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Cliff Vs Steven
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cliffwiggs
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PostPosted: Thu Apr 12, 2018 7:18 am GMT    Post subject: Reply with quote

should be 30 ?
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Dolus
rare



Joined: 07 Sep 2011
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Location: San Diego, CA

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PostPosted: Thu Apr 12, 2018 8:43 am GMT    Post subject: Re: Count Reply with quote

reeser60504 wrote:
Looks like you've got 32 there. Is that right? One message noted 30, but 32 is fine.


It's 30, and matches size wise to what you would pull out of 2 kicker boxes.

PostPosted: Thu Mar 08, 2018 5:56 am Post subject: Reply with quote
This is not one of the stronger armies, but I think this could be fun.


Home
Dracolich -4
Lich -3
Heucuva -2
Heucuva -2
Apparition -1
Apparition -1
Apparition -1
Apparition -1
15 total

Frontier
Wraith -1
1 total

Horde
Skeletal Steed -4
Ghost -3
Wight -2
Wight -2
Wraith -1
Wraith -1
Wraith -1
14 total

For an army total of 30.
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reeser60504
dragonsteed



Joined: 05 Oct 2014
Posts: 70
Location: Aurora, IL

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PostPosted: Thu Apr 12, 2018 10:35 am GMT    Post subject: My Army... Reply with quote

Turn Sequence: Cliff, Steve


or Some Stuff I Threw Against a Wall and It Stuck Cause It's Slimy

Turn Sequence: Cliff, Steve

************************************************************************
Cliff
BUA
Cliff
DUA
Cliff
Reserve Army
Cliff
Summoning Pool
*
Cliff
Cliff
Cliff
Home Army
Steve's Home
Frontier
Cliff's Home
Steve
Home Army
Steve
Steve
*
Steve
Reserve Army
Steve
Summoning Pool
Steve
DUA
Steve
BUA
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cliffwiggs
SFR Treasurer
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Joined: 25 Jan 2005
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PostPosted: Fri Apr 13, 2018 11:54 am GMT    Post subject: Reply with quote

Look right?

Players: Cliff, Steve


************************************************************************
Cliff
BUA
Cliff
DUA
Cliff
Reserve Army
Cliff
Summoning Pool


*
Cliff
Horde Army



Cliff
Frontier Army

Cliff
Home Army



Steve
Home


Proposed Frontier

Cliff
Home


Steve
Home Army

Steve
Frontier Army

Steve
Horde Army


*
Steve
Reserve Army
Steve
Summoning Pool

Steve
DUA
Steve
BUA


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reeser60504
dragonsteed



Joined: 05 Oct 2014
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PostPosted: Fri Apr 13, 2018 12:12 pm GMT    Post subject: Determining Order of Play... Reply with quote

So, I always screw this up, but I'll take my lump. I thought it's the Campaign Army that rolls for the right to determine order of play. No big deal.



1 Maneuver



Home Terrain Roll: 5 Melee

Should you opt for the First Turn and yield the Frontier Terrain to me:



7 Melee: turn down to 6

I think that's it. First game in a long time, I know you'll be patient. Maybe not gentle, but patient. Smile
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cliffwiggs
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PostPosted: Fri Apr 13, 2018 12:13 pm GMT    Post subject: Reply with quote

why is everyone picking swamp stalkers? I can't put my mages in reserves now!

here's my horde roll.
Skeletal Steed - 4 Maneuver
Ghost - 4 Maneuver
Wight - 3 Save
Wight - 2 Melee
Wraith - 1 Melee
Wraith - 1 Melee
Wraith - 1 Melee

8 (wow) which is more than you can get iwth one die. so I win.

at the risk of giving up a free attack against your mages. I'll pick my terrain and let you go first.

my home:Highland City - 1 Magic
Frontier: Highland City - 8 City
reroll Frontier again: Highland City - 8 City
reroll Frontier again again: Highland City - 8 City
reroll Frontier again again again: Highland City - 8 City(I really did roll it 4 times in a row)
reroll frontier:Highland City - 2 Magic (finally)

your terrain?

then take first turn.
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cliffwiggs
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PostPosted: Fri Apr 13, 2018 12:16 pm GMT    Post subject: Reply with quote

looks like we both posted at the same time.

do you want to start over and switch your armies?

I don't mind.

I can't remember why i made this army anyway, so don't expect to do well.
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reeser60504
dragonsteed



Joined: 05 Oct 2014
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Location: Aurora, IL

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PostPosted: Fri Apr 13, 2018 3:04 pm GMT    Post subject: We'll keep it as it is... Reply with quote

First March:

My Frontier Army:
Maneuver Attempt:


Well that looks like a pretty hard fail...

If you don't foil my 0 Maneuver, we'll roll down the Terrain to 2.


Either way a Magic Action:

Action:


2 Magic

So I could cast Watery Double onto any of my three armies, but since I'm going to move them all to Reserves at end of turn and not engage in a Melee at My Home, there's no practical point, correct? Otherwise I would cast it onto My Home Army.

Second March:

My Home Army:
Maneuver Attempt:


1 Maneuver

If by some freak roll, you don't beat my 1, I will turn the Terrain down to 4.

Action (If turned to Missile):


5 (3, 1, 1) Missile and we'd wait for your Saves.

If the Terrain does not move down to Missile, then I take no Action.

Since the turn to Missile isn't likely, I will move to Reserve Step:

Reserve Step:
Move the entire forces of all three armies to Reserves.

I realize that the correct mechanic for the changing of the terrain is to wait for you to decide to oppose or not, but obviously that adds a lot more down time. Should I keep up as I did this turn as appropriate?

Thanks.
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cliffwiggs
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PostPosted: Mon Apr 23, 2018 7:03 am GMT    Post subject: Reply with quote

Sorry, I had to go to the other coast for work and it screwed up all my plans.

The frontier started at a 2.

Countering your maneuver there.
Wraith - 2 Maneuver

it will stay at a 2.

You are correct that any spell you cast would just go around before the end of your turn if you retreat everything.

Counter maneuver at your home.

Skeletal Steed - 4 ID
Ghost - 3 Melee
Wight - 2 Melee
Wight - 3 Melee
Wraith - 1 ID
Wraith - 1 Melee
Wraith - 1 Melee

5 will beat your 1 and it stays at a 5.

and thus you have no action.

I'm fine with moving a little ahead and some 'what if' type scenarios. I do it myself when it doesn't really matter

Let me update the board so i can get it straight in my mind.
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cliffwiggs
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PostPosted: Mon Apr 23, 2018 7:07 am GMT    Post subject: Reply with quote

Players: Cliff, Steve


************************************************************************
Cliff
BUA
Cliff
DUA
Cliff
Reserve Army
Cliff
Summoning Pool


*
Cliff
Horde Army



Cliff
Frontier Army

Cliff
Home Army



Steve
Home

(Temple)

Proposed Frontier

(City)
Cliff
Home

(City)

Steve
Home Army
Steve
Frontier Army
Steve
Horde Army

*
Steve
Reserve Army



Steve
Summoning Pool

Steve
DUA
Steve
BUA


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cliffwiggs
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PostPosted: Mon Apr 23, 2018 7:17 am GMT    Post subject: Reply with quote

Let's start at my home.
No manevuer, so straight to a magic action.
Dracolich - 4 Magic
Lich - 3 Magic
Heucuva - 2 Melee
Heucuva - 2 Melee
Apparition - 1 ID
Apparition - 1 ID
Apparition - 1 Melee
Apparition - 1 Magic

10 magic.

Not a ton of useful stuff I can do since we don't have dragonkin. And there isn't a ton you can do from reserves since you have no dead and all your units are there.

So, two fingers of death to kill one of your Marsh Mages.

Second March, I'll turn the frontier up to 3.

No Reserves.

EOT
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reeser60504
dragonsteed



Joined: 05 Oct 2014
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Location: Aurora, IL

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PostPosted: Mon Apr 23, 2018 11:36 pm GMT    Post subject: Steve's Turn Reply with quote

No Racial Abilities as all of my Units are in Reserve.

First March

Reserves roll for Magic




Bog Adept - 1 Magic
Bog Adept - ID
Invader - ID
March Swimmer - ID

Total of 7 Magic. I get to Double 2pts worth of ID Icons for the Dead Unit Area Advantage for my Swamp Stalkers. Final Total Magic (9 Pts)

As president of the OEHS Band BoostersI am able to cast Resurrect Dead 2x: bring my Marsh Mage back to my Reserve Army.

Reinforce:

Send Bog Adepts and Marsh Mages to Frontier Terrain. Send everyone else to Horde at your Home Terrain.

Turn Sequence: Cliff, Steve

************************************************************************
Cliff
BUA
Cliff
DUA
Cliff
Reserve Army
Cliff
Summoning Pool
*
Cliff
Cliff
Cliff
Home Army
Steve's Home
Frontier
Cliff's Home
Steve
Home Army
Steve
Steve
*
Steve
Reserve Army
Steve
Summoning Pool
Steve
DUA
Steve
BUA
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chuckpint
White Dragon
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PostPosted: Tue Apr 24, 2018 7:51 am GMT    Post subject: Reply with quote

Not that it matters this time, but you cannot double magic in reserves. Only at a terrain.
Quote:
A unit or artifact that rolls an ID icon may double its magic results if it has Terrain Advantage or Dead Unit Area Advantage. Follow the standard way of calculating modifiers. Doubling can only happen once even if you can use both Advantages.
Magic from the Reserve Area cannot be doubled.

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reeser60504
dragonsteed



Joined: 05 Oct 2014
Posts: 70
Location: Aurora, IL

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PostPosted: Tue Apr 24, 2018 9:11 am GMT    Post subject: Magic Doubling Reply with quote

So many nuances...

Thanks. I see it now.
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cliffwiggs
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PostPosted: Tue Apr 24, 2018 9:48 am GMT    Post subject: Reply with quote

Players: Cliff, Steve


************************************************************************
Cliff
BUA
Cliff
DUA
Cliff
Reserve Army
Cliff
Summoning Pool


*
Cliff
Horde Army



Cliff
Frontier Army

Cliff
Home Army



Steve
Home

(Temple)

Proposed Frontier

(City)
Cliff
Home

(City)

Steve
Home Army
Steve
Frontier Army

Steve
Horde Army


*
Steve
Reserve Army
Steve
Summoning Pool

Steve
DUA
Steve
BUA


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cliffwiggs
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PostPosted: Tue Apr 24, 2018 9:55 am GMT    Post subject: Reply with quote

First march at my home.

No maneuver attempt

Roll for magic

Dracolich - 4 ID
Lich - 3 Save
Heucuva - 2 ID
Heucuva - 3 Magic
Apparition - 1 ID
Apparition - 1 Melee
Apparition - 1 Melee
Apparition - 1 Magic

no doubling possible.
11 magic


Finger of Death two bog Adepts at the frontier.
Palsy on the Frontier

Second march at your home, turn the terrain up to 6 unopposed. No action.

No reserves.

EOT
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reeser60504
dragonsteed



Joined: 05 Oct 2014
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PostPosted: Tue Apr 24, 2018 8:29 pm GMT    Post subject: Steve's Turn Reply with quote

Beginning Phase:
Expire Effects: None
Racial Abilities Step: Cannot Mutate as you have no Units in Reserve (correct?)
Eighth Face Step: None
Dragon Attack Phase: None
Army Phase:
First March: Campaign Army at the Frontier
Maneuver: No Attempt
Actions:
Melee, Missile, Magic:
Total 7 (Palsy -1): Final Total 6
Cast Swamp Fever X2: 3X Apparitions at Your Home Army. 3X Wraith at Your Horde Army
Second March:
Maneuver: Attempt:
Total 5:
Your response:
Turn Down to 2 if you fail or do not oppose
Actions:
Melee, Missile, Magic:
Total 4 (double 2 for my DUA): Final Total 6
Cast Resurrect Dead X2: Return 2 Bog Adepts to My Campaign Army
End Phase:
Reinforce Step: None
Retreat Step: Two Bog Adepts to Reserves
Expire Effects Step: None
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cliffwiggs
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PostPosted: Wed Apr 25, 2018 6:37 am GMT    Post subject: Reply with quote

Correct I have no units in reserves.

Rolling against that Fever.
Wraith - 1 ID
Wraith - 2 Maneuver
Wraith - 1 Save
Apparition - 1 Melee
Apparition - 1 Melee
Apparition - 1 Magic

one dies.
Wraith - 1 Maneuver
but is not buried.

Counter maneuver at my home.
Dracolich - 4 Melee
Lich - 3 Magic
Heucuva - 3 Magic
Heucuva - 2 Melee
Apparition - 1 Melee
Apparition - 1 Magic
Apparition - 1 Magic
Apparition - 1 Save

You got it, but it's turn up to 2, not down to.

A note here, resurrected units always come back to the casting army. So not to your campaign army, but to your horde.

However you moved them to reserves anyway.
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cliffwiggs
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PostPosted: Wed Apr 25, 2018 6:56 am GMT    Post subject: Reply with quote

I think this is right.

Players: Cliff, Steve


************************************************************************
Cliff
BUA
Cliff
DUA

Cliff
Reserve Army
Cliff
Summoning Pool


*
Cliff
Horde Army



Cliff
Frontier Army

Cliff
Home Army



Steve
Home

(Temple)

Proposed Frontier

(City)
Cliff
Home

(City)

Steve
Home Army
Steve
Frontier Army

Steve
Horde Army


*
Steve
Reserve Army

Steve
Summoning Pool

Steve
DUA
Steve
BUA


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cliffwiggs
SFR Treasurer
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Joined: 25 Jan 2005
Posts: 10718
Location: Cumming, GA - USA

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PostPosted: Wed Apr 25, 2018 9:24 am GMT    Post subject: Reply with quote

posting quickly, so if I did something wrong let me know.



First march at my home. no maneuver attempt (I'd just fail)
Magic:
Dracolich - 4 Fly
Lich - 3 ID
Heucuva - 2 ID
Heucuva - 2 Magic
Apparition - 1 ID
Apparition - 2 Magic
Apparition - 1 Melee
Apparition - 1 Save

10 and I can double 1 ID, so 11

3 to resurrect my dead unit (which goes to my home army be default)
7 to summon a black wyrm to the frontier.

Second March at your home
Unopposed up to 7

my Frontier "army" to reserves.

EOT
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