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Cliff vs Doug - 100 Health - 2 of each Racial
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cliffwiggs
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PostPosted: Mon Mar 30, 2015 8:22 am GMT    Post subject: Reply with quote

First march in reserves - benificial magic

Carrion Crawler - 4 Stun
Dracolich - 4 Smite
Fenhound - 4 Dispel Magic
Minor Death - 4 Plague
Death Knight - 3 Save
Ghost - 3 Save
Vampire - 3 Save
Lich - 3 Magic
Revenant - 3 Save
Spectre - 2 Save
Heucuva - 2 Magic

5 magic

Reanimate the Apparition.

Second march at the frontier
Unopposed maneuver
capture the 8th face

Magic action:
Carrion Crawler - 4 Maneuver
Dracolich - 4 Fly
Fenhound - 4 Smite
Minor Death - 4 ID
Skeletal Steed - 4 Maneuver
Mummy - 3 Save
Death Knight - 3 Save
Ghost - 3 Melee
Vampire - 3 Melee
Lich - 3 Magic
Wight - 2 Save
Revenant - 2 Save
Spectre - 2 ID
Ghast - 3 Save
Heucuva - 2 Save
Zombie - 1 Melee
Skeleton - 1 Melee
Wraith - 1 ID
Ghoul - 1 Melee
Apparition - 1 Melee

7ID + 3 Magic
I have more than 7 health dead, so that is 17 black magic.

Finger of Death times 4 is 16, so the Wolfpack at your home dies (no save possible).

Reinforce all units to the frontier (for now).

EOT.
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cliffwiggs
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PostPosted: Mon Mar 30, 2015 8:25 am GMT    Post subject: Reply with quote

Start of Doug's Turn


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

Cliff
BUA

Cliff
DUA



Cliff
Reserve Army
Cliff
Summoning Pool



Cliff
Horde

Cliff
Campaign







Cliff
Home Army


Doug's Home
Standing Stones

Frontier
Standing Stones

Captured by Cliff
Cliff's Home
Standing Stones

Captured by Doug

Doug
Home Army




Doug
Campaign

Doug
Horde






Doug
Summoning Pool

Doug
Reserve Army

Doug
DUA

Doug
BUA




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DiverDoug1978
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PostPosted: Mon Mar 30, 2015 1:46 pm GMT    Post subject: Reply with quote

You Killed my Pups!!!!!!!!!!!!!!!!!!!!!!!!!!
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DiverDoug1978
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PostPosted: Mon Mar 30, 2015 4:46 pm GMT    Post subject: Reply with quote

First March - My Horde Army

No Maneuver

Magic Action - Target Frontier

Cryohydra - 4 Melee
Frost Ogre - 4 Melee
Remorhaz - 4 Maneuver
Wolf Pack- 4 Howl
Vindicator - 3 Melee
Devastator - 3 ID
Assailer - 3 ID
Bear Master - 2 Melee
Magi - 2 Missile
Defender - 2 Fly
Dispatcher - 2 Save
Assaulter - 2 Missile
Wolf Master - 3 Maneuver
Magus - 3 Missile
Advocate - 2 Melee
Destroyer - 2 Missile
Attacker - 1 Missile
Hound Master - 1 Maneuver
Apprentice - 2 Magic

16 Magic - Summon 2 Blue/Black Dragons to Frontier

Second March My Home

Maneuver to Fourth Face

Missile Attack - Target Frontier

Cryohydra - 4 Maneuver
Frost Ogre - 4 Cantrip
Remorhaz - 1 Swallow
Yeti - 4 Surprise
Vindicator - 2 Melee
Devastator - 3 ID
Assailer - 2 Missile
Bear Master - 3 Melee
Magi - 4 Cantrip
Defender - 2 Maneuver
Dispatcher - 2 ID
Assaulter - 2 ID
Wolf Master - 3 Melee
Magus - 3 Fly
Destroyer - 1 ID
Attacker - 1 ID
Hound Master - 1 Maneuver
Apprentice - 1 Missile

8 Cantrip - Cast Wind Wall 2x (once at each Home Army and Once at Horde Army) and Hailstorm targeted at Cliff's Campaign Army

12 Missile Damage to Cliff's Campaign Army
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cliffwiggs
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PostPosted: Tue Mar 31, 2015 8:20 am GMT    Post subject: Reply with quote

DiverDoug1978 wrote:

Magic Action - Target Frontier
technically you don't declare a target for magic at this point. you just roll for points and then each spell has a target.

Quote:

Devastator - 3 ID
Assailer - 3 ID
Apprentice - 2 Magic


Just to leave no point out. You are Frostwing, so can't normally double magic, BUT I was nice enough to give you a standing stone, so you can.

6*2+2 = 14, not 16. but you only spent 14, so it's ok.

At this point, I have two FenHounds in my campaign army which has the Dispel SAI(a conditional SAI which protect that units, it's army, it's terrain). You targeting the terrain with the summon dragon spell triggers that conditional SAI and I roll both Fenhounds now.
Fenhound - 4 Dispel Magic
Fenhound - 4 Maneuver

Since I rolled the dispel magic the dragons don't happen and the magic is just wasted...

BTW- I have the option NOT to roll dispel and I almost did not because I could use a dragon promotion to get some of my dead units back right now. Maybe next time I'll allow it Wink

Quote:

Frost Ogre - 4 Cantrip
Devastator - 3 ID
Assailer - 2 Missile
Magi - 4 Cantrip
Dispatcher - 2 ID
Assaulter - 2 ID
Destroyer - 1 ID
Attacker - 1 ID
Apprentice - 1 Missile

8 Cantrip - Cast Wind Wall 2x (once at each Home Army and Once at Horde Army) and Hailstorm targeted at Cliff's Campaign Army


The cantrip must resolve first, so saving against "1" damage. This is actually a bad move strategically. You have next to zero chance of hurting me, but you allow me to roll for SAI's such as cantrip or Vanish.

Carrion Crawler - 4 Melee
Carrion Crawler - 4 Save
Dracolich - 4 Fly
Dracolich - 4 Melee
Fenhound - 4 Dispel Magic
Fenhound - 4 Smite
Minor Death - 4 ID
Minor Death - 4 Save
Skeletal Steed - 4 Maneuver
Mummy - 4 Melee
Death Knight - 3 ID
Death Knight - 3 ID
Ghost - 3 ID
Ghost - 3 Vanish
Vampire - 3 ID
Vampire - 3 Magic
Lich - 3 Magic
Lich - 3 Magic
Wight - 3 Melee
Revenant - 2 ID
Revenant - 2 Melee
Spectre - 2 Melee
Spectre - 2 Melee
Ghast - 2 ID
Heucuva - 3 Melee
Heucuva - 2 Save
Zombie - 1 ID
Skeleton - 1 Maneuver
Wraith - 1 Save
Ghoul - 1 Save
Apparition - 2 Magic
Apparition - 1 Melee

So lots more than 1 save, no cantrip, but I did get a vanish. I will choose to move my Ghost to your Home terrain.

Quote:

12 Missile Damage to Cliff's Campaign Army


Saving again against 12.

Carrion Crawler - 4 Save
Carrion Crawler - 4 Maneuver
Dracolich - 4 Save
Dracolich - 4 Rend
Fenhound - 4 Melee
Fenhound - 4 Dispel Magic
Minor Death - 4 ID
Minor Death - 4 ID
Skeletal Steed - 4 Maneuver
Mummy - 3 Save
Death Knight - 3 ID
Death Knight - 4 Melee
Ghost - 3 Melee
Vampire - 3 Melee
Vampire - 3 Save
Lich - 3 ID
Lich - 3 Save
Wight - 3 Save
Revenant - 3 Melee
Revenant - 2 Maneuver
Spectre - 3 Save
Spectre - 2 Save
Ghast - 2 Magic
Heucuva - 2 ID
Heucuva - 3 Magic
Zombie - 1 Save
Skeleton - 1 Maneuver
Wraith - 1 ID
Ghoul - 1 Save
Apparition - 1 Melee
Apparition - 1 Melee

man, I just can not get a cantrip and I have 4 units with it...

I stopped counting at 30 saves, but more than 12.

Any reserves?
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DiverDoug1978
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PostPosted: Tue Mar 31, 2015 8:30 am GMT    Post subject: Reply with quote

Does your dispel magic 4 eliminate all 14 of my magic or just 4 leaving 10 - enough to summon a single dragon?
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cliffwiggs
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PostPosted: Tue Mar 31, 2015 8:37 am GMT    Post subject: Reply with quote

DiverDoug1978 wrote:
Does your dispel magic 4 eliminate all 14 of my magic or just 4 leaving 10 - enough to summon a single dragon?


You declare all your spells committing all of your magic you are going to.

then a single dispel roll prevents all of those spells within it's realm of protection.

So it is all or nothing. You don't get to recast any spells.

The fact that is says '4' is a feature of the dice roller I use. It doesn't have points of effect and is not a magic negation (like frostwing anti-magic) which would take effect while you are counting points before selecting spells.
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cliffwiggs
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PostPosted: Tue Mar 31, 2015 10:30 am GMT    Post subject: Reply with quote

cliffwiggs wrote:

Any reserves?

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DiverDoug1978
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PostPosted: Tue Mar 31, 2015 11:56 am GMT    Post subject: Reply with quote

Sorry No reserves
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cliffwiggs
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PostPosted: Tue Mar 31, 2015 12:59 pm GMT    Post subject: Reply with quote

DiverDoug1978 wrote:
Sorry No reserves
:-p
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cliffwiggs
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PostPosted: Tue Mar 31, 2015 1:03 pm GMT    Post subject: Reply with quote

Start of Cliff's Turn


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

Cliff
BUA

Cliff
DUA



Cliff
Reserve Army
Cliff
Summoning Pool



Cliff
Horde

Cliff
Campaign







Cliff
Home Army


Doug's Home
Standing Stones

Frontier
Standing Stones

Captured by Cliff
Cliff's Home
Standing Stones

Captured by Doug

Doug
Home Army
Wind Wall




Doug
Campaign

Doug
Horde
Wind Wall






Doug
Summoning Pool

Doug
Reserve Army

Doug
DUA

Doug
BUA




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cliffwiggs
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PostPosted: Thu Apr 02, 2015 12:19 pm GMT    Post subject: Reply with quote

if you didn't hear I was sick all of wednesday, so trying to play catchup.

so, first march at the frontier. I'll take a magic action.

Carrion Crawler - 4 ID
Carrion Crawler - 4 Stun
Dracolich - 4 ID
Dracolich - 4 Rend
Fenhound - 4 ID
Fenhound - 4 Melee
Minor Death - 4 ID
Minor Death - 4 Slay
Skeletal Steed - 4 Maneuver
Mummy - 3 Save
Death Knight - 3 ID
Death Knight - 3 Melee
Ghost - 3 ID
Vampire - 3 ID
Vampire - 3 Convert
Lich - 3 ID
Lich - 3 Magic
Wight - 3 Melee
Revenant - 3 Melee
Revenant - 2 Save
Spectre - 2 Melee
Spectre - 2 Melee
Ghast - 2 Melee
Heucuva - 3 Magic
Heucuva - 2 Save
Zombie - 1 Melee
Skeleton - 1 Melee
Wraith - 1 Save
Ghoul - 1 ID
Apparition - 2 Magic
Apparition - 2 Magic

wow that is really abnormally high. I needed this big roll in two turns not now...

Anyway, 29 ID + 10 magic.

There are a total of 24 health of dead units, so I can double that many ID's in Black. My racial ability lets me use all the DUAs.

24*2 + 5 + 10 = 63 black magic

I'm going to spend 3 to cast Fade on the Ghost at your home:
Fade Cost: 3 - Target one of your Undead units. Until the end of
your next turn, the target unit 1) cannot roll during a melee or
missile action or during a dragon attack, 2) cannot be the target
of a missile, melee, or dragon effect or be taken as a casualty for
this damage, and 3) cannot be promoted. Multiple castings target
multiple units.


That leaves me 60 points and 15 * 4 = 60. So 15 health worth of Finger of Death.

To make it easy for me to count, I'll just do all the 3pt units in your home army.
No saves possible.

I will take no second march at this time and I have no reserves action.

EOT.
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cliffwiggs
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PostPosted: Thu Apr 02, 2015 12:21 pm GMT    Post subject: Reply with quote

Start of Doug's Turn

BTW - your spells last until the end of this turn.


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

Cliff
BUA

Cliff
DUA



Cliff
Reserve Army
Cliff
Summoning Pool



Cliff
Horde

(Faded)
Cliff
Campaign







Cliff
Home Army


Doug's Home
Standing Stones

Frontier
Standing Stones

Captured by Cliff
Cliff's Home
Standing Stones

Captured by Doug

Doug
Home Army
Wind Wall



Doug
Campaign

Doug
Horde
Wind Wall






Doug
Summoning Pool

Doug
Reserve Army

Doug
DUA


Doug
BUA




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DiverDoug1978
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PostPosted: Mon Apr 06, 2015 10:34 am GMT    Post subject: Reply with quote

Hey Cliff!! I hope you're feeling better!!

My First March - Horde Army

Action

Roll For Magic

Cryohydra - 4 Save
Remorhaz - 4 Melee
Wolf Pack - 4 Maneuver
Yeti - 4 Surprise
Vindicator - 4 Smite
Devastator - 3 Missile
Assailer - 3 Melee
Bear Master - 4 Save
Magi - 4 Magic
Defender - 4 Melee
Dispatcher - 2 Save
Assaulter - 2 Fly
Wolf Master - 2 Save
Magus - 2 Magic
Advocate - 2 Melee
Destroyer - 1 ID
Attacker - 1 ID
Hound Master - 1 ID
Apprentice - 1 Melee

10 Magic Doubled at Standing Stones - 20

Summon 2 Dragons from my Summoning Pool to Frontier

Second March

Maneuver attempt at my Home

You Can't block it so turn up to 5th Face

Action - Missile Attack - Target Cliff's Frontier Army

Cryohydra - 4 Double Strike
Frost Ogre - 4 ID
Remorhaz - 1 Swallow
Yeti - 4 Rend
Vindicator - 2 Melee
Devastator - 4 Missile
Assailer - 4 Volley
Bear Master - 4 Rend
Magi - 2 Magic
Destroyer - 1 Missile
Attacker - 1 ID
Hound Master - 2 Maneuver
Apprentice - 1 ID

15 Missile Damage to Save Against
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chuckpint
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PostPosted: Mon Apr 06, 2015 10:46 am GMT    Post subject: Reply with quote

Nope, did magic doubling incorrectly. You can only double IDs. So I see 3 health of IDs and 6 magic (not sure how you got 10). The 3 health of IDs double to 6. So I see a total of 12 magic. So you can't summon 2 dragons.

In theory, Cliff could block the maneuver, Fade does not stop the Ghost from rolling for maneuvers. That said, it's highly unlikely that the Ghost could stop that army.
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DiverDoug1978
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PostPosted: Mon Apr 06, 2015 10:55 am GMT    Post subject: Reply with quote

Thanks Chuck!

I did miscount. Also i thought the doubling was for all magic since i held the eighth face not just using the racial ability for FrostWings. Thanks for the clarification.

Ok So Cliff! Amend my Summoning to a Single Dragon!
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cliffwiggs
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PostPosted: Mon Apr 06, 2015 11:26 am GMT    Post subject: Reply with quote

Just for my sense of mind I rolled my Ghost in a counter maneuver and he got none.

I agree it is terribly unlikely for him to win a maneuver roll against that army until I kill a few more units, but he IS allowed to try, so at least roll a maneuver and show you can generate more than his 3pt maximum.


saving against 15 points of missile damage:

Carrion Crawler - 4 Stun
Carrion Crawler - 4 Melee
Dracolich - 4 Save
Dracolich - 4 Melee
Fenhound - 4 ID
Fenhound - 4 Melee
Minor Death - 4 ID
Minor Death - 4 Plague
Skeletal Steed - 4 Melee
Mummy - 3 Wither
Death Knight - 3 Save
Death Knight - 3 Save
Ghost - 4 Maneuver
Vampire - 3 ID
Vampire - 3 Magic
Lich - 3 ID
Lich - 3 Save
Wight - 2 Save
Revenant - 2 ID
Revenant - 3 Melee
Spectre - 3 Save
Spectre - 2 Save
Ghast - 2 ID
Heucuva - 3 Magic
Heucuva - 2 Save
Zombie - 1 Melee
Skeleton - 1 Save
Wraith - 1 Melee
Ghoul - 2 Melee
Apparition - 1 Melee
Apparition - 1 Save

I stopped counting at 40 and that's BEFORE doubling for the 8th face.

After you decide if you have any reserves to do go ahead and post your dragon's roll against my army.
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DiverDoug1978
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PostPosted: Mon Apr 06, 2015 2:11 pm GMT    Post subject: Reply with quote

MIssing Maneuver Roll From my Turn

Cryohydra - 4 ID
Frost Ogre - 4 Save
Remorhaz - 1 Swallow
Yeti - 4 Rend
Vindicator - 4 Smite
Devastator - 3 Missile
Assailer - 3 ID
Bear Master - 4 Save
Magi - 4 Magic
Destroyer - 1 Fly
Attacker - 1 Melee
Hound Master - 2 Maneuver
Apprentice - 1 Melee
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cliffwiggs
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PostPosted: Mon Apr 06, 2015 2:41 pm GMT    Post subject: Reply with quote

Mr. Green

Any reserves movement?

The dragon is first against my turn, so roll it and BELLY up to the bar...
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PostPosted: Tue Apr 07, 2015 5:24 am GMT    Post subject: Reply with quote

No Reserves

Dragon Roll

Frostwing Drake - 12 Jaw
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