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Battlefest Rules - Watch me whallop Cliff
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cliffwiggs
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PostPosted: Thu May 05, 2011 8:27 am GMT    Post subject: Reply with quote

Matthias Maccabeus wrote:
Shouldn't hide be expired? (I assume you'll cast it again, but I think technically it's expired)
It will expire at the start of my turn yes.

for the last game I was posting the board after the first step of that persons turn.

in this game I've been posting it before the first step of that persons turn.

its a subtle difference.
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PostPosted: Thu May 05, 2011 8:51 am GMT    Post subject: Reply with quote

Hide never expires. It just sorta fades away..... Mr. Green
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cliffwiggs
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PostPosted: Thu May 05, 2011 9:15 am GMT    Post subject: Reply with quote

Start of my turn.

Spells expire (the two hides)

No initial effects

First March
Magic in Reserves

Adept-1 ID
Adept-1 Save
Adept-1 ID
Adept-1 Save
Adept-1 Magic
Adept-1 Magic
Adept-2 Magic
Adept-2 Magic
Adept-1 Maneuver
Adept-1 Magic
Apparition-1 ID
Apparition-1 ID
Apparition-1 Magic
Apparition-1 ID
Apparition-1 Save
Apparition-1 Save
Apparition-1 Save
Apparition-1 Melee
Apparition-1 Melee
Apparition-1 Save
Apparition-2 Magic
Apparition-1 Melee
Apparition-1 Save
Apparition-1 Save
Apparition-1 Melee
Apparition-1 ID
Apparition-1 ID
Apparition-1 Melee
Apparition-1 ID
Apparition-2 Magic
Apparition-1 Magic
Apparition-1 ID
Apparition-1 ID
Apparition-1 Save
Apparition-1 Melee
Apparition-1 Save
Apparition-1 Save
Apparition-1 Save
Weasel-folk-1 Save
Weasel-folk-1 Save
Weasel-folk-1 Magic
Weasel-folk-1 Magic
Weasel-folk-1 Magic
Weasel-folk-1 Magic
Weasel-folk-1 ID
Weasel-folk-1 Melee
Weasel-folk-1 Melee
Weasel-folk-1 Magic
Weasel-folk-1 Melee
Weasel-folk-1 Save
Weasel-folk-1 Melee
Weasel-folk-1 Save
Weasel-folk-1 Magic
Weasel-folk-1 Save
Weasel-folk-2 Magic
Weasel-folk-1 Save
Weasel-folk-1 Melee
Weasel-folk-1 Save


Lava Elf - 9
Undead - 14
Feral - 9

now, I have to pick which terrain I want...

I'm going to do something a little risky, but its why I added the lavaelves when Pi's original army was pure undead/feral.

4LE - Necromantic wave on the army at the highland
5LE+1UD - Open Grave on the army at the highland
4UD - Restless Dead on the army at the highland
8FE - Two Windwalks on the army at the highland
9UD - Night Moves on the army at the highland

Now we resolve the NightMoves first.
Apparition-2 Magic

So maneuver against, 12 (from the three spells). If I win turn it up.

Second March at the Highland
Maneuver Attempt.
Apparition-1 Melee
so maneuver against 12 (from the three spells). If I win turn it up.
No Action.

I will wait on my reserves phase until i know if the terrain is going to be on 6,7 or 8.
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Matthias Maccabeus
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PostPosted: Thu May 05, 2011 9:23 am GMT    Post subject: Reply with quote

Against Night Moves -

Buffalo - ID / 4 maneuvers / 3 melee
Troll - melee
Slayer - Logo
Elephant - save

7 so you win and it goes to 7.

Against 2nd March -

Troll - Maneuvers
Slayer - ID
Elephant - Trample
Buffalo - ID / 3 melee / 2 saves

15, so it stays at 7 I believe.
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PostPosted: Thu May 05, 2011 9:30 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
I'm going to do something a little risky, but its why I added the lavaelves when Pi's original army was pure undead/feral.

No, my army was undead/feral/firewalkers.

cliffwiggs wrote:
4LE - Necromantic wave on the army at the highland
5LE+1UD - Open Grave on the army at the highland
4UD - Restless Dead on the army at the highland
8FE - Two Windwalks on the army at the highland
9UD - Night Moves on the army at the highland

Now we resolve the NightMoves first.
Apparition-2 Magic

So maneuver against, 12 (from the three spells). If I win turn it up.

No, you resolved the Night Moves spell first, so you have zero maneuvers.
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Matthias Maccabeus
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PostPosted: Thu May 05, 2011 9:42 am GMT    Post subject: Reply with quote

piMaster wrote:

cliffwiggs wrote:
4LE - Necromantic wave on the army at the highland
5LE+1UD - Open Grave on the army at the highland
4UD - Restless Dead on the army at the highland
8FE - Two Windwalks on the army at the highland
9UD - Night Moves on the army at the highland

Now we resolve the NightMoves first.
Apparition-2 Magic

So maneuver against, 12 (from the three spells). If I win turn it up.

No, you resolved the Night Moves spell first, so you have zero maneuvers.


Now was that just because he said resolve the night moves first? If he would have resolved all the maneuver modifiers first would he of gotten the +12?

I totally get what he meant and am cool with him getting the +12 both times if it's just because he typed it wrong.
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PostPosted: Thu May 05, 2011 9:50 am GMT    Post subject: Reply with quote

Matthias Maccabeus wrote:
Now was that just because he said resolve the night moves first?

Yes.

Quote:
If he would have resolved all the maneuver modifiers first would he of gotten the +12?

Yes.

Quote:
I totally get what he meant and am cool with him getting the +12 both times if it's just because he typed it wrong.

I'm sure his hands were typing faster than his brain was thinking (or something like that). But, being a long time, experienced, and rules-lawyer player, Cliff should be well versed in Sequential Spell Resolution.


Last edited by piMaster on Thu May 05, 2011 9:54 am GMT; edited 1 time in total
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PostPosted: Thu May 05, 2011 9:52 am GMT    Post subject: Reply with quote

Its just terminology, Brad. Don't cause problems. the spells are resolved in the order I listed them.

I only said to resolve the nightmoves first because you have to do it before my second march.
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PostPosted: Thu May 05, 2011 9:52 am GMT    Post subject: Reply with quote

piMaster wrote:

No, my army was undead/feral/firewalkers.
for blast?
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PostPosted: Thu May 05, 2011 9:56 am GMT    Post subject: Reply with quote

piMaster wrote:
But, being a long time, experienced, and rules-lawyer player, he should be well versed in Sequential Spell Resolution.


You are reading much too much into the word 'first' and putting words into my mouth and for some strange reason its really pissing me off.

Had I meant to resolve it before the other spells, then I would've specifically said when to resolve the other spells after that. I did not, thus that's not what I meant by the word 'first'.

Do I need to put it in a glossary for you?
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PostPosted: Thu May 05, 2011 9:58 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
piMaster wrote:

No, my army was undead/feral/firewalkers.
for blast?

No, Wind Walk, Lightning Strike, maybe Dancing Lights. Basically to suppliment the blue magic from the feral. Undead and feral mages don't generate as much magic as the rest of the races, and firewalker mages are the best at generating magic reliably.
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PostPosted: Thu May 05, 2011 10:11 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
You are reading much too much into the word 'first' and putting words into my mouth and for some strange reason its really pissing me off.

Sorry, didn't mean to piss you off Embarassed
Since this is a forum game, I can only go by what you wrote. If this was a face-to-face game, you would have put spell cards down first before rolling for the Night Moves, thus no question on the order they would be resolved. You never said anywhere that the order you announce spells would also be the order they would be resolved. And since you said you have put a note on your monitor reminding you to resolve the two big spells (hide/???) in the correct order, I seems logical to conclude that you are keeping SSR in mind.

Again, my apologies for offending you.
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PostPosted: Mon May 09, 2011 7:44 am GMT    Post subject: Reply with quote

to brad and anyone who's following this game...
I'm involved in a weight challenge at work. I've dropped 26 pounds in the last 6 weeks. so I am currently winning the competition, but it is making me irritable. So I took a few days off.

I didn't say it, but just like in a real game, I declare spells in the same order I cast them in. so its just like putting the spell cards out there.

deep breath, count to 10, moving on....

so the terrain ends up at a 7...

just to let you know. I left the 'hide' off on purpose and I'm going to leave the common at the terrain on purpose. why? because you only get two marches, so I think my common will be safe.

my only question is what to leave in reserves... ie will I win or lose this next maneuver attempt.

No one is retreating.

The undead and feral are reinforcing to the highland.

I'm supposed to be non-agressive with this army, but I just can't bring myself to do it... I love necromantic wave too much.

EOT
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PostPosted: Mon May 09, 2011 7:47 am GMT    Post subject: Reply with quote


Buried/Summoning





Reserves



Dead

Horde
(melee)



Campaign


Home
(saves *2)






(Standing Stones)


Frontier

(Grove)



(Temple)

Home
(Necromantic Wave)
(Open Grave)
(Restless Dead)
(Two Widwalks)











Campaign

Horde


Dead

Reserves



Buried/Summoning







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Matthias Maccabeus
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PostPosted: Mon May 09, 2011 8:41 am GMT    Post subject: Reply with quote

1st March - Magic in reserves

Wolverine - Cantrip / 3 melee
Badger - 3 magic / 2 saves / 3 melee
Weasel - save / save / melee

7 magic - Wind Walk on my horde. Call of the Wild on my Elephant at my home.

2nd March at my home. Roll minor terrain - saves x 2 (again...)

Maneuver roll -
Lord - ID
Phoenix - ID / Fly
Troll - ID / melee
Elephant - trumpet

16, way more than your lone undead can do. Too bad I wasn't rolling for magic. That's a lot of IDs! So up to 7 melee.

Melee attack -
Lord - Fly
Troll - maneuvers / smite
Phoenix - seize / ashes
Elephant - trample

Smite + 4. So the poor apparition goes to the DUA.

Reserves -Both Phoenix(es) airflight to my horde. And I'm not sure if this is the right move but I'll reinforce my mages and elephant to my horde.
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Last edited by Matthias Maccabeus on Mon May 09, 2011 8:52 am GMT; edited 1 time in total
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PostPosted: Mon May 09, 2011 8:51 am GMT    Post subject: Reply with quote

Matthias Maccabeus wrote:

7 magic - TRtM on your home army. Scent of Fear on your home army.



neither of those spells can be cast from reserves. you can't target me or a terrain, only your own armies or units.
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PostPosted: Mon May 09, 2011 8:53 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
Matthias Maccabeus wrote:

7 magic - TRtM on your home army. Scent of Fear on your home army.



neither of those spells can be cast from reserves. you can't target me or a terrain, only your own armies or units.


Yeah I just changed it. Kind of spaced off what was going on since it had been a while since I looked at the board.
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PostPosted: Mon May 09, 2011 8:59 am GMT    Post subject: Reply with quote

Matthias Maccabeus wrote:
cliffwiggs wrote:
Matthias Maccabeus wrote:

7 magic - TRtM on your home army. Scent of Fear on your home army.



neither of those spells can be cast from reserves. you can't target me or a terrain, only your own armies or units.


Yeah I just changed it. Kind of spaced off what was going on since it had been a while since I looked at the board.
Smile

I have to apologize to Brad. I'm playing his army too aggressively and am going to lose again ;-p

The army is meant to stay in reserves and the two hidden/faded units can hold two 8ths and you can't kill them (w/o firewalker magic).
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PostPosted: Mon May 09, 2011 9:02 am GMT    Post subject: Reply with quote


Buried/Summoning





Reserves

Dead

Horde
(Wind walk)
(melee)







Campaign


Home
(saves *2)





(Standing Stones)


Frontier

(Grove)



(Temple)

Home











Campaign

Horde

Dead


Reserves



Buried/Summoning







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PostPosted: Mon May 09, 2011 9:14 am GMT    Post subject: Reply with quote

here it is, the bitter end....

magic in reserves

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

7 magic.

a bit shy of what I wanted, but...

necromantic wave on the other army.
reanimate on the poor mage.

maneuver attempt at the highland.

Apparition-1 Melee
Apparition-1 Melee
Apparition-1 Save
Apparition-1 Melee
Apparition-1 ID
Apparition-2 Magic
Apparition-1 Magic
Apparition-1 Save
Apparition-1 Melee
Apparition-1 Save
Apparition-1 ID
Apparition-1 ID
Apparition-1 Save
Apparition-2 Magic
Apparition-1 Melee
Apparition-1 ID
Apparition-1 ID
Apparition-1 ID
Apparition-1 Melee
Apparition-1 ID
Apparition-2 Magic
Apparition-1 Melee
Apparition-1 ID
Apparition-1 Melee
Apparition-1 Magic
Apparition-2 Magic
Apparition-1 ID
Apparition-2 Magic
Apparition-1 Magic
Weasel-folk-2 Magic
Weasel-folk-2 Magic
Weasel-folk-1 Save
Weasel-folk-2 Magic
Weasel-folk-2 Magic
Weasel-folk-1 Melee
Weasel-folk-2 Magic
Weasel-folk-1 Melee
Weasel-folk-1 Melee
Weasel-folk-1 Magic
Weasel-folk-1 Melee
Weasel-folk-1 Save
Weasel-folk-1 Save
Weasel-folk-1 Save
Weasel-folk-1 Magic
Weasel-folk-1 ID
Weasel-folk-2 Magic
Weasel-folk-1 Save
Weasel-folk-1 Save
Weasel-folk-1 Melee

10 maneuvers.

I'm gonna assume you will counter. and I'm gonna assume you will win.

If I happen to get the 8th face, then ignore the rest of this post.

if as expected it stays at 7, lets end this in a bloody battle.

Apparition-1 Save
Apparition-1 Save
Apparition-2 Magic
Apparition-1 Magic
Apparition-1 Save
Apparition-1 Melee
Apparition-1 Melee
Apparition-2 Magic
Apparition-1 Magic
Apparition-1 ID
Apparition-1 Melee
Apparition-1 Melee
Apparition-2 Magic
Apparition-1 Melee
Apparition-1 Magic
Apparition-1 ID
Apparition-1 Melee
Apparition-1 Save
Apparition-1 Melee
Apparition-2 Magic
Apparition-1 Melee
Apparition-1 Magic
Apparition-2 Magic
Apparition-1 Melee
Apparition-1 ID
Apparition-2 Magic
Apparition-2 Magic
Apparition-1 Melee
Apparition-1 ID
Weasel-folk-1 Melee
Weasel-folk-1 Save
Weasel-folk-2 Magic
Weasel-folk-1 Save
Weasel-folk-2 Magic
Weasel-folk-1 Save
Weasel-folk-1 ID
Weasel-folk-1 Save
Weasel-folk-1 Magic
Weasel-folk-2 Magic
Weasel-folk-1 Magic
Weasel-folk-1 Magic
Weasel-folk-1 ID
Weasel-folk-1 Magic
Weasel-folk-1 Magic
Weasel-folk-1 Save
Weasel-folk-1 Save
Weasel-folk-1 Save
Weasel-folk-1 Save
Weasel-folk-1 Save

(friggin saves when you don't need them)
46 melee (after the necro spell)

shouldn't be hard to save and even if you took it all, its gonna be a bloody counter melee.
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