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Oh when the Trogs™ go marching in.......la, la, la.....
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Deeghter
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PostPosted: Fri Aug 12, 2005 5:19 am GMT    Post subject: Reply with quote

Colanius wrote:

"Terrain dice, summoning pool, spells and other players units, armies or dead unit area (unless specified in the spell’s description) cannot be targeted by a reserve army's magic."


Ooooooops!!! Sorry!!!! My mistake this time!!!! Embarassed
It happend while being in the hassle of battle, being bloodthursty!!! Must be the 666-game!!!! Laughing Laughing Laughing

OK, let's see: I take them as gold and cast 2 x Stoneskin on my frontier army to give them + 2 saves. Your Dead-Shot will NOT be buried. Reserve phase stays the same as mentioned above.

Sorry about this stupid mistake!! Embarassed
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Colanius
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PostPosted: Fri Aug 12, 2005 5:55 am GMT    Post subject: Reply with quote

It's ok Wink

1. March
Activating my Reserve to roll for Magic:
1 Spy ID, 7 Magic icons from my Rakshasa,Necromancer and Adept.
Taking all as red magic.
______
9 points of red magic

Casting Spark of Life 3 times, reviving the Assassin.
Assassin goes to my reserves.

2. March
no army to activate

Reserve step:
Placing all my reserves at the frontier.

Ending my turn.
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Deeghter
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PostPosted: Fri Aug 12, 2005 6:49 am GMT    Post subject: Reply with quote

This wasn't really unexpected!

Four Pelters at the frontier army look like this Shocked when facing that army marching in!!

1st March: Rolling Horde (except Dragonkin) for magic: --> 5 IDs (1xTroll, 2xLeopard Rider, 2x Wardog Rider) = 12, all gold and doubled by terrain color = TOTAL 24

I cast 2 x "Transmute Rock to Mud" on your frontier army = minus 12 maneuvers.
The remaining 14 points of gold magic are spent on 2 x "Summon gold Dragon". Two gold Wyrms crawl in at the frontier terrain!!

2nd March: Attempting maneuver at the frontier terrain. Will you oppose??
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Colanius
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PostPosted: Fri Aug 12, 2005 7:00 am GMT    Post subject: Reply with quote

Of course.
I have -1, go ahead Mr. Green
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Deeghter
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PostPosted: Fri Aug 12, 2005 9:27 am GMT    Post subject: Reply with quote

I forgot to mention that the two Stoneskin spells expired at the beginning of my turn! They're gone!!!

After having maneuvered successfully I turn up the frontier terrain to 6, melee

Reserve phase!
My four Pelters retreat from the frontier as quickly as they can
(they got told from Deeghter that you better don't mess around with those dang lizards Laughing Laughing ) ! Moving them into my Reserves.

I'm done. Your turn, Markus!

Almost forgot to roll the Lizards!!

Wyrm one: --> BELLY!! Shocked !! (I'll fry that worm after the game Evil or Very Mad Mr. Green Evil or Very Mad )
Wyrm two: --> Claws! (Ahh, well, I've seen worse Dragons in other games! Neutral )

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Colanius
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PostPosted: Fri Aug 12, 2005 6:31 pm GMT    Post subject: Reply with quote

Thanks to the moody Dragons Rolling Eyes

Ok, let's see....roll....roll....roll...

I got 7 saves from the Bronze Targe,Scorpion Knight, Adept and Conqueror. --> Enough to save against the 6 damage inflicted by the Claw.

Then i got 5 Missile from my Assassin, enough to kill the Dragon who rolls the belly.

Then i got 19 Melee in total with 4hp worth of IDs and 8 Melee from 2 Spys, 4 Melee from 2 Bladesmen and 3 Melee from my Necromancer.
So that's enough to kill the second Dragon.
Both Dragons go back to your DUA.
Promoting 1 Fusilier to a Deadshot.
Deadshot goes from my DUA to my Campaign army and Fusilier goes into my DUA.

1. March:
Turning the Frontier to 7 Melee.

2. March:
No army to activate.

Reserve phase:
No movement.

Ending my turn.
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Deeghter
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PostPosted: Fri Aug 12, 2005 7:10 pm GMT    Post subject: Reply with quote

Hey, you're a Dragonslayer! Razz
Both Wyrms return to my summoning pool.

Beginning my turn, Transmute Rock to Mud both expire!

1st March:

Rolling my Horde for magic again: --> 2 Leopard Rider IDs and a Wardog Rider ID. 6 points of magic are chosen in gold and doubled by terrain color = 12 gold, and 1 is chosen in black, doubled via your dead Fusilier in your Dua = 2 black.

I cast 1 x Path to move one Troll to my home terrain.
2 x Summon Gold Dragonkin. Two Dragontroops join my army at your home land.
1 x Stoneskin on my Horde = plus 1 save
1 x Ashes to Ashes on your Fusilier to bury it.

2nd March:

Maneuvering unopposed at my home terrain, turning it up to 6, melee.

Reserve phase:
Moving all reserves to my home terrain.

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Colanius
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PostPosted: Sat Aug 13, 2005 5:57 am GMT    Post subject: Reply with quote

Fusilier goes into my BUA.

My turn begins.

1. March:

Maneuvering the Frontier to 8 Standing Stones, capturing it.

Rolling my Campaign for Magic:

(Shocked I should have tried to take a Missile Action [20] Shocked )

But that is also not bad. Twisted Evil
Getting a Conqueror ID(r), Necromancer ID(r), Rakshasa ID(m), Spy ID(u) and 2 Magic From an Adept.
Taking all red magic.
12hp IDs, doubled by terrain color = 24 + 2 Magic = 26 red magic points.

Casting 1 Ash Storm on your Horde.
Casting 4 Fearful Flames on your Troll at your Home and 1 Fearful Flames on each of your Pelters at your Home.
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Deeghter
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PostPosted: Sat Aug 13, 2005 6:46 am GMT    Post subject: Reply with quote

Smart spell combination, Markus!! Razz !! Well done!
But this is interesting now! I only had to use the Ashstorm penalty when rolling the entire army so far.
I know that this spell targets a terrain, thatfore idividual save rolls by units are effected, too. But just to confirm the rules:

rules wrote:
Ash Storm Casting Cost: 2 Spell List: Basic
Target any terrain. Until the beginning of your next turn, subtract one result at the target terrain. Multiple
castings increase the effect or target another terrain. During a combination roll, the owner of the acting
army chooses how to apply the penalty.


QUESTION:
Since every unit has to save individually but all effected units roll at the same time, does that mean that I have to subtract one result in total or does that mean one result is subtracted from every idividual roll?
The last option would result in all units being killed.
And I'm afraid that's the case, right?

(already noticed my mistake, Ashstorm is cast on his home terrain, not mine! But this question still is interesting!!)
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Last edited by Deeghter on Sat Aug 13, 2005 7:17 am GMT; edited 1 time in total
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Colanius
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PostPosted: Sat Aug 13, 2005 6:56 am GMT    Post subject: Reply with quote

To the question, I would say that it only affects the whole army, not singel units. Otherwise it woul be too hard in my opinion.
But I cast the Ashstorm on your Horde, so don't worry Wink
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Deeghter
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PostPosted: Sat Aug 13, 2005 7:15 am GMT    Post subject: Reply with quote

Aaargh! I slept again! Evil or Very Mad ! Should read more carefully and more concentrated. Embarassed
Ashstorm on your home, affecting my horde there OK!
(Well, the question above is still interesting! If a spell targets an army, then it affects army rolls only! If it targets a terrain, then every roll is affected! I think that in the example above all idividual rolls would be affected each!? Maybe Chuck can clear that later?
Let's continue with the game. I'll try to better concentrate in the future Embarassed )

Resolving your Fearful Flames spells:
--> Troll saves with shields but rolls Smite afterwards. He's being sent to Reserves!
--> 3 Pelters save, too! Razz ! (2 shields and 1 ID), and all three save again (1 shield, 2 IDs)!! Razz Razz Razz Now, that was a lucky one!!!
--> 1 Pelter gets killed 'cause he failed to save.


Please continue!
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Colanius
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PostPosted: Sat Aug 13, 2005 7:51 am GMT    Post subject: Reply with quote

Hm...lucky magic action, lucky saves. Rolling Eyes

2. March:
no army to activate

Reserve phase:
no movement

Ending my turn.
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Deeghter
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PostPosted: Sat Aug 13, 2005 8:19 am GMT    Post subject: Reply with quote

My Stoneskin expires!

1st March:
Rolling Horde for magic: --> 1 Pelter ID ! Surprised
-1 for Ashstorm = ZERO!

2nd March:
Maneuvering my home terrain unopposed onto 7th face, melee.

Reserve Phase:
Moving Troll to my home terrain.
Retreating 4 Leopard Riders back into reserves.


(This was luck's revenge for my lucky roll before!!Rolling Eyes )
Done!
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piMaster
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PostPosted: Sat Aug 13, 2005 8:49 am GMT    Post subject: Reply with quote

Quote:
(Well, the question above is still interesting! If a spell targets an army, then it affects army rolls only! If it targets a terrain, then every roll is affected! I think that in the example above all individual rolls would be affected each!? Maybe Chuck can clear that later?


Well, I'm no Chuck Pint, but I'll take a stab at it. Page 15 of the advanced rules states: "Spells that target a terrain affect all armies present at that terrain." (emphasis mine) Therefore, unless a spell states otherwise, I'd rule that terrain-targeting spells are not applied when a unit rolls individually. Of course, we'll have to have Chuck give the final ruling.

-Brad
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Deeghter
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PostPosted: Sat Aug 13, 2005 9:00 am GMT    Post subject: Reply with quote

piMaster wrote:

Well, I'm no Chuck Pint, but I'll take a stab at it. Page 15 of the advanced rules states: "Spells that target a terrain affect all armies present at that terrain." (emphasis mine) Therefore, unless a spell states otherwise, I'd rule that terrain-targeting spells are not applied when a unit rolls individually.
-Brad


That makes sense, Brad! I missed to look at that one! Smile
Thanx! Razz
I guess Chuck's response to your post will just be : "Second that!" Razz
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Colanius
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PostPosted: Sat Aug 13, 2005 10:49 am GMT    Post subject: Reply with quote

Ok, my turn begins.

1. March:

Rolling my Campaign for magic:

That was quiet good.
4 Magic from my Warlock, Conqueror ID(r), Necromancer ID(r), Spy ID(u), Duelist ID(u),Adept ID(c) and Bladesmen ID(c).

I will take the 4 magic points from my Warlock, the Necromancer ID(r) and the Spy ID(u) as gold magic (because they are at my captured standing stones highland). -> 9 points of gold magic
With that i will cast Path on a Spy to move him to your Home terrain and Transmute Rock to Mud on your Home army.

I will take all the other IDs to gain black magic, doubling the Adept ID(c) trough the Pelter in your DUA. That gives me 8 point of black magic, enough to cast 2 Finger of Death on 2 Pelters at your Home army.
Since no saves are allowed against that, both Pelters go into your DUA.

2. March:
Trying to maneuver your Home terrain with my Horde army.
Do you want to oppose? Twisted Evil
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PostPosted: Sat Aug 13, 2005 11:30 am GMT    Post subject: Reply with quote

Die(ter) wrote:
piMaster wrote:

Well, I'm no Chuck Pint, but I'll take a stab at it. Page 15 of the advanced rules states: "Spells that target a terrain affect all armies present at that terrain." (emphasis mine) Therefore, unless a spell states otherwise, I'd rule that terrain-targeting spells are not applied when a unit rolls individually.
-Brad


That makes sense, Brad! I missed to look at that one! Smile
Thanx! Razz
I guess Chuck's response to your post will just be : "Second that!" Razz

Not exactly. This is another place where something got left out of the rules. The old history of the rules is such that penalties that effect armies or terrains do not affect units when rolled as units. But the rules presently are well a bit unclear. I'm going to fix that.

You know these on-line games are really helping to find some of the more obscure rules problems. So let's have more on-line games! Very Happy
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PostPosted: Sat Aug 13, 2005 12:13 pm GMT    Post subject: Reply with quote

Quote:
Not exactly. This is another place where something got left out of the rules. The old history of the rules is such that penalties that effect armies or terrains do not affect units when rolled as units. But the rules presently are well a bit unclear. I'm going to fix that.


Does that mean that penalties that affect armies or terrains DO affect units rolled as units, or that they DON'T? Is the old way still in play, or has it been changed so that they do?
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PostPosted: Sat Aug 13, 2005 1:23 pm GMT    Post subject: Reply with quote

Those spells do not affect unit rolls. I'm making the following addition (in bold) to the rules to better clarify this:
Quote:
For any terrain-targeting spell that penalizes (subtracts or divides) a result, all army rolls made at that terrain are subject to the penalty effect from the spell. Unless the spell specifically states otherwise, any result originating from another location (e.g. another terrain or the reserve area) that targets an army or unit at the terrain under the penalty spell’s effect is not modified.

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Deeghter
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PostPosted: Sat Aug 13, 2005 3:48 pm GMT    Post subject: Reply with quote

chuckpint wrote:

You know these on-line games are really helping to find some of the more obscure rules problems. So let's have more on-line games! Very Happy


WILCO!!!! Razz Razz Razz Razz

Colanius wrote:
.... gold magic (because they are at my captured standing stones highland).


Surprised Shocked Surprised Shocked Surprised Shocked Surprised Shocked Surprised Shocked Surprised Shocked Surprised Shocked Surprised Shocked Surprised Shocked
DING, DING, DING, DING, DING!!! GOOD MORNING, DIETER!!! Embarassed

You know what, Markus? You're REALLY shocking me here and I'm cought totally by surprise!! I absolutely did not expect you to cast gold magic!!! Totally forgot about your Standing Stones face!!! Shocked Shocked Shocked GEEEZ!!!

I hate to say that but this was a clever, underhand, insidious, surprising.....a just wonderful move!!!

RESPECT!

It makes no sense to oppose!! I will have 5 at maximum, minus 6 from the TRtM spell = ZERO!! If you roll ZERO, too, then we have a tie and ties are counted as advantage for the acting army! So you will definitely win this maneuver and capture your 2nd 8th!!!

CONGRATS, Markus!! This was a very, very nice game and I enjoyed it very much!!!

But I feel the urge for REVENGE some day!!!

Thank you for this great game, Markus! Next time I'll getcha!!! Razz Razz Razz
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