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danilo vs chrisbogert - take 4
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danilo
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PostPosted: Thu Feb 06, 2014 6:36 am GMT    Post subject: Reply with quote

first march at my home:

maneuver unopposed up to 7 - Melee

second march at reserve: magic action

0

reserve fase:
the guys at the reserve to the frontier

end of my turn

the board:

Turn Sequence: chris, danilo

************************************************************************
chris
BUA
chris
DUA
chris
Reserve Army
chris
Summoning Pool
*
chris
chris
chris
Home Army
danilo's Home
Frontier
chris's Home
danilo
Home Army
danilo
danilo
*
danilo
Reserve Army
danilo
Summoning Pool
danilo
DUA
danilo
BUA
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chrisbogert
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PostPosted: Thu Feb 06, 2014 6:51 am GMT    Post subject: Reply with quote

First March: My army at the reserves will roll for magic
Magic result:
dragon staff - magic icon = 4
Death Mage - 4 magic icon = 4
Hedge Wizard - 3 magic icon = 3
Trickster #1 - 2 magic icon = 2
Trickster #2 - 2 magic icon = 2
Trickster #3 - 1 magic icon = 1
Trickster #4 - 1 magic icon = 1
Total magic = 17

I will cast open grave on my army at the frontier
Open Grave Casting Cost: 6 Spell List: Basic
Target any army. Until the beginning of your next turn, for any army-targeting effect that causes
damage to the target army, any units taken as casualties immediately go to the reserve area rather
than the DUA. Multiple castings target multiple armies.
Then I will cast Summon dragon and send a dragon to your home terrain
Summon Hybrid Dragon Casting Cost: 7 Spell List: Basic
Target any terrain. Immediately send any hybrid dragon with the at least one color the same as the
magic used to cast this spell to the target terrain. Multiple castings target the same or multiple
terrains.

Last I will cast stoneskin X2 on my army at the frontier
Stoneskin Casting Cost: 2 Spell List: Basic
Target any army. Until the beginning of your next turn, add one save result to the target army.
Multiple castings increase the effect or target another army.
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chrisbogert
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PostPosted: Thu Feb 06, 2014 6:56 am GMT    Post subject: Reply with quote

I will send the Wyrm (forgot to specify)

Second March: Army at the frontier will maneuver
Maneuver result:
Leopard Rider - ID = 3
that's all...
Total = 3
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danilo
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PostPosted: Thu Feb 06, 2014 7:22 am GMT    Post subject: Reply with quote

I think you can't target a terrain from reserve (hence you can't cast the dragon)
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danilo
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PostPosted: Thu Feb 06, 2014 7:24 am GMT    Post subject: Reply with quote

Quote:
Reserve Magic: An army in the reserve area may cast spells, but it can never double its magic points. Spells can be
cast on units, armies, magical items, dead unit area or buried unit area belonging to the player rolling for the reserve
magic action. Terrain dice, summoning pool, spells and other players components, armies or dead unit area (unless
specified in the spell’s description) cannot be targeted by a reserve army’s magic.


so no, you have to roll back and use those magic points in something else
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chrisbogert
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PostPosted: Thu Feb 06, 2014 8:12 am GMT    Post subject: Reply with quote

oh, I was just going by the italicized and underlined spells in the rulebook for what I could cast from the reserves. I thought it was not a reserve spell, then I saw that, so I thought it was..
maybe it isn't supposed to be italicized in the rulebook..

Okay, I will use that for something else then.

I will cast:
path (4) on my wolf rider and bring him to the frontier terrain.
and one more stone skin on that army.

So total +3 saves for my frontier army.
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chrisbogert
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PostPosted: Thu Feb 06, 2014 8:14 am GMT    Post subject: Reply with quote

Did you want to oppose that maneuver? (no is okay ) Mr. Green

Either way I will take a melee action with the frontier army.
Melee result:
Leopard Rider #1 - 3 rend, reroll - nothing = 3
Leopard Rider #2 - 3 rend, reroll - ID - 3 = 6
Wolf Rider - 2 melee icon = 2
Total = 11
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Last edited by chrisbogert on Thu Feb 06, 2014 8:18 am GMT; edited 1 time in total
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danilo
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PostPosted: Thu Feb 06, 2014 8:17 am GMT    Post subject: Reply with quote

Quote:
Path
Casting Cost: 4
Spell List: Basic
Target any of your units at any terrain. Immediately move the target unit to any other terrain. Multiple castings target
multiple units.



but the wolf rider isn't at any terrain (being in the reserve area), so you are not able to cast that spell too[/quote]
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chuckpint
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PostPosted: Thu Feb 06, 2014 8:18 am GMT    Post subject: Reply with quote

All the "Basic" spells are italicized and underlined. Currently nothing in the spell list itself marks the spells as cast-able from reserves or not. And that's correct on Path. The unit must start at a terrain and end at a terrain.
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Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Diceā„¢, 20,000 Daemon Diceā„¢, and others (too many to count).
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danilo
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PostPosted: Thu Feb 06, 2014 8:20 am GMT    Post subject: Reply with quote

chuckpint wrote:
All the "Basic" spells are italicized and underlined. Currently nothing in the spell list itself marks the spells as cast-able from reserves or not. And that's correct on Path. The unit must start at a terrain and end at a terrain.


thanks Chuck!

to be more specific, there is a section of the manual (at page 14) about reserve magic

Quote:
Reserve Magic: An army in the reserve area may cast spells, but it can never double its magic points. Spells can be
cast on units, armies, magical items, dead unit area or buried unit area belonging to the player rolling for the reserve
magic action. Terrain dice, summoning pool, spells and other players components, armies or dead unit area (unless
specified in the spell’s description) cannot be targeted by a reserve army’s magic.
Amazon units cannot cast magic in the reserve area; instead they fire missiles. See the Amazon section under Racial
Abilities. The acting player would pick a target army at a terrain to apply any missile results before rolling the army
in the reserve area. The missile results generated by the Amazon units would be applied to the defending army, which
may roll for saves against this damage.
The following is a list of those spells that can be cast from the reserve area, no other spells can be cast from reserves:

Black (Death): Reanimate Dead, Fade, Necromantic Wave, Restless Dead, Spirit Furnace, Open Grave, Night Moves

Blue (Air): Breath of Life, Call of the Wild, Airy Acquisition, Wind Wall, Wind Walk, Wilding

Gold (Earth): Stoneskin, Camouflage, Earthen Armor, Hide, Path, Leaving

Green (Water): Watery Double, Wall of Ice, Water of Life, Water Walking

Red (Fire): Spark of Life, Flashfire, Reforge Item, Burning Hands, Flaming Armor, Flaming Spears

Elemental (all colors based on unit): Promote Dragonkin, Rise of the Eldarim

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chrisbogert
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PostPosted: Thu Feb 06, 2014 8:21 am GMT    Post subject: Reply with quote

oh.. that is confusing. Didn't see that list

The maneuver result was 3

and my melee result is then 9

I will just cast 2 more stone skins for a total of +5 saves I think.
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danilo
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PostPosted: Thu Feb 06, 2014 8:36 am GMT    Post subject: Reply with quote

Of course I oppose your maneuver attempt:

... except I did 0 maneuvers... ;(


my save against the melee attack:


Searer: 4 Smite
searer: ID (4 save)
dragonne knight: 4 Scorching Wings
Dragonne knight: 6 maneuver (couldn't you come out a minute ago? Wink)
dragonne tender: 1 melee
minor death: Slay

so 4 save + 4 scoriching wings

it leaves 1 damage which will kill the dragonne tender

Quote:
Scorching Wings: During any roll, Fly generates four maneuver or four save results. When rolling for saves during the attack phase of a melee action, generates four points of damage back against the attacking army. Only magical saves protect against this damage



The 5 magical save from the stoneskin should save (if I got it right)

I attack back :


Searer: ID
Searer: ID
Dragonne Knight: 2 melee
Dragonne Knight: 2 Scorching Shield
Minor Death: Plague

Quote:
Plague: During a melee attack, choose one unit in the defending army, which must immediately generate a save or be killed. If the target unit fails to generate a save, your opponent chooses another unit from the same army to be plagued. The plague continues until a target unit generates a save


Chuck: does the plague work in a melee counter-attack ?

if it works I choose the Wolf_Pack

edit: ah, the total would be 10 (beside the plague) which becomes 5 once we subtract the saves from stoneskins

Pretty much effective roll, uh? I told them to behave after the 0 maneuver roll, good boys


Last edited by danilo on Thu Feb 06, 2014 8:42 am GMT; edited 1 time in total
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chuckpint
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PostPosted: Thu Feb 06, 2014 8:42 am GMT    Post subject: Reply with quote

Yes, Plague will work. After that is resolved, then the army has to save against the other melee.
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Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Diceā„¢, 20,000 Daemon Diceā„¢, and others (too many to count).
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danilo
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PostPosted: Thu Feb 06, 2014 8:43 am GMT    Post subject: Reply with quote

chuckpint wrote:
Yes, Plague will work. After that is resolved, then the army has to save against the other melee.



Thanks again!

Plague was one of the resons I chose the minor death for!
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chrisbogert
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PostPosted: Thu Feb 06, 2014 9:02 am GMT    Post subject: Reply with quote

Wow, my attack really backfired... was hoping for a better melee roll.
oh well..

So the plague killed the wolf pack,
then another wolf pack...
The leopard rider saved against plague.

My save roll:
Leopard rider- 3 save = 3
that's all...

So how much damage did you do?
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chrisbogert
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PostPosted: Thu Feb 06, 2014 9:04 am GMT    Post subject: Reply with quote

This could be the fastest game ever played.... you could win next turn
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danilo
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PostPosted: Thu Feb 06, 2014 9:04 am GMT    Post subject: Reply with quote

chrisbogert wrote:
Wow, my attack really backfired... was hoping for a better melee roll.
oh well..

So the plague killed the wolf pack,
then another wolf pack...
The leopard rider saved against plague.

My save roll:
Leopard rider- 3 save = 3
that's all...

So how much damage did you do?



just 2 damage

edit: not even that, you are controlling the 8th face (I suppose, you didn't specify it, but then I guess there is no reason for you not to do so...) so your 3 saves are also doubled
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danilo
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PostPosted: Thu Feb 06, 2014 9:10 am GMT    Post subject: Reply with quote

here's the board before your reserve phase (check if it's right, too many things happened recently)


Turn Sequence: chris, danilo

************************************************************************
chris
BUA
chris
DUA
chris
Reserve Army
chris
Summoning Pool
*
chris
chris
Stoneskin x5
Open Grave
chris
Home Army
danilo's Home
Frontier
(Controlled by Chris)
chris's Home
danilo
Home Army
danilo
danilo
*
danilo
Reserve Army
danilo
Summoning Pool
danilo
DUA
danilo
BUA
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chuckpint
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PostPosted: Thu Feb 06, 2014 9:18 am GMT    Post subject: Reply with quote

I'm seeing a total of 8 melee, but with 5 Stoneskins, and a save roll of 3 (doubled to 6), you are fine.
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First Place at the first ever Daemon Diceā„¢ sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Diceā„¢, 20,000 Daemon Diceā„¢, and others (too many to count).
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chrisbogert
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PostPosted: Fri Feb 07, 2014 4:25 am GMT    Post subject: Reply with quote

Oh, I forgot those stoneskins continue to help me out. That was scary.
Looks like I'm still alive.

Okay, then last for my turn I will take everything in my reserves and put it at the frontier.

EOT
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