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Friend Turned Foe? Ochi vs Sheep
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Mon Aug 10, 2015 4:35 pm GMT    Post subject: Friend Turned Foe? Ochi vs Sheep Reply with quote

Standard 36 point 1/2 magic. Everything else goes. I'll run the board.

Sheep is a friend, or perhaps not after this? Who is super new, like just read the rules yesterday. I've been off again on again over the years, I've re-skimmed the rules and things seem mostly familiar, but have very little practical experience. (Other then frostwings, scalders, and eldarum? being super new to me, I remember treefolk when they came out.)

That being said to all those watching please feel free at anytime to offer advice or even give what move you would probably do next if you so choose! I'm sure this is usually frowned upon. However Sheep is the proverbial sheep thrown to the lions, and myself (ahem the "lion" coughhackweeze) probably won't even know or realize half the things that are possible in any given situation.

This will be a very casual learning game, so please forgive the mistakes!
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BeepBeepImaSheep
dragonfoal



Joined: 10 Aug 2015
Posts: 8

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PostPosted: Mon Aug 10, 2015 6:11 pm GMT    Post subject: Reply with quote

Yes please! Any helpful hints or insights are appreciated!

I know Ochi was planning on something weird for his army but I was looking at something more traditional from what I've briefly looked at and gone over with him. Dwarves seem like a good straightforward new person friendly race that I was looking at.

Something like,

Pony Rider x4
Lizard Rider x2
Mammoth Rider x2
Gargoyle x1
Theugist x3
Thaumaturgist x3
Wizard x3

I was told to make judicious use stone skin and the rock to mud spell.
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Tue Aug 11, 2015 1:49 am GMT    Post subject: Reply with quote

alright so I'm running

Harpies x3
Leopard Riders x2
Salamander x3
Ashbringer x1
Sunflare x1
Sunburst x1

red ivory wurm
blue ivory wurm
blue dragon steed x1
blue dragon mount x3
blue dragon foal x3

feyland woods x2
feyland village x1
feyland bridge x1

home terrain: wasteland temple
proposed frontier: wasteland grove

Horde army: all goblins
frontier: sunflare
Home: rest of fire walkers
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Tue Aug 11, 2015 1:50 am GMT    Post subject: Reply with quote

Turn Sequence: Ochi, Sheep

************************************************************************
Ochi
BUA
Ochi
DUA
Ochi
Reserve Army
Ochi
Summoning Pool
*
Ochi
Ochi
Ochi
Home Army
Sheep's Home
Frontier
?
Ochi's Home
Sheep
Home Army
Sheep
Sheep
*
Sheep
Reserve Army
Sheep
Summoning Pool
Sheep
DUA
Sheep
BUA
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BeepBeepImaSheep
dragonfoal



Joined: 10 Aug 2015
Posts: 8

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PostPosted: Tue Aug 11, 2015 2:05 am GMT    Post subject: Reply with quote

So if I have this right.

My Home Terrain: Highland City.
My Proposed Frontier: Highland Standing Stones.

Home Army: Wizard x3, Thaumaturgist x3 (oh boy that's a mouthful), Theurgist x2.

Campaign Army: Footman x1.

Horde Army: Gargoyle x1, Mammoth Rider x2, Lizard Rider x2, Pony Rider x4.

Summoning Pool: Gold Drake x1, Red Drake x1, Gold Dragonchamp x2, Gold Dragonhero x2, Gold Dragontroop x2. And no fancy terrains as I don't understand them. :p
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Tue Aug 11, 2015 2:14 am GMT    Post subject: Reply with quote

Turn Sequence: Ochi, Sheep

************************************************************************
Ochi
BUA
Ochi
DUA
Ochi
Reserve Army
Ochi
Summoning Pool
*
Ochi
Ochi
Ochi
Home Army
Sheep's Home
Frontier
?
Ochi's Home
Sheep
Home Army
Sheep
Sheep
*
Sheep
Reserve Army
Sheep
Summoning Pool
Sheep
DUA
Sheep
BUA


So Sheep is crashing here for the night so we're going to throw some actual bones while we update this, will try to keep chat up so those watching don't get confused as to whats going on.

cannot guarantee the quality of conversation as beer may be involved. also my mood will probably change with how the actual table top battle is going.
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Tue Aug 11, 2015 2:24 am GMT    Post subject: Reply with quote

rolling horde to determine starting order

Harpies: 4 ID, 4 Fly
Harpies: 4 Fly
Harpies: 4 Fly
Leopard Rider: 4 Melee
Leopard Rider: 4 Melee

huh, so 16 assuming the reroll for harpy ID counts too.
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BeepBeepImaSheep
dragonfoal



Joined: 10 Aug 2015
Posts: 8

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PostPosted: Tue Aug 11, 2015 2:33 am GMT    Post subject: Reply with quote

Rolling Horde.

Gargoyle: Fly.
Mammoth: 3 Melee.
Mammoth: 3 Save.
Lizard: 3 Melee.
Lizard: 2 Save.
Pony: 1 Maneuver.
Pony: 1 Melee.
Pony: 1 Melee.
Pony : 1 ID.

Looks like 6.

Soooo yep.
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Tue Aug 11, 2015 3:21 am GMT    Post subject: Reply with quote

I'm having an inexplicably tough time deciding on going first or picking terrain, I really don't like dwarves in highlands but I also feel like going second would put me in a reactionary role.

I suppose I will go first, so Sheep picks frontier terrain and now roll to figure out facings.

my home

Wasteland Temple: 2 Missile

Turn Sequence: Ochi, Sheep

************************************************************************
Ochi
BUA
Ochi
DUA
Ochi
Reserve Army
Ochi
Summoning Pool
*
Ochi
Ochi
Ochi
Home Army
Sheep's Home
Frontier
Ochi's Home
Sheep
Home Army
Sheep
Sheep
*
Sheep
Reserve Army
Sheep
Summoning Pool
Sheep
DUA
Sheep
BUA


Last edited by Ochi on Tue Aug 11, 2015 3:41 am GMT; edited 2 times in total
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BeepBeepImaSheep
dragonfoal



Joined: 10 Aug 2015
Posts: 8

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PostPosted: Tue Aug 11, 2015 3:26 am GMT    Post subject: Reply with quote

Home Terrain: 3 Magic.

Frontier Terrain: 6 Melee.
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Tue Aug 11, 2015 3:39 am GMT    Post subject: Reply with quote

first march home army

no maneuver, I am going to attempt a missile action from my home army to the frontier

Ashbringer: 3 Magic
Salamander: 4 Save
Salamander: 4 Melee
Salamander: 4 Missile
Sunburst: 1 Magic

Since 4 damage is more then your footman can save and still live he goes to the DUA


second march frontier army

maneuver attempt, since there is no opposing army maneuver is uncontested and automatically succeeds. Moving up to 7 melee. No action possible

reserve phase

no reinforce possible
will move all fire walkers from home to frontier via racial ability, will pull all goblins back to reserves

end my turn
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BeepBeepImaSheep
dragonfoal



Joined: 10 Aug 2015
Posts: 8

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PostPosted: Tue Aug 11, 2015 2:33 pm GMT    Post subject: Reply with quote

First March:

Home army no manievuer attempt.

Rolling for magic.

Wizard: 4 Magic.
Wizard: 3 Magic.
Wizard: 2 Melee.
Thaum: 2 ID.
Thaum: 2 Magic.
Thaum: 2 ID.
Theurgist: 1 Save.
Theurgist: 2 Magic.

Sooo 15 magic of either gold or red. And if I'm not mistsken I can double the ID's for a total of 19 magic of either type.

Hmm what to do with it all now.

So I'll spend 3 Red to cast Spark of Life on the footman.
10 Gold to cast Rock to Mud Ochi's army at the frontier.
4 Gold to Path a Mammoth to the frontier.
And 2 Gold to cast Stoneskin on my frontier army.

3+10+4+2=19

Second March:

Maneuver attempt at frontier, turn up if successful.

Mammoth: 3 Melee. :/

No action.

Reserve phase:

Retreat horde army to reserves.

End turn.
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Tue Aug 11, 2015 3:01 pm GMT    Post subject: Reply with quote

Turn Sequence: Ochi, Sheep

************************************************************************
Ochi
BUA
Ochi
DUA
Ochi
Reserve Army
Ochi
Summoning Pool
*
Ochi
Ochi
2x TRtM -6 Move
Ochi
Home Army
Sheep's Home
Frontier
Captured by Sheep
Ochi's Home
Sheep
Home Army
Sheep
Stoneskin +1 Save
Sheep
*
Sheep
Reserve Army
Sheep
Summoning Pool
Sheep
DUA
Sheep
BUA


Last edited by Ochi on Tue Aug 11, 2015 3:24 pm GMT; edited 1 time in total
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Tue Aug 11, 2015 3:09 pm GMT    Post subject: Reply with quote

even if the maneuver roll was 0 does it still succeed if I don't counter maneuver? If so I'll roll a counter maneuver

Ashbringer: 3 Magic
Salamander: 4 Cantrip
Salamander: 4 Cantrip
Salamander: 4 Melee
Sunburst: 1 Magic
Sunflare: 2 Magic

hm, assuming the above, both being 0 counts as a tie and the acting army wins?

found this

Note: Even if an army attempting to maneuver a terrain generates zero maneuvers, it can still win the maneuver roll if the other armies at the terrain also generate zero maneuvers since ties go to the acting army.

oh snap!

I'm heading to work so I'll be back in 8ish hours for my second turn.
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BeepBeepImaSheep
dragonfoal



Joined: 10 Aug 2015
Posts: 8

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PostPosted: Tue Aug 11, 2015 7:19 pm GMT    Post subject: Reply with quote

So I won the maneuver anyways? Smile I guess I didn't need those spells after all!
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dburkley
rare
Director



Joined: 29 Jun 2008
Posts: 1200
Location: Hillsborough, NJ

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PostPosted: Wed Aug 12, 2015 12:54 am GMT    Post subject: Reply with quote

BeepBeepImaSheep wrote:

So I'll spend 3 Red to cast Spark of Life on the footman.
10 Gold to cast Rock to Mud Ochi's army at the frontier.
4 Gold to Path a Mammoth to the frontier.
And 2 Gold to cast Stoneskin on my frontier army.

Just one small correction: Since all spells must be announced and cast at the same time, the Stoneskin cannot target the "Frontier Army", because there is no Frontier army at the time the spells were announced.
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BeepBeepImaSheep
dragonfoal



Joined: 10 Aug 2015
Posts: 8

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PostPosted: Wed Aug 12, 2015 9:27 pm GMT    Post subject: Reply with quote

dburkley wrote:
BeepBeepImaSheep wrote:

So I'll spend 3 Red to cast Spark of Life on the footman.
10 Gold to cast Rock to Mud Ochi's army at the frontier.
4 Gold to Path a Mammoth to the frontier.
And 2 Gold to cast Stoneskin on my frontier army.

Just one small correction: Since all spells must be announced and cast at the same time, the Stoneskin cannot target the "Frontier Army", because there is no Frontier army at the time the spells were announced.


Oh no! In that case I'll just put it on one of the Wizards.
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Thu Aug 13, 2015 5:04 pm GMT    Post subject: Reply with quote

dburkley wrote:
BeepBeepImaSheep wrote:

So I'll spend 3 Red to cast Spark of Life on the footman.
10 Gold to cast Rock to Mud Ochi's army at the frontier.
4 Gold to Path a Mammoth to the frontier.
And 2 Gold to cast Stoneskin on my frontier army.

Just one small correction: Since all spells must be announced and cast at the same time, the Stoneskin cannot target the "Frontier Army", because there is no Frontier army at the time the spells were announced.


good catch I'm used to thinking of armies as their unit cards and the cards are always on the table so they're always their in my mind even if technically nothing's there.

I suppose I should do something with my cantrips, since I was able to counter maneuver roll.

so I have 8 red or blue, so I'll spend 6 red to cast dancing lights on Sheep's home army, and 2 red to cast ash storm on Sheep's home terrain.
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Thu Aug 13, 2015 5:08 pm GMT    Post subject: Reply with quote

Updated Board

Turn Sequence: Ochi, Sheep

************************************************************************
Ochi
BUA
Ochi
DUA
Ochi
Reserve Army
Ochi
Summoning Pool
*
Ochi
Ochi
2x TRtM -6 Move
Ochi
Home Army
Sheep's Home
Ash Storm -1 any roll
Frontier
Captured by Sheep
Ochi's Home
Sheep
Home Army
SK +1 Save Dancing Lights 1/2 missiles and magic
Sheep
Sheep
*
Sheep
Reserve Army
Sheep
Summoning Pool
Sheep
DUA
Sheep
BUA
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Ochi
dragonmount



Joined: 07 Sep 2011
Posts: 30
Location: Seattle area, WA

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PostPosted: Thu Aug 13, 2015 5:24 pm GMT    Post subject: Reply with quote

Second Turn

First March

-attempting maneuver at frontier, the direction should be obvious

Ashbringer: 4 Maneuver
Salamander: 4 Cantrip
Salamander: 4 Save
Salamander: 4 Missile
Sunburst: 1 Magic
Sunflare: 2 Magic

4 - 6 = -2 results can never be negative so a roll of 0

hm cantrips again (side note does my ash storm and dancing lights expire since it was technically cast during Sheep's turn and it states that it expires at the beginning of my next turn? it's been so long since I've used magic) I'll cast 2 ash storms on Sheep's home terrain.

Regardless of the maneuver outcome I will attempt a melee at the frontier

Ashbringer: 3 ID
Salamander: 4 Cantrip
Salamander: 4 Save
Salamander: 4 Save
Sunburst: 1 ID
Sunflare: 2 ID

6 melee to save against, and with the 4 cantrips 2 more ash storms at Sheep's home terrain
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