012 7:19 pm

Swodaems wrote:MarbitChow, WE11, WE12, and WE13 are all shown as not having a move left to spend. Did they use it up just to change from one position that is adjacent to the gate to another adjacent position?


Yes. Without leadership, training kicks in, and they moved in formation, everyone shifting down to continue to cover. (This is an example of how squad movement will work in the future as well. Movements will not necessarily be optimized.)

-----

Turn 9 - Assault on Dis City - Round 4, Phase 16 (Revised) to End of Combat

At long last, the seige of Dis City as ended. Isn't it strange how, under the strain of combat, minutes seem like weeks?

Every surviving unit in Dis City (except the Skeletons and the Brickabats) gains 6 XP.
All level 1 units are now Level 2, and all Zed Units are now level 1. Unfortunately, no Level 4 units have gained enough XP to reach Level 5 yet. (Units below reflect updated XP and level, but no stat adjustments have been made.)

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

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; 3 (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)
Triage (WaterMonkey314): 22 Hits; 3 (of 35) Juice; (Ward-16); Potion: Restore Juice (Restore 20)
Vinny Starcall (0beron) : 4 Hits; 6 (of 8) Juice; (Ward-16); Cloak : Negate Fire
Brick Wall (Lord of Monies) : 22 Hits; (Ward-16); Cloak : Negate Attack/Strike
Wandereus: 36 Hits; (Ward-8); Potion: Minor Ward, Potion: Revitalize x2
Junetta: 16 Hits; 43 (of 59) Juice; (Ward-8)
(Note: See reference page for full PC and NPC stats for above units.)

Rowan (WL01): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
Tyler (WL02): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
Lian (WL03): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2

Erick (WH01): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
Colby (WH02): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-4)
Donovan (WH03): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-5)
Joe (WH04): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)

Ruben (WB01): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
Edgar (WB02): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
Salvador (WB03): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)

Casey (WA01): Warrior {Level 2, 6 XP} [ 5 Combat / 8 Defense / 22 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Phillip (WA02): Warrior {Level 2, 6 XP} [ 5 Combat / 8 Defense / 22 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

Sergio (W01): Warrior {Level 2, 6 XP, 3 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
Marvin (W02): Warrior {Level 2, 6 XP, 3 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
Chris (W03): Warrior {Level 2, 6 XP, 3 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)

Tony (SA01): Spearman {Level 2, 6 XP} [ 5 Combat / 7 Defense / 20 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Jeffrey (SA02): Spearman {Level 2, 6 XP} [ 5 Combat / 7 Defense / 20 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Devon (SA03): Spearman {Level 2, 6 XP} [ 5 Combat / 7 Defense / 20 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
Jonas (SA04): Spearman {Level 2, 6 XP} [ 5 Combat / 7 Defense / 20 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

Larry (S01): Spearman {Level 2, 6 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Jaydon (S02): Spearman {Level 2, 6 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Jimmy (S03): Spearman {Level 2, 6 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
Brett (S04): Spearman {Level 2, 6 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)

Eduardo (ZA01): Archer {Level 1, 1 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Brendan (ZA02): Archer {Level 1, 1 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Terry (ZA03): Archer {Level 1, 1 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Malik (ZA04): Archer {Level 1, 1 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Darius (ZA05): Archer {Level 1, 1 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
Byron (ZA06): Archer {Level 1, 1 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)

Comet : (DF-8) Dark Flier {Level 2, 6 XP} [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly] (Ward-16)

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

Naughty Kitty (Tod's) {Level 2, 6 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (Wandereus') {Level 2, 6 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (T. Coil's) {Level 2, 6 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty (Rowan's) {Level 2, 6 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
Naughty Kitty (Tyler's) {Level 2, 6 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
Naughty Kitty (Lian's) {Level 2, 6 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)

Heck Pup (Hp03) {Level 2, 6 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
Heck Pup (Hp04) {Level 2, 6 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 2, 6 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Leadership] (Ward-16)
Abe (GA01): Garrison Archer {Level 2, 6 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Barry (GA02): Garrison Archer {Level 2, 6 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Chad (GA03): Garrison Archer {Level 2, 6 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
Dave (GA04): Garrison Archer {Level 2, 6 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16) (Lucky Streak:1)
Ed (GA05): Garrison Archer {Level 2, 6 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)
Frank (GA06): Garrison Archer {Level 2, 6 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-8)
Gary (GA07): Garrison Archer {Level 2, 6 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-8)

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

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.
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, 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), Casey (WA01), Tony (SA01) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)
Tyler (WL02): Phillip (WA02), Sergio (W01), Marvin (W02), Chris (W03), Jeffrey (SA02), Devon (SA03), Jonas (SA04) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)
Lian (WL03): Ruben (WB01), Larry (S01), Jaydon (S02), Jimmy (S03), Brett (S04), Edgar (WB02), Salvador (WB03) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)

Elven Inspiration: +12 Combat / +6 Defense; Elven Warriors act next on phase 20. Elven Spearmen act next on phase 17.

-- Round 4 --

Phase 16 (omitted from last results)
----------
Yuri: Delays Move, Action

Phase 13
----------
T. Coil: Delays Action

Phase 12
----------
The badly-damaged gate fully closes.

Yuri: Fire, Rage @ WE08
Roll : 15. 31 Combat + (3 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 4 Dance Fighting) = Ward destroyed. 13 Hits. (WE08:9)
Roll : 14. 30 Combat + (3 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 4 Dance Fighting) = 20 Hits. Target slain. Team earns 4 XP.

Cupid: Fire, Quick-shot @ WE09
Roll : 8. 28 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 4 Dance Fighting) = Ward destroyed. 12 Hits. (WE08:10)
Roll : 11 (CRIT... er, never mind). 31 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 4 Dance Fighting) = 23 Hits. Target slain. Team earns 4 XP.

Phase 10
----------
Ed (GA05): Fire @ SE09
Roll : 9. 19 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (4 Defense + 6 Inspiration + 6 Dodging) = Ward destroyed. 4 Hits. (SE09:16)

Skeleton SA1: Fire @ SE09
Roll : 2. 12 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 2 Hits. (SE09:14)

Skeleton SA2: Fire @ SE09
Roll : 4. 14 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 4 Hits. (SE09:10)

Skeleton SA3: Fire @ SE09
Roll : 7. 17 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 7 Hits. (SE09:3)


Frank (GA06): Fire @ SE13
Roll : 3. 13 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (4 Defense + 6 Inspiration + 6 Dodging) = Ward damaged. (Ward-2)

Skeleton SA4: Fire @ SE13
Roll : 8. 18 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = Ward destroyed. 6 Hits (SE13:14)

Skeleton SA5: Fire @ SE13
Roll : 8. 18 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 8 Hits (SE13:6)

Skeleton SA6: Fire @ SE13
Roll : 4. 14 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 8 Hits (SE13:2)


Gary (GA07): Fire @ SE15
Roll : 5. 15 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (4 Defense + 6 Inspiration + 6 Dodging) = Ward destroyed.

Skeleton SA7: Fire @ SE15
Roll : 11. 21 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 11 Hits. (SE15:9)

Skeleton SA8: Fire @ SE15
Roll : 8. 18 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 8 Hits. (SE15:1)

Skeleton SA9: Fire @ SE15
Roll : 5. 15 Combat + (4 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 5 Hits. Target slain. Team earns 4 XP.

Dave (GA04): Fire @ WE16
Roll : 12 (Lucky Streak). 22 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 1 Dance Fighting) = Ward destroyed. 11 Hits. (WE16:11)


Phase 9
----------
Tod: Delays Move, Action

T. Coil / Mount: Moves to , Hoboken @ WE07
Roll : 9. 21 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 20 Hits.

(SE09 & SE13 determine, sadly, that they are unable to damage the gate significantly, and unable to weaken the wards on the Altruist Elf without killing her. They are more potent then they have ever been, and yet powerless to do anything to aid their side. In their last few moments on Erf, they feel truly humbled.)

Phase 7
----------
Eduardo (ZA01): Fire @ WE16
Roll : 7. 14 Combat + (3 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 1 Dance Fighting) = 7 Hits. (WE16:4)

Brendan (ZA02): Fire @ WE16
Roll : 7. 14 Combat + (3 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 1 Dance Fighting) = 7 Hits. Target slain. Team earns 4 XP.

Terry (ZA03): Delays move, action (waiting to see results of WE16)

Malik (ZA04): Fire @ SE09
Roll : 3 (CR... nope. Still not implemented). 10 Combat + (3 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 0 Hits.

Darius (ZA05): Delays move, action (waiting to see results of SE09)

Byron (ZA06): Delays move, action (waiting to see results of SE09)

Abe (GA01): Fire @ WE07
Roll : 5. 12 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 6 Dodging + 3 Dance Fighting) = 2 Hits. Target slain. Team earns 4 XP.

Barry (GA02): Delays move, action (waiting to see results of SE15)

Chad (GA03): Delays move, action (waiting to see results of SE15)

Phase 6
----------
Darius (ZA05): Fire @ SE09
Roll : 4. 11 Combat + (3 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 0 Hits.

Heck Pup (Hp03): Delays move, action (Preparing to flee if adjacent units are not slain or units near gate approach)
Heck Pup (Hp04): Delays move, action (Preparing to flee if adjacent units are not slain or units near gate approach)

Triage: Cast Ward @ AE04; Use Staff -> Cast Revitalize @ AE04
AE04 gains 3 Hits. AE04 gains (Ward-16).

Phase 5
----------
Byron (ZA06): Fire @ SE09
Roll : 5. 12 Combat + (3 Leadership + 2 Chief Warlord) - (4 Defense + 6 Inspiration + 6 Dodging) = 1 Hits. (SE09:3)

Barry (GA02): Fire @ SE13
Roll : 6. 13 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (4 Defense + 6 Inspiration + 6 Dodging) = 6 Hits. Target slain. Team earns 4 XP.

Phase 4
----------
Chad (GA03): Fire @ SE09
Roll : 7. 14 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (4 Defense + 6 Inspiration + 6 Dodging) = 7 Hits. Target slain. Team earns 4 XP.

Brick: Delays move, action

Phase 3
----------
Vinny: Delays move, action

Junetta: Casts Space Out @ Faith
Faith is Calm.

Phase 0
----------
Brickabats: Delay Move
Altruist Elves: Delay Move, Action

-- Round 5 --

Elves restack.
Tod restacks.

Tod: Leads Will, Rolf, Cupid, T. Coil, Hp03, Hp04. (+5 Leadership, +2 Chief Warlord)
Yuri: Leads ZA01, ZA02, ZA03, ZA04, ZA05, Comet. (+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), Casey (WA01), Tony (SA01) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)
Tyler (WL02): Phillip (WA02), Sergio (W01), Marvin (W02), Chris (W03), Jeffrey (SA02), Devon (SA03), Jonas (SA04) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)
Lian (WL03): Ruben (WB01), Larry (S01), Jaydon (S02), Jimmy (S03), Brett (S04), Edgar (WB02), Salvador (WB03) (+2 Leadership, +2 Chief Warlord, +4 Dance Fighting)

Elven Inspiration: +12 Combat / +6 Defense; Elven Warriors act next on phase 20. Elven Spearmen act next on phase 17.

Phase 34
----------

WE06 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE10 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }

William: Fire @ WE06, Quick-shot @ WE10
Roll : 6. 40 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 3 Dance Fighting) = Ward destroyed. 25 Hits. Target slain. Team earns 4 XP.
Roll : 8. 42 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 3 Dance Fighting) = Ward destroyed. 27 Hits. Target slain. Team earns 4 XP.

Phase 21
----------
WE11 : Attack @ Gate
Roll : 7. 27 Combat - (20 Defense) = 7 Hits. (Gate:12)

WE12 : Attack @ Gate
Roll : 3. 23 Combat - (20 Defense) = 3 Hits. (Gate:9)

WE13 : Attack @ Gate
Roll : 8. 28 Combat - (20 Defense) = 8 Hits. (Gate:1)

WE14 : Attack @ Gate
Roll : 7. 27 Combat - (20 Defense) = 7 Hits. Gate destroyed.

WE15 : Attack @ Gate
Target already destroyed.

Rolf: Fire, Rage @ WE14
Roll : 20. 41 Combat + (5 Leadership + 2 Chief Warlord) - (5 Defense + 6 Inspiration + 2 Dance Fighting) = Ward destroyed. 27 Hits. Target slain. Team earns 4 XP.
Roll : Target alread slain.

Phase 20
----------

WE11 : Attack @ WH02
Roll : 6. 14 Combat + (12 Inspiration + 2 Dance Fighting) - (11 Defense + 2 Leadership + 2 Chief Warlord + 4 Dance Fighting + 8 Dodging) = Ward damaged. (Ward:7)

WE12 : Attack @ WH02
Roll : 9. 17 Combat + (12 Inspiration + 2 Dance Fighting) - (11 Defense + 2 Leadership + 2 Chief Warlord + 4 Dance Fighting + 8 Dodging) = Ward damaged. (Ward:4)

WE13 : Attack @ WH02
Roll : 4. 12 Combat + (12 Inspiration + 2 Dance Fighting) - (11 Defense + 2 Leadership + 2 Chief Warlord + 4 Dance Fighting + 8 Dodging) = 0 Hits.

WE15 : Attack @ WH03
Roll : 9. 17 Combat + (12 Inspiration + 2 Dance Fighting) - (11 Defense + 2 Leadership + 2 Chief Warlord + 4 Dance Fighting + 8 Dodging) = Ward damaged. (Ward:5)

Phase 19
----------
With a roar, the rage of the Tenebris Warriors, long held at bay, is unleashed, and the Heck Pups close from behind, darting between the Altruist Elves.

Hp03: Move to V18, Pyrohalitosis @ WE12 & WE11
Roll : 2. 8 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 7 Hits. (WE11:15)
Roll : 3. 9 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 8 Hits. (WE12:14)

Hp04: Move to T18, Pyrohalitosis @ WE15 & WE13
Roll : 3. 9 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 8 Hits. (WE13:14)
Roll : 4. 10 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 9 Hits. (WE15:13)

Tony (SA01): Move to O20, Strike @ WE15
Roll : 6. 11 Combat + (2 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 2 Dance Fighting) = 6 Hits.[color] (WE15:7)

Jeffrey (SA02): Strike @ WE15
Roll : 7. 12 Combat + (2 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 2 Dance Fighting) = [color=#00BF00]7 Hits. Target slain. Team earns 4 XP.

Phillip (WA02): Attack @ WE15
Target already slain.

Devon (SA03): Move to W20, Strike @ WE11
Roll : 12 (A sadly wasted critical...). 17 Combat + (2 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 2 Dance Fighting) = 12 Hits. (WE11:3)

Casey (WA01): Attack @ WE11
Roll : 5. 10 Combat + (2 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 2 Dance Fighting) = 5 Hits. Target slain. Team earns 4 XP.

Erick (WH01): Attack @ WE13
Roll : 7. 18 Combat + (2 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 2 Dance Fighting) = 13 Hits. (WE13:1)

Colby (WH02): Attack @ WE13
Roll : 10. 21 Combat + (2 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 2 Dance Fighting) = 16 Hits. Target slain. Team earns 4 XP.

Donovan (WH03): Attack @ WE12
Roll : 8. 19 Combat + (2 Leadership + 2 Chief Warlord + 4 Dance Fighting) - (5 Defense + 6 Inspiration + 2 Dance Fighting) = 14 Hits. Target slain. Team earns 4 XP.

Joe (WH04): Attack @ WE12
Target already slain.

Phase 18
----------
The Altruist Elves surrender.
Altruist Elves side changes to (Tenebris:Captured).

Phase 17
----------
Armolad moves out of sight from the Hex Boundary.

Phase 14
----------
Rona agitates Faith.
Faith is no longer Calm.

Phase 13
----------
Faith agitates Buffy.
Buffy is no longer Calm.

Phase 12
----------
Buffy uses Foolamancy(Projection).


Spoiler: show
Image


(Feel free to check for mistakes, but there's not much point. You guys utterly crushed the elves and got arguably the best possible outcome. :D )

(Edit: While cut/pasting into reference section, I accidentally pasted here instead. I was able to save the original text, but lost all the color codes.)
Last edited by MarbitChow on Tue Nov 27, 2012 1:26 pm, edited 2 times in total.
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Re: Darkness Rising

Postby ETheBoyce » Sat Nov 10, 2012 7:41 pm

So now we can Scout for Armolad and then Capture her!

(Also do elves heal themselves?)
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Re: Darkness Rising

Postby MarbitChow » Sat Nov 10, 2012 8:07 pm

ETheBoyce wrote:(Also do elves heal themselves?)
The Altruist Elves can heal each other, but their ability does not work on themselves.
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Re: Darkness Rising

Postby 0beron » Sat Nov 10, 2012 8:46 pm

Well that is disappointing, I was hoping I'd make Lvl 3, darnit.

On the plus side, we have TWO Alt Elves, which is better than I had hoped. Time to see about turnamancing them.

Vinny Juices up, gaining his standard +8 Juice as well as spending all 3 Combat Stats on Juice as well. Does this mean he gains juice now, or does this just mean his Max increases and he has to wait till dawn to be refilled?
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Re: Darkness Rising

Postby MarbitChow » Sat Nov 10, 2012 8:52 pm

0beron wrote:Vinny Juices up, gaining his standard +8 Juice as well as spending all 3 Combat Stats on Juice as well. Does this mean he gains juice now, or does this just mean his Max increases and he has to wait till dawn to be refilled?
Since you level up at the end of the elves' turn, you'll start your turn with your newly-raised stats. I'm also assuming you wish to spend your AP on Craft Lesser Golem, correct?
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Re: Darkness Rising

Postby 0beron » Sat Nov 10, 2012 9:34 pm

Excellent, we go...after the Elves? Or will our next turn be tomorrow? And you are correct, Lesser Golem is my pick :)
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Re: Darkness Rising

Postby MarbitChow » Sat Nov 10, 2012 10:01 pm

The next turn is in the morning, although Charlie actually goes first. Established turn order is Charlie -> Tenebris -> Elves.
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Re: Darkness Rising

Postby ETheBoyce » Sat Nov 10, 2012 11:48 pm

I know I plan on spending the night giving our captives a little Shock Treatment
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Re: Darkness Rising

Postby Lord of Monies » Sun Nov 11, 2012 6:57 am

Just the one level, eh? Alright, I'll buy Well-Protected, and spend my combat points all on hits. Figure I should boost my bodyguarding capabilities first, then focus on upping my combat next level.
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Re: Darkness Rising

Postby WaterMonkey314 » Sun Nov 11, 2012 2:47 pm

Yay for capturing Altruist Elves!

Triage goes for a nice chat with them, as seems to be the tradition for captured healers, also making sure to try and keep Coil away.
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Re: Darkness Rising

Postby 0beron » Sun Nov 11, 2012 6:35 pm

Marbit, are we implementing the "partial completion" idea we discussed? If so, I will spend my remaining 6 Juice to begin crafting a Steadycrow.
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Re: Darkness Rising

Postby BLANDCorporatio » Sun Nov 11, 2012 6:47 pm

Will is proud of one-shotting two warriors and thus their painless delivery to the Titans on high. Still a bit disappointed at not having done a proper archery duel however, because Armolad decided to be chicken.

WaterMonkey314 wrote:Yay for capturing Altruist Elves!

Triage goes for a nice chat with them, as seems to be the tradition for captured healers, also making sure to try and keep Coil away.


"You waste your time there Triage. We should rather ask a clothesmancer for some black shiny pvc garments for Coil's new assistants." *spits* "This dungeon is bound to get lively." He goes away shaking his head.
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising

Postby Werebiscuit » Mon Nov 12, 2012 5:18 am

OOC some Questions Marbit
Now that our beasts levels have improved How exactly can we develop them ?
A level 1 naughty kitty
Naughty Kitty (Wandereus') {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
looks pretty much like a level 2 naughty kitty
Naughty Kitty (Wandereus') {Level 2, 6 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)

looks similar for heck pups too
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 (Hp03) {Level 2, 6 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)

Does the 6 XP gain apply to the imps and balrug too as I believe they are in the city... or it it just those that took some part ?


{EDIT} finally found the beast rules tucked away on page 10 (halfway down) of the rules thread
viewtopic.php?f=23&t=6228&start=180
So that let's us spend any AP's...but do they gain combat stats same as chartacters. I can't find any ruling on that
/OOC
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Re: Darkness Rising

Postby MarbitChow » Mon Nov 12, 2012 7:14 am

Werebiscuit wrote: Now that our beasts levels have improved How exactly can we develop them ?
Although it has not yet been officially stated, level in exactly the same manner as characters. Note that the new rules are not yet in effect for your group, so if you want to level and use beasts while attempting to capture Armolad, only the 'standard' Abilities (like Well-Armed, etc.) are currently available to them. You can re-choose their abilities once the new rules take effect, after Armolad is resolved.

Werebiscuit wrote:Does the 6 XP gain apply to the imps and balrug too as I believe they are in the city... or it it just those that took some part ?
No. Imps and the Balrug are Inhuman, and thus not able to level.
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Re: Darkness Rising

Postby MarbitChow » Mon Nov 12, 2012 12:16 pm

Junetta, Wandereus and Triage intercept Coil as he's about to lead the Altruist Elves away.

"Careful, Tesla," Junetta warns. "These units are healers, and thus fall under our protection. Without a direct order from Tod, we shall not allow you to 'play' with them until they are turned and can choose for themselves, and we shall not allow your methods to be used to attempt such turning. We don't want them broken."

Wandereus crosses his arms and glares and Coil. Triage offers an arm to each Altruist, and together the group makes its way towards one of the many parlors within the city, where they can speak in relative comfort, out of the view of the dozens of elven corpses.
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Re: Darkness Rising

Postby 0beron » Mon Nov 12, 2012 12:21 pm

Again, I am aware that we cannot gain the Alt Elves as proper Natural Allies that allow us to pop more...but can they willingly Turn to us after Junetta, Triage, and Wanderus talk to them? Or do they require magical Turnamancy?

Also, see my question above about Partial Crafting for Golems.
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