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Newbie game - 36 health, no promo/magestorm, 2 player
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 7:49 pm GMT    Post subject: Help on timing please Reply with quote

Leopard Rider - Missile
Leopard Rider - 4 Melee *
Leopard Rider - ID *
Leopard Rider - ID *
Leopard Rider - Rend + ID *
Leopard Rider - Rend + ID *

Ok, this gets tricky. I think I have 12 melee and 16 IDs? Is Rend usable during a dragon attack? If not, it's 12 melee and 8 IDs.
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 7:55 pm GMT    Post subject: Is this right? Reply with quote

"Rend: Normal (maneuver); Instant Normal (melee)
During a maneuver roll, each Rend result generates one maneuver result. During a melee attack or melee avoidance roll, each Rend result generates one melee result; roll this unit again and apply the new result as well."

"An army roll against a dragon attack is a melee avoidance, missile avoidance and save combination roll."
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 7:57 pm GMT    Post subject: Reply with quote

correct, so you have 9 melee and 12 ID's and some missile that isn't enough to do anything.

so if the ID's were all melee, you could kill both dragons,but take the full 15 damage, or if you could the ID's as all saves you lose 3pts and don't kill either dragon...

do you know the best thing to do?... Its up to you to say it.
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PostPosted: Thu Jan 27, 2011 7:59 pm GMT    Post subject: Reply with quote

Sorry, still doing the math ...
4+3+3=10 melee
4*3=12 IDs

Correct?
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 8:02 pm GMT    Post subject: Reply with quote

I don't think the melee must be split. The rules seem to imply they must be used to kill a dragon. So one dragon should be dead, and the 12 IDs used as saves mean one Leopard Rider dies.
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 8:11 pm GMT    Post subject: Reply with quote

you are correct, I can't add.

so you have 10 melee to kill once dragon and 12 ID's that can be either missile or save or more melee.

You can split melee between two dragons but don't have to.

killing one dragon and one leopard rider is probably your best bet.
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 8:12 pm GMT    Post subject: Start of Mitch's turn after the dragon attack Reply with quote


Buried/Summoning


Reserves

Dead

Horde


Campaign



Home





(City)



(Temple)




(Temple)

Home

Campaign

Horde




Dead

Reserves




Buried/Summoning


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Mitch
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 8:12 pm GMT    Post subject: Reply with quote

Dragon Attack completed.


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 8:13 pm GMT    Post subject: Reply with quote

Jinx
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 8:18 pm GMT    Post subject: Reply with quote

Ha! I got the map right.

First March
My campaign army maneuvers the Swampland up to 3 Missile unopposed.
They shoot at your horde army.

Leopard Rider - Rend
Leopard Rider - Rend
Leopard Rider - Save
Leopard Rider - Save
Leopard Rider - Missile *

So please save against 3 Missile.

Second March
After that, my home army maneuvers. Do you oppose?
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PostPosted: Thu Jan 27, 2011 8:22 pm GMT    Post subject: Reply with quote

Save against 3 missile damage
Pony Rider-1 Maneuver
Pony Rider-1 Melee
Pony Rider-1 Melee
Pony Rider-2 Maneuver
Pony Rider-1 ID
Pony Rider-1 Melee
Pony Rider-1 Save
Pony Rider-1 ID
Pony Rider-1 Melee
Pony Rider-1 ID
Pony Rider-1 Maneuver
Pony Rider-2 Maneuver
Pony Rider-1 Melee
Pony Rider-1 Save
Spider Rider-1 Maneuver
Spider Rider-1 Missile
Spider Rider-1 Melee
Spider Rider-1 Missile

more than enough.

I will counter maneuver.
Pony Rider-2 Maneuver
Pony Rider-1 ID
Pony Rider-1 Melee
Pony Rider-1 ID
Pony Rider-2 Maneuver
Pony Rider-1 Save
Pony Rider-2 Maneuver
Pony Rider-2 Maneuver
Pony Rider-1 ID
Pony Rider-1 ID
Pony Rider-1 Save
Pony Rider-2 Maneuver
Pony Rider-1 ID
Pony Rider-1 Melee
Spider Rider-1 Missile
Spider Rider-2 Maneuver
Spider Rider-1 ID
Spider Rider-2 Maneuver

15 doubles to 30 plus 5 = 35?

way more than you can get again. Smile
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 8:28 pm GMT    Post subject: Reply with quote

Death Mage - Magic
Death Mage - Cantrips ?
Death Mage - Maneuver *
Death Mage - Maneuver *
Troll - ID *

That should be 10 maneuvers. I don't think the cantrips can be used now, correct? Remind me why?
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 8:30 pm GMT    Post subject: Reply with quote

cantrips do nothing during a maneuver roll. its in the definition of a cantrip.
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PostPosted: Thu Jan 27, 2011 8:36 pm GMT    Post subject: Reply with quote

"Cantrip: Normal (magic action or magic negation); Unique (non-magic action, save roll, or non- maneuver avoidance)
During a magic action or magic negation roll, Cantrip generates magic results. During any non-magic action, save roll or non-maneuver avoidance roll, Cantrip can be used to purchase spells that are immediately resolved."

I think the way I can explain that to my friends is maneuvering isn't an action. It's not a save roll. And since we're doing maneuvers it obviously can't be a non-maneuver avoidance roll. So clearly I can't take the cup from in front of you!!!
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 8:40 pm GMT    Post subject: Reply with quote

To complete my second march, my home army missiles your horde.

Death Mage - Save
Death Mage - Save
Death Mage - Maneuver
Death Mage - Magic
Troll - Melee

No effect.

My whole home army and one leopard rider go into reserves. I can do the map.


Buried/Summoning


Reserves




Dead


Horde


Campaign



Home



(City)



(Temple)




(Temple)

Home

Campaign

Horde




Dead

Reserves




Buried/Summoning



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Mitch
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 8:50 pm GMT    Post subject: Reply with quote

that makes my turn very easy...

first march in reserves - friendly magic
Theugist-1 Magic
Theugist-1 Melee
Theugist-1 ID
Adept-1 Save
Adept-1 ID
Adept-2 Magic
Adept-1 Maneuver
Adept-1 Save
Adept-1 ID
Adept-1 Save
Adept-1 Magic
Adept-1 Magic
Adept-1 Magic
Adept-1 Magic
Adept-1 ID
Adept-1 Magic
Adept-1 Save

12 red magic
= burning hands on three of the Spider riders (why? because I can)

second march at your home - turn up to 6 unopposed, no melee action.

no reserves.


Buried/Summoning


Reserves




Dead


Horde


Campaign



Home



(City)



(Temple)




(Temple)

Home

Campaign

Horde



(burning hands on units below)


Dead

Reserves




Buried/Summoning



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Last edited by cliffwiggs on Thu Jan 27, 2011 8:52 pm GMT; edited 3 times in total
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PostPosted: Thu Jan 27, 2011 8:50 pm GMT    Post subject: Reply with quote

Dragon attack's your leo's...

Fire Wyrm-6 Claw
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Terrainosaur
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PostPosted: Thu Jan 27, 2011 8:55 pm GMT    Post subject: Reply with quote

Leopard Rider - 3 Save *
Leopard Rider - ID *
Leopard Rider - ID *
Leopard Rider - Rend * + Rend * + Missile

I think I can use 3 Saves and 1 ID as a save to avoid losing a die. That leaves 11 melee to slay the wyrm, correct?
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cliffwiggs
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PostPosted: Thu Jan 27, 2011 8:56 pm GMT    Post subject: Reply with quote

Terrainosaur wrote:
Leopard Rider - 3 Save *
Leopard Rider - ID *
Leopard Rider - ID *
Leopard Rider - Rend * + Rend * + Missile

I think I can use 3 Saves and 1 ID as a save to avoid losing a die. That leaves 11 melee to slay the wyrm, correct?
you are correct. 4 saves would leave 2 damage which you can't take.
and the other wyrm dies.
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PostPosted: Thu Jan 27, 2011 9:20 pm GMT    Post subject: Reply with quote

Sorry, I didn't see you took your turn already.

First March
My Reserves roll magic.
Death Mage - 3 ID *
Death Mage - 3 ID *
Death Mage - 4 Cantrip *
Death Mage - Maneuver
Leopard Rider - Rend
Troll - Regenerate

So 10 magic. Can black magic be doubled in reserves?
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