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Cliff Vs Doug - Single Race Constructed 30 HP
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cliffwiggs
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PostPosted: Fri Feb 27, 2015 4:05 pm GMT    Post subject: Reply with quote

Yeah, sorry about that. it is your turn if you wanna finish. but I expect to win on my next turn.

this is a case of the game being lost the turn before you realize it. beware amazons on a flat land.

beware any army that is slanted to use mainly one die Wink
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DiverDoug1978
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PostPosted: Mon Mar 02, 2015 9:06 am GMT    Post subject: Reply with quote

Ok so I want to finish since I need to learn!!

So i only have my crossbowman left at the Frontier Correct?
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cliffwiggs
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PostPosted: Mon Mar 02, 2015 11:18 am GMT    Post subject: Reply with quote

and whatever is in your reserves. I can post the board.
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cliffwiggs
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PostPosted: Mon Mar 02, 2015 11:23 am GMT    Post subject: Reply with quote

just to go through the motions.

30 missiles - 8 saves = 22 damage.

You had 15 health of unit's there. they all goto the DUA.

Now it is your turn.

Beginning of Doug's (LAST?) turn


*****************************************************************************

Cliff
BUA

Cliff
DUA

Cliff
Reserve Army

Cliff
Summoning Pool



Cliff
Horde

Cliff
Campaign

Cliff
Home Army






Doug's Home
Standing Stones

Frontier
Temple

Captured by Doug
Cliff's Home
Tower

Captured by Cliff

Doug
Home Army
Doug
Campaign

Doug
Horde



Doug
Summoning Pool

Doug
Reserve Army

Doug
DUA


Doug
BUA





Honestly, you don't have a lot of choices. If you DON't move everything to the frontier or buff it up with spells like Stoneskin, then I will kill it with missiles and for my second march move it back up to 8.

if you DO move everything there, it is just a matter of your saves (doubled) vs my missiles. so it's who loses a roll first and I've got a higher average roll and will wear you down over the next few turns.

of course, red and gold magic are what kills this army by reducing my maneuvers and IDs. (ashstorm and TR2M)
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DiverDoug1978
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PostPosted: Tue Mar 03, 2015 8:06 am GMT    Post subject: Reply with quote

Doug's Turn

First March - Reserve Army

No maneuver
Action - Roll for Magic

Behemoth - 4 ID
Wizard - 3 Magic
Sergeant - 3 Melee
Footman - 1 Save
Sentry - 1 Melee
Sentry - 1 Maneuver
Theugist - 1 Magic

8 Magic

Cast - Stoneskin on My Frontier Army 4 Times

Second March

No Maneuver
Action - Missile Attack - Cliff's Campaign Army

Crossbowman - 2 Missile

Reserve Phase

Reinforce Campaign Army with Behemoth
Reinforce Home army with remaining reserves

No Retreat movement.


Last edited by DiverDoug1978 on Tue Mar 03, 2015 8:56 am GMT; edited 1 time in total
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chuckpint
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PostPosted: Tue Mar 03, 2015 8:39 am GMT    Post subject: Reply with quote

Many spells cannot be cast from reserves. Any spell that affects a terrain, another person's army or units, or causes damage, cannot be cast from reserves. So neither of the spells you cast can be cast from reserves. Here are the spells you can cast from reserves:

Gold (Earth): Stoneskin, Earthen Armor, Path.
Red (Fire): Spark of Life, Reforge Item, Burning Hands.
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DiverDoug1978
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PostPosted: Tue Mar 03, 2015 8:56 am GMT    Post subject: Reply with quote

Sorry!!

Duly noted and amended my move.
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cliffwiggs
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PostPosted: Tue Mar 03, 2015 9:52 am GMT    Post subject: Reply with quote

So two missile against my 4 guys.

Runner - 1 ID
Runner - 1 Melee
Runner - 1 Melee
Runner - 1 Maneuver

1 save, 1 of them dies.

Let me update the board.
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cliffwiggs
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PostPosted: Tue Mar 03, 2015 9:55 am GMT    Post subject: Reply with quote

Beginning of Cliff's(LAST?) turn


*****************************************************************************

Cliff
BUA

Cliff
DUA

Cliff
Reserve Army

Cliff
Summoning Pool



Cliff
Horde

Cliff
Campaign

Cliff
Home Army






Doug's Home
Standing Stones

Frontier
Temple

Captured by Doug
Cliff's Home
Tower

Captured by Cliff

Doug
Home Army

Doug
Campaign
4 stoneskins (8 extra saves)

Doug
Horde


Doug
Summoning Pool

Doug
Reserve Army

Doug
DUA


Doug
BUA




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DiverDoug1978
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PostPosted: Tue Mar 03, 2015 10:05 am GMT    Post subject: Reply with quote

Crossing my fingers!!!!!
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cliffwiggs
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PostPosted: Tue Mar 03, 2015 10:10 am GMT    Post subject: Reply with quote

Since you are crossing your fingers, let me share some math here...

Your best save by your frontier army is: (1+4)*2+8 = 16
Your best save by your home army is : 10

I understand what you were going for. I just would've done it differently. We can talk about that and a few other decisions later. Not that my way is the best way, but I'm always curious why people make decisions they do to see if there is a different way. We've all played so long we are at danger of falling into patterns.

It will take you three turns to get your home up to 8, so I'm gonna risk the win this turn rather than take the 'safer' route.

With my Home army, missile attack against the Frontier.


Runner - 1 ID
Runner - 1 ID
Runner - 1 ID
Runner - 1 ID
Runner - 1 ID
Runner - 1 ID
Runner - 1 ID
Runner - 1 ID
Runner - 1 Melee
Runner - 1 Melee
Runner - 2 Maneuver
Runner - 2 Maneuver
Runner - 1 Maneuver
Runner - 1 Maneuver
Runner - 1 Maneuver
Runner - 1 Maneuver
Runner - 1 Missile
Runner - 1 Missile
Runner - 1 Missile
Runner - 1 Missile
Runner - 1 Save

That is 12 ID/Missile plus 8 manevuers, which doubles to 16 and "converts" for a total of
28.

Your best save is 16, leaving 10. You have 5 health at that terrain.

So you can roll it, but both units die.The terrain immediately moves to a 7.

second march at the frontier, unopposed turn to 8.

so end of game.

Do you have any questions for me? We can discuss this game until we are tired of it and then start a new one in a monster bash format.
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DiverDoug1978
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PostPosted: Tue Mar 03, 2015 10:14 am GMT    Post subject: Reply with quote

Darn!! Smile

That was fun!!

I understand all the moves once I look back. I realize i forgot that Missile attacks can target adjacent terrains.

The only thing i missed is what could i have done a couple moves ago when you thought You were done?

I cant wait to get the opportunity to play in real life!!
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cliffwiggs
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PostPosted: Tue Mar 03, 2015 10:47 am GMT    Post subject: Reply with quote

Well... when I was first learning this game I had a hard time with knowing when I made the right decision and the dice were against me, vs when I made the wrong decision and the dice rescued me.

For example, my very first win against Chuck (I didn't even know his name back then) was one I should've lost. I did everything wrong, but the dice came out just right.

Another difficulty is that if you'd played differently, I might've too. It's always easy to say 'I would've done that', but the dance we play turn to turn depends on the opponent.

That is why i questioned some times when you pulled away from a terrain or when you left a few dice at a terrain. Those are the games I play to force my opponent to make the first action so I can react or to tempt them into fighting at the terrain I want. I wouldn't expect a new player to think two or three turns ahead like that.

Anyway, for the army I was playing (all light melee commons). My only real option was to get the flatland terrain. That unit has 1 face of melee and 1 face of save and 1 face of missile. So It is 33% for any of those or an average of 1 result for every three dice. You get double maneuvers at every other terrain. So I only had one choice.

So in this case, I would expect you to play to my weaknesses rather than your strengths. IE put all your units at the 8th face you had captured. do EVERYTHING to keep me off it.

Then you could've easily melee'd me and wiped out the army.(when you attacked in missile a few times instead). You could also have used magic to a good effect.

For example, if you'd pooled your army you would've had double maneuvers and I doubt I could've turned you off that 8th face.

You could've easily have been able to get 4 gold magic (you share gold with the terrain, so your ID's double Gold). Then you path one unit to another terrain and turn it up. You can also use gold magic for Transmute Rock 2 mud and reduce my maneuvers. If I can't take your 8th away, then that forces or temps me to split my army or to abandon you and go for that high terrain.

Even if I get that terrain, then I'm out of place trying to cast missile in a non-flatland where my racial ability doesn't work OR trying to cast amazon magic.

So we would've ended up fighting over the last 8th face, but you had more mages than me. So long term I think you could've taken it...

but if you'd done all that, I might not have reacted as I described...

I didn't mean to write this much, but I view games as a Directed Acyclic Graph (comes from my Computer Science Theory background). So we are in a state and certain actions move us to a different state. The end goal is to move towards an area of the DAC which has more win states than lose states OR to keep flexible and away from playing a losing game.

In the end, just beware of amazons and try to be aware of your opponents strengths and weaknesses. Very little your opponent does should surprise you.
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PostPosted: Tue Mar 03, 2015 10:51 am GMT    Post subject: Reply with quote

Couple of things I saw: First of all, while I understand that you wanted to get some of your units over to the other terrain to help maneuver it up to 8, taking all those units out of action for a full turn at that point was not going to help during that turn. Better to have kept them there and roll for magic. All it would have taken is one or two Transmute Rock to Muds on Cliff's army, and you would have been able to take the terrain for the win. Also if you got enough magic, you could have used Path to get units over there quicker.

Second, when you turn a terrain up to 8, always take an action. If you can't melee or missile, cast magic. It never hurts. Also, if you have a sure 8, turn it during your first march. Then you can cast magic to help your other army for the second march.

BTW, Cliff was being nice when he took no action after turning the terrain up to 8. If he had done a missile attack at your army attacking his home, he would have wiped it out. Next turn he would have wiped out your army at the frontier (8th face double saves wouldn't help much). Then it would have been game over (by wiping you out).
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DiverDoug1978
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PostPosted: Tue Mar 03, 2015 10:53 am GMT    Post subject: Reply with quote

All great stuff!!

I do have a question regarding magic.

When can i cast magic? Only when the terrain is on a lower number or 8th face? or from reserve?
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cliffwiggs
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PostPosted: Tue Mar 03, 2015 11:25 am GMT    Post subject: Reply with quote

chuckpint wrote:

BTW, Cliff was being nice when he took no action after turning the terrain up to 8.

Question

I only captured one 8 during this game and it did wipe out his horde.

maybe you are thinking of the other game we played?
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cliffwiggs
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PostPosted: Tue Mar 03, 2015 11:26 am GMT    Post subject: Reply with quote

DiverDoug1978 wrote:
All great stuff!!

I do have a question regarding magic.

When can i cast magic? Only when the terrain is on a lower number or 8th face? or from reserve?


I guess you missed this.

You can cast magic in three cases:
1)When on a low numbered face and the magic icon is showing
2)From reserves, if it only targets your units/armies
3)From the 8th face that you have captured.
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PostPosted: Tue Mar 03, 2015 11:40 am GMT    Post subject: Reply with quote

Does that apply to summoning dragons as well?

I can see I have plenty of strategy to learn. Smile
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chuckpint
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PostPosted: Tue Mar 03, 2015 11:41 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
chuckpint wrote:

BTW, Cliff was being nice when he took no action after turning the terrain up to 8.

Question

I only captured one 8 during this game and it did wipe out his horde.

maybe you are thinking of the other game we played?


Take a look back. On the turn you turned it up to 8, you said no action win or lose. And you didn't. That's the only reason he got a chance to attack and with Roar, put 4 units into reserves.
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cliffwiggs
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PostPosted: Tue Mar 03, 2015 11:42 am GMT    Post subject: Reply with quote

During a magic action, you can cast any spells you want (which includes summoning dragons).

a 4th time you can cast magic is during a cantrip, but this is not a 'magic action'. a few spells use that term and can not be cast via cantrips, even multiple cantrips at the same time.
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