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Newbie game - 36 health, no promo/magestorm, 2 player
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Terrainosaur
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PostPosted: Wed Jan 26, 2011 6:59 pm GMT    Post subject: Newbie game - 36 health, no promo/magestorm, 2 player Reply with quote

I'd like to practice and learn. Anybody experienced want to play a normal game?

Two players, no promo dice, original 10 races, no dragonkin, no magic items, no minor terrains.
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cliffwiggs
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PostPosted: Wed Jan 26, 2011 8:27 pm GMT    Post subject: Reply with quote

I don't wanna deprive anyone else of the pleasure, but I'll take ya on.
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PostPosted: Wed Jan 26, 2011 9:01 pm GMT    Post subject: Reply with quote

I was hoping. Very Happy


Home - Highland Temple
4x Death Mages
1x Troll

Campaign - Proposed Swampland Temple
6x Leopard Riders

Horde
1x Ambusher

1x black Drake
1x gold Wyrm
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cliffwiggs
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PostPosted: Wed Jan 26, 2011 9:05 pm GMT    Post subject: Reply with quote

I won't look at your army until I post mine after I setup a board. In the morning sometime
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Terrainosaur
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PostPosted: Wed Jan 26, 2011 9:16 pm GMT    Post subject: Reply with quote

Thanks. I'll carry my dice with me to work. Mr. Green
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 7:40 am GMT    Post subject: Reply with quote

ok, here's my army... An old classic I haven't played in a while. Its not as effective since some rules changes several years ago (ie Charge), but lets see what we can see....

Summoning Pool - 2 Fire Wyrms

Horde -
4 Spider Riders
14 Pony Riders

Frontier- Highland City
14 Adepts
3 Theugists


Home - Highland City
1 Adept

Let me work on the board now...
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PostPosted: Thu Jan 27, 2011 7:42 am GMT    Post subject: Reply with quote

Terrainosaur wrote:
I was hoping. Very Happy


Home - Highland Temple
4x Death Mages
1x Troll

Campaign - Proposed Swampland Temple
6x Leopard Riders

Horde
1x Ambusher

1x black Drake
1x gold Wyrm
Do you know I hate leopard Riders (when they aren't my own? I'm curious why the highland when you are playing an all goblin army... I'm happy about it, but I'm curious.
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 7:56 am GMT    Post subject: Reply with quote

BTW - just to confirm, racial spells are allowed in this format.
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 8:08 am GMT    Post subject: Reply with quote

Make sure this is right and then roll your horde (I think I'm gonna beat your uncommon...)


Buried/Summoning


Reserves

Dead

Horde


Campaign



Home












Home


Campaign




Horde




Dead

Reserves

Buried/Summoning



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cliffwiggs
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PostPosted: Thu Jan 27, 2011 8:15 am GMT    Post subject: Reply with quote

ok, horde roll...

Pony Rider-1 Melee
Pony Rider-2 Maneuver
Pony Rider-1 Save
Pony Rider-1 Melee
Pony Rider-1 Melee
Pony Rider-1 Maneuver
Pony Rider-1 Save
Pony Rider-1 ID
Pony Rider-1 Melee
Pony Rider-1 Melee
Pony Rider-1 Maneuver
Pony Rider-1 Melee
Pony Rider-2 Maneuver
Pony Rider-1 Melee
Spider Rider-1 Maneuver
Spider Rider-1 Melee
Spider Rider-1 Melee
Spider Rider-1 Melee

8 maneuvers, kinda low for this army, but more than your uncommon can even get.

so I may assume that I win the horde roll.

I can not risk you taking first blood against my magicians with those Leopards... It could effectively end the game before I get to take a turn.

so, I have to take first turn. I won't assume you want your terrain, but would be surprised if you didn't.

for now I'll roll my home terrain...
Highland City-2 Magic (figures)

Roll your home and if you pick the swamp roll it too.

then I'll take my first turn (it should be fast)
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 10:53 am GMT    Post subject: Reply with quote

I'm going to do things explicitly to make sure I understand.

Home
Highland Temple - 4 missile

Campaign
Swampland Temple - 8 (reroll) - 2 magic
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 11:05 am GMT    Post subject: Reply with quote

This seems to be the setup ...


Buried/Summoning


Reserves

Dead

Horde


Campaign



Home












Home


Campaign




Horde




Dead

Reserves

Buried/Summoning



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cliffwiggs
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PostPosted: Thu Jan 27, 2011 1:10 pm GMT    Post subject: Reply with quote

Terrainosaur wrote:
This seems to be the setup ...
Almost. You mixed up the home terrains.


Buried/Summoning


Reserves

Dead

Horde


Campaign



Home





(City)



(Temple)



(Temple)

Home


Campaign




Horde




Dead

Reserves

Buried/Summoning



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Last edited by cliffwiggs on Thu Jan 27, 2011 1:12 pm GMT; edited 1 time in total
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PostPosted: Thu Jan 27, 2011 1:12 pm GMT    Post subject: Reply with quote

I will take things slowly and try not to 'post ahead' or give 'choose your own adventure' type things.

so my turn first.

First march at the frontier.

I will attempt a maneuver. Do you attempt to counter?
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 3:41 pm GMT    Post subject: Reply with quote

I believe the frontier is the middle die, so yes I will oppose.

Leopard Rider - 3 Melee
Leopard Rider - 3 Melee
Leopard Rider - 3 Rend*
Leopard Rider - 3 Rend*
Leopard Rider - 3 Missile
Leopard Rider - 3 ID*

So 9 maneuvers, correct?
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PostPosted: Thu Jan 27, 2011 3:56 pm GMT    Post subject: Reply with quote

Don't forget that Goblins at a Swampland get to double all maneuvers. So you have a total of 18 maneuvers!

No way Cliff can beat that. Best he can get is 17 maneuvers.
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PostPosted: Thu Jan 27, 2011 7:16 pm GMT    Post subject: Reply with quote

I never expected to win it, but just to be complete lets roll...

Theugist-2 Magic
Theugist-2 Magic
Theugist-1 Melee
Adept-2 Magic
Adept-1 Magic
Adept-1 Maneuver
Adept-1 Magic
Adept-1 Magic
Adept-2 Magic
Adept-1 Magic
Adept-1 ID
Adept-1 Magic
Adept-1 Save
Adept-1 Save
Adept-1 Magic
Adept-1 Maneuver
Adept-1 ID


4 maneuvrers!

ok, now on to serious stuff... Magic:
Theugist-1 Magic
Theugist-1 Save
Theugist-1 Save
Adept-1 Magic
Adept-1 Magic
Adept-1 Magic
Adept-1 Save
Adept-1 Save
Adept-1 Magic
Adept-1 Magic
Adept-1 Magic
Adept-1 ID
Adept-1 ID
Adept-1 Save
Adept-1 ID
Adept-2 Magic
Adept-2 Magic

1 Dwarf and 13 Adept(nothing can double)

14 Red... I have to do it. Both Red Wyrms to the Frontier Wink

Second March - At your home. Maneuver attempt (I'll assume you will counter...)
Pony Rider-1 Melee
Pony Rider-1 ID
Pony Rider-1 Maneuver
Pony Rider-1 ID
Pony Rider-1 Melee
Pony Rider-2 Maneuver
Pony Rider-1 Save
Pony Rider-1 Melee
Pony Rider-2 Maneuver
Pony Rider-1 ID
Pony Rider-1 ID
Pony Rider-2 Maneuver
Pony Rider-1 Save
Pony Rider-1 Save
Spider Rider-1 Maneuver
Spider Rider-2 Maneuver
Spider Rider-1 Missile
Spider Rider-1 Melee

11 Dwarf (which doubles to 22) and 3 Spider Rider = 25 manuevers. The most you can get in a perfect roll is 16 and no SAI's work in Maneuvers anyway, so I'm gonna assume I win it.

Turn the terrain up to 5 which is still missile range.
I will declare an attack into the Frontier (the Leopard Riders)
Pony Rider-1 ID
Pony Rider-2 Maneuver
Pony Rider-1 Melee
Pony Rider-1 Melee
Pony Rider-1 Melee
Pony Rider-1 ID
Pony Rider-1 ID
Pony Rider-1 Maneuver
Pony Rider-2 Maneuver
Pony Rider-1 Save
Pony Rider-1 Save
Pony Rider-1 ID
Pony Rider-1 Melee
Pony Rider-1 Save
Spider Rider-2 Maneuver
Spider Rider-1 Maneuver
Spider Rider-1 Missile
Spider Rider-1 Melee

Save against 4 damage.

thats the end of my second march.

I will leave my hoard army,but pull all my magicians back to reserves.

Roll your saves against the damage and then I'll update the board and rolling the dragons is my next action.
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PostPosted: Thu Jan 27, 2011 7:20 pm GMT    Post subject: Reply with quote

Pending the Leopard Riders to save against 4 missile damage ( It could happen) then cliff's turn will be over.
Starting the next turn will be the two dragons (I roll them since they are mine)


Buried/Summoning


Reserves

Dead

Horde


Campaign



Home





(City)



(Temple)




(Temple)

Home

Campaign

Horde




Dead

Reserves




Buried/Summoning


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PostPosted: Thu Jan 27, 2011 7:35 pm GMT    Post subject: Reply with quote

You're shooting missiles from your home to the Frontier, and got 4 IDs and 1 Missile right? Is that 5 saves?

Leopard Rider - Melee
Leopard Rider - Melee
Leopard Rider - Missile
Leopard Rider - Rend
Leopard Rider - Rend
Leopard Rider - 3 Saves *

In either case, that should result in not enough to kill a leopard rider.
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PostPosted: Thu Jan 27, 2011 7:42 pm GMT    Post subject: Reply with quote

Terrainosaur wrote:
You're shooting missiles from your home to the Frontier, and got 4 IDs and 1 Missile right? Is that 5 saves?

Leopard Rider - Melee
Leopard Rider - Melee
Leopard Rider - Missile
Leopard Rider - Rend
Leopard Rider - Rend
Leopard Rider - 3 Saves *

In either case, that should result in not enough to kill a leopard rider.
you are right, I wasn't looking for missile results only ID's

but the 2 left over is not enough to kill a 3pt die, so it just disappears.

now those dragons!

Fire Wyrm-3 Tail + 6 Claw
Fire Wyrm-6 Claw

= 15 damage against the leopard riders.

resolve that and then you can take your two marches.
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