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Yep!!! THE SPOOKIES AGAIN !! Steve?? You are challenged!!!
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Autpost
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PostPosted: Mon Aug 15, 2005 6:06 pm GMT    Post subject: Reply with quote


Reserve










Reserve

DUA













DUA




BUA
-


BUA

Here is the first table. I've chosen a green background for the Corals and pink for the Undead.
If something is wrong, I will correct it tomorrow.
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Deeghter
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PostPosted: Mon Aug 15, 2005 6:16 pm GMT    Post subject: Reply with quote

Hmmmmmmm............

2nd. March:
Well, attempting maneuver at the frontier! Rolling Eyes

--> 2 from Revenant (feet), not enough, you already have +4 from Wind Walk!

OK, throwing a few bones after your Mages at home! Missile attack!
--> Beautyful roll! Razz !! ZERO!


Spookies shake their heads about their failure and decide to go practicing in the woods where they can't be targeted by those bad blue missile guys Laughing. My Horde decides to be brave and face the danger on the battlefield.Mr. Green

Reserve phase: Retreating Campaign and Home army into Reserves!
Horde stays where it is and as it is.
Rolling Eyes

Done! Your turn, Steve!

THANKS FOR THE TABLE, ANDREAS!!!! Razz It's fine, nothing to edit!
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ddicerc
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PostPosted: Mon Aug 15, 2005 7:51 pm GMT    Post subject: Reply with quote

Aalard orders his mages to call upon the elements. A small wave of mana breaths back an Evoker, and sends ice and water to cover the frontier archers. The campaign army moves toward the stones, then fires a blistering barrage at the Undead at the coastline.

1st march: Rolling magic at my home...

8 wands. Breath back the Evoker, put Wall of Ice and Watery Double on the frontier.

2nd march: Move frontier up to 4 Missile unopposed. Shoot you at your home. Rolling...

4 Bullseye, 8 bows, Sharpshooter ID. Bullseye the Heucuva and 2 Apparitions, then 11 hits.
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Deeghter
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PostPosted: Tue Aug 16, 2005 5:58 am GMT    Post subject: Reply with quote

DDiceRC wrote:
Breath back the Evoker, ......

What does that mean?? Oh, I got it! Breath of Life! Embarassed

Your Watery double and Wall of Ice from the previous turn have expired at the beginning of this turn


DDiceRC wrote:

2nd march: Move frontier up to 4 Missile unopposed. Shoot you at your home...


You mean, you're shooting at my horde at your home, not mine, I guess?? I have no units at my home!

Resolving Bullseye: --> Heucuva and 1 Apparition killed, 1 Apparition saves by ID.
Heucuva and Apparition are moved ro my DUA, bringing back 1 Apparition (stepped damage)

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chuckpint
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PostPosted: Tue Aug 16, 2005 6:20 am GMT    Post subject: Reply with quote

Deeghter wrote:
Your Watery double and Wall of Ice from the previous turn have expired at the beginning of this turn.

Nope, Watery Double expires at the end of the turn...
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Deeghter
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PostPosted: Tue Aug 16, 2005 6:37 am GMT    Post subject: Reply with quote

Ooops! Yes! Thank you, Chuck!
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ddicerc
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PostPosted: Tue Aug 16, 2005 3:53 pm GMT    Post subject: Reply with quote

Yes, I meant your army at my home. I have it in the right place-Ijust typed it wrong!

I will still have the Wall of Ice and Watery Double from this turn up, but the previous ones will be completely expired at the end of my turn (with the WD).

Did you resolve the remaining damage from my missile attack after the Bullseye?
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Deeghter
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PostPosted: Tue Aug 16, 2005 4:04 pm GMT    Post subject: Reply with quote

DDiceRC wrote:

Did you resolve the remaining damage from my missile attack after the Bullseye?


Sorry, not yet, I will now:

Rolling for saves: --> 6 shields and a Wraith ID = 7
4 casualties: I choose 2 Spectres, bringing back 1 Apparition and 1 Skeleton (stepped damage).

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ddicerc
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PostPosted: Tue Aug 16, 2005 5:05 pm GMT    Post subject: Reply with quote

Send Evoker from reserves to frontier. Retreat from my home. Done.
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Deeghter
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PostPosted: Tue Aug 16, 2005 5:33 pm GMT    Post subject: Reply with quote

First March:
Rolling minor first:--> It came what had to come! Revolt!
Saves and melee of my Horde halved until beginning of next turn!!!
Minor is buried.

Rolling for magic: --> Wraith ID and Apparition ID plus 2 icons from second Apparition, IDs doubled = 6

Reanimating 1 Heucuva! (Yes!! One entire Heucuva!!)

2nd March:
Rolling Reserves for Magic: --> 1 icon from Apparition. Expires unused.

Reserve phase:
Retreating everything in Reserves, Revolt effect expires (no Horde existant anymore!)

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ddicerc
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PostPosted: Tue Aug 16, 2005 6:02 pm GMT    Post subject: Reply with quote

Aalard and his mages call for magic support. An Enchanter is revived, and ice forms at the frontier. A nearby woods emboldens the archers, so they reach for their swords for no apparent reason. The mages join the archers at the frontier.

1st march: Rolling reserve magic...

4 Cantrip, 8 wands, 1 Evoker ID=13. Breath of Life the Enchanter, Wall of Ice on the frontier. 1 point expires.

2nd march: Maneuvering unopposed. Bring in a minor woods...melee! Oh, boy! Nothing to shoot at.

All reserves to the frontier. Done.
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PostPosted: Tue Aug 16, 2005 7:30 pm GMT    Post subject: Reply with quote

1st March:
Rolling reserves for magic:--> Mummy, Spectre, Minor Death, 1 Wraith and 1 Skeleton rolled IDs, 7 icons from Vampire and 3 Apparitions = 18

Reanimate 2 Heucuvas and 1 Spectre

Done!

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ddicerc
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PostPosted: Wed Aug 17, 2005 4:15 pm GMT    Post subject: Reply with quote

Aalard looks around for his troops, but they seem to have disappeared into the woods. Muttering under his breath, he leaves camp there while he looks for them.

Rolling minor...LOST!

Leave everyone where they are. Done.
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Deeghter
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PostPosted: Wed Aug 17, 2005 4:45 pm GMT    Post subject: Reply with quote

I got a little confused with your spells. Rolling Eyes . Watery Double and Wall of Ice have expired, right?

I buried your minor.

1st March:
Rolling Reserves for magic --> 13 icons from Vampire, 3 Heucuvas and 1 Apparition + Spectre ID, Wraith ID = 16 Razz

Reanimate Vampire, reanimate Spectre, 1 point expires unused.

Reserve phase:
Move all to frontier! Twisted Evil

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PostPosted: Wed Aug 17, 2005 5:21 pm GMT    Post subject: Reply with quote

Yep, all expired, and the minor is buried.

Sharpshooter Danale orders a volley at the onrushing Undead horde. Arrows fly thick and fast.

Rolling missiles against you at the frontier...

11 bows, 10 total IDs from various dice=21 incoming.
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Deeghter
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PostPosted: Wed Aug 17, 2005 5:36 pm GMT    Post subject: Reply with quote

Ouch! Time to pray again....

Rolling for saves:--> 11 shields from 2 Apparitions, 1 Heucuva, 1 Vampire and the Minor Death. Additionally I got Revenant, Spectre and 2 Wraith IDs for a total of 17. Not bad but not good enough! 4 casualties. I choose:

1 Heucuva and two Apparitions.


Heucuva knows the way, the other two simply have to toddle behind... Mr. Green They stop at a roadsign that sais "DUA, BUA, USA and YMCA".
Heucuva scratches his head and decides for DUA then.

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ddicerc
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PostPosted: Thu Aug 18, 2005 8:35 am GMT    Post subject: Reply with quote

Aalard has an idea...but it will require time. The Selumari™ retreat to put it in play.

Retreat all units. Done.
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Deeghter
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PostPosted: Thu Aug 18, 2005 9:53 am GMT    Post subject: Reply with quote

Now, what are those blue skinned runarounds up to again?? The Undead are a little confused about the Coral Elves leaving the terrain again. So they decide to have a palaver, discussing what to do next. Minor Death, nicknamed "Skully" by the way, returns from a little walk he had taken due to pure boreness and reports that he has found the remains of a small settlement, consisting of just a few ruins but perfectly suitable as a camp. They decide to transfer their troops to that small village.
Upon arrival Tarutha feels a strong astral presence. Perfect! This is the chance to make a surprising tactical move. Hopefully they will be able to take advantage of the dark mana waving through the remains of this village which once must have been a beautyful place to live at.
Nobody noticed the small and rotten wooden sign at the village's entrance: Hicksville!!


1st March:
Maneuvering unopposed at the frontier, bringing in a minor swampland village!
Roll, roll --> magic!

Rolling campaign army for magic: --> Just great! 3 icons from a Heucuva and a Spectre and Skeleton ID!
Sad


Tarutha was just about to yell a curse which wouldn't be suitable for being published here when she discovered the town sign. Well, that explained everything!!! She decides to use the little mana available to do what the settlers did a long time ago: get the heck out of here!!!!


Doubling IDs for a total of 9 magic.
I cast Night Moves on my army, giving it another maneuver!
Turning terrain up to 5, melee.


Reserve phase:
Retreating everything back into reserves, except Mummy and "Skully"!

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PostPosted: Thu Aug 18, 2005 4:25 pm GMT    Post subject: Reply with quote

Thoroughly puzzled, the Selumari™ shrug and go home.

No sense rolling for magic. All reserves to my home. Done.
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Deeghter
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PostPosted: Thu Aug 18, 2005 5:04 pm GMT    Post subject: Reply with quote

1st March:
Rolling minor: --> melee
Maneuvering frontier unopposed. Turning terrain up to 6, melee.

2nd March:
Rolling Reserves for magic: --> Vampire, Revenant, Spectre IDs and 7 icons from Vampire and 2 Apparitions = 14

1 x Nightmoves on my campaign army, giving it one more maneuver again.
Turning frontier up to 7, melee.
1 x Fade on Minor Death at frontier.
2 points expire unused.

Reserve phase:
Moving 1 Vampire and 2 Spectres to my home terrain and the rest join Mulder and Scully.....ahmmmm, sorry.....Mummy and "Skully" at the frontier.


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