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Quick 24h -2 player game
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Raven Bloodeyes
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Joined: 19 Feb 2007
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Location: Rochester, NY

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PostPosted: Sun Mar 11, 2007 10:32 pm GMT    Post subject: Quick 24h -2 player game Reply with quote

Hey!

Here's for my first online game. frdm02 has right of first refusal for a few days at least.

I'd like to do single race, 24 health armies, no promo, but YES to Magestorm!, magic value limited to 12 h as per rules. Oh, and by-the-book of the latest rules StarterRules.pdf including the Advanced Rules (just without promo dice for now).

At least a move every 3 days would be nice, I personally want to try and shoot for a move a day on my part, but might only be able to keep up one every other (part of the reason for this test).

I'm also back in the saddle of Dragon Dice since a LOOONG hiatus, so I'd like to keep it to a 2-player game for my first go online.

My armies ready, give me a confirmation on playing and I'll post her up.

Bows,
Jason
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frdm02
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PostPosted: Mon Mar 12, 2007 8:50 am GMT    Post subject: Reply with quote

I'm in. I will put together an army when I get home tonight and post it before the end of the day.
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Raven Bloodeyes
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PostPosted: Mon Mar 12, 2007 10:37 am GMT    Post subject: Reply with quote

Here's my army, with my latest favorite race:

Summoning Pool:
1 Blue Wyrm
All 4 Knolls (Flat/Coast/High/Swamp)

Dragonkin (all blue) [8 h total]:
Dragontroop (1 h), Dragonscout (1 h), Dragonfoal (1 h), Dragonmount (2 h), Dragonsteed (3 h)


Home Army (1 h): Coastland Tower
1 x Destroyer (1 h)

Campaign Army (Frontier) (12 h):
Proposed: Coastland Standing Stones
3 x Magus (2 h)
2 x Magi (3 h)

Horde Army (11 h):
4 x Attacker (1 h)
2 x Destroyer (1 h)
2 x Hound Master (1 h)
1 x Assailer (3 h)
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frdm02
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PostPosted: Mon Mar 12, 2007 3:18 pm GMT    Post subject: Reply with quote

This is a bit of a rash decesion in army construction so I hope to hold up ok.

Sumn pool

1 bridge of each terrain type
8 dragon foals
ivory wyrm

Home (12 pts)

Coastland temple

1 Enchanter 3pts
3 conjurer 6 pts
1 Herald 3 pts

hoard (10 points)

2 herald 6 pts
1 coral giant 4 pnts

Frontr

Proposed terrain coast city

1 knight (2 points)
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Raven Bloodeyes
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PostPosted: Mon Mar 12, 2007 7:37 pm GMT    Post subject: Reply with quote

Cool beans! This should be interesting for me as well, esp. with all Coastlands and the possibility of a Temple... Also nice thought on the ivory as the only dragon, I shoulda thought of that, but I like Blue Dragon breath!

Just one question: Color of dragonfoals? blue or green or mixed?

Here's my horde roll: 6 Maneuver (Hound Master: 2 Move; Assailer: 4 Fly)

Note: Just a reminder (for my sake too), I'll negate any magical roll you attempt, so you may want to roll and declare numbers and wait for my negation roll before declaring which spells if you want. Or you can feel free to declare 'em and change 'em all if you want after my negations, up to you.

Best of luck! Let the good dice roll!
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frdm02
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PostPosted: Mon Mar 12, 2007 8:36 pm GMT    Post subject: Reply with quote

I have 7 maneuver, 4 from the giant, 3 from a herald, and the last herald thinks he is already in a melee fight...... silly herald.

I will choose to go first.

Sorry about not posting colors I will be using all green dragonkin
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Raven Bloodeyes
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PostPosted: Mon Mar 12, 2007 8:55 pm GMT    Post subject: Reply with quote

The frontier is a Coastland Standing Stones then....roll your home and march away my good man.

Yeah, all my destroyers and attackers thought it was missile attack time Wink.

Rolling terrains.....

My home: 4 Missile (Coastland Tower)

Frontier: 6 Melee (Coastland Standing Stones)
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frdm02
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PostPosted: Mon Mar 12, 2007 9:08 pm GMT    Post subject: Reply with quote

My home rolled up at a 2 (msl)

March Number one I will attempt to mnvr with my hoard (your home terrain). To save time I am going to assume you will attempt to counter and post my roll right away. Should you choose not to counter post that rather than your counter results. I rolled a herald face, a herald maneuver, and a giant melee attack.

Total 6
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Raven Bloodeyes
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PostPosted: Mon Mar 12, 2007 9:23 pm GMT    Post subject: Reply with quote

Rolled my single Destroyer there--1 Save...not good enough, maneuver away.
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frdm02
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PostPosted: Tue Mar 13, 2007 6:28 am GMT    Post subject: Reply with quote

I rolled 4 from the coral giant.

Turn die up to 5 and I will make a missile attack on your destroyer. 3 for a heralds face.
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Raven Bloodeyes
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PostPosted: Tue Mar 13, 2007 7:56 am GMT    Post subject: Reply with quote

As the lone Destroyer can only roll one save max; chalk up one Destroyer to my DUA.

Also hadn't you already posted a maneuver roll? What was the 4 from the giant for? Anyway, your second march is up!
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frdm02
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PostPosted: Tue Mar 13, 2007 8:26 am GMT    Post subject: Reply with quote

I did roll then rolled again....... amazing what can be forgotten overnight Embarassed

For march #2 I will make a maneuver attempt at my home

I did not bring dice to work so that one will be rolled when I get home
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Raven Bloodeyes
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PostPosted: Tue Mar 13, 2007 10:56 am GMT    Post subject: Reply with quote

Yeah, there's a move that would hurt me quite a bit.....I'm gonna counter-maneuver, but am at work as well.

No worries, it's not like it mattered this time Wink
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Raven Bloodeyes
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PostPosted: Tue Mar 13, 2007 7:01 pm GMT    Post subject: Reply with quote

From your (frdm02's) PM:

"
Rolling my home for maneuvers I got 7
3 from herald
2 from a 2 point mage
2 from a 2 point mage face
and i got a 2 point saves from the rare mage
"

My (Raven's) counter-maneuver:

Boy, my horde has sucked so far:
3 Maneuver
Attacker: 1 Fly; Attacker: 1 Fly; Attacker: 1 Fly; rest: garbage!!

Move away, I'm assuming to Magic?

Let me know so I can get a magic negation roll in.
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frdm02
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PostPosted: Tue Mar 13, 2007 9:36 pm GMT    Post subject: Reply with quote

Now the link is letting me post. I am sure it is more to do with painfully slow dial up Internet than anything.

You are correct, tuning down to one and rolling for magic

Herald melee attack

one 2 pt face and 6 regular icons. If you have mages at this terrain roll away for your counter magic
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frdm02
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PostPosted: Wed Mar 14, 2007 6:26 am GMT    Post subject: Reply with quote

I checked your hoard army toady and found you have no chance to dispel my magic roll, as none of your units at this terrain are mages.

I will use 3 points of green to bloat corpses and bury your destroyer

I will use 7 points to put my ivory dragon at the frontier

the remaining 1 point will dissipate.

I will pull my campaign and hoard army to reserve.

End Turn.

Seeing as you have no effects that take place predragon I will post his attack now
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frdm02
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PostPosted: Wed Mar 14, 2007 6:27 am GMT    Post subject: Reply with quote

dragon attack (not too bad)

tail

claw
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Raven Bloodeyes
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PostPosted: Wed Mar 14, 2007 7:29 am GMT    Post subject: Reply with quote

Wow! I had misread the Frostwing racial ability. I remembered it as an opponent's army, not an OPPOSING army. My opinion of Frostwings has suffered today....I'm surprised they don't allow the magic negation roll in circumstances similar to the Dispel Magic icon at least, that would make more sense to me, but alas, time to eat dragon, exactly what I didn't want to happen....

So, Dragon Attack roll with Frontier army:
Magus: ID, Magus: ID, Magi: ID; rest: Magic...
So, 7 saves, I take one Magus as a casualty to my DUA (yeah, coulda been worse; well-played, this'll be an interesting game...)

First March:
Maneuver roll at your home with my horde:
4 Maneuver
Attacker: 1 Fly; Attacker: 1 ID; Attacker: 1 Fly; Hound Master: 1 Move
(I await your counter-maneuver)
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frdm02
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PostPosted: Wed Mar 14, 2007 5:23 pm GMT    Post subject: Reply with quote

either your hoard does not like you much for this game, or my mages are rocking!

herald 3 maneuver
2 point mage 2 maneuver (non face)
and I got 4 attacks and the 3 point mage gave me 2 saves.

Total maneuver 5

I await your magic roll
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Raven Bloodeyes
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PostPosted: Wed Mar 14, 2007 6:51 pm GMT    Post subject: Reply with quote

One thing I just discovered I don't like about forum games....you have too much time to think about how you could have done things in a slightly different order that *might* have been better. I should waited and thought more about that before declaring this maneuver...

Horde Army: Magic Roll:
5 ID -> 5 Magic [can't 2x here]
Attacker: 1 ID; Destroyer: 1 ID; Assailer: 3 ID
-More than I thought I'd get, but one short of what I was really hoping for... Personally, I
think its my horde sucking (slightly below average) and your mages rocking (slightly above average), coupled with the fact that your average
maneuvers are ~1 higher with your mages than with my horde....I needed more Hound Masters, basically.... (live and learn)

-3 -> Wind Wall {+3 saves; end my next turn} on my Frontier/Campaign Army [let 2 dissipate]

2nd March:
-Maneuver -> Bring in a Coastland Knoll auto (no opp)
-Rolling Knoll: ID (Knoll) [ahhhh...]

-So...rolling for magic!!
6 Magic, 2 ID -> 10 Magic [2x on Stand. Sto.]
Magus: 2 Magic; Magus: 2 ID; Magi: 4 Cantrip; my other Magi flys around some...

6 -> Lightning Strike your Coral Giant in the reserves [**roll for a non-maneuv save please]

3 -> Magic Drain [-2 Magic] on your home
1 dissipates...

Move my entire horde army into Reserves! (yes all the mages stay put)

After rolling for that save....you're up.
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