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Battlefest Rules - Watch me whallop Cliff
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Matthias Maccabeus
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PostPosted: Mon May 09, 2011 9:40 am GMT    Post subject: Reply with quote

46!! Holy smokes! I guess I'm glad I reinforced with my mages.

OK counter maneuver roll -

Slayer - Sneak
Phoenix - Ashes / Smite
Troll - maneuvers
Elephant - Trample / saves
Wolverine - 3 melee/ 3 melee
Buffalo - 3 maneuvers / 3 maneuvers / 2 saves
Badger - ID / 2 saves / 2 saves
Weasel - save / melee / melee

16 + 4 = 20

Now to save against 46...
Slayer - 4 saves
Phoenix - Smite / Ashes (same roll as before..)
Troll - Smite
Elephant - Trumpet (And there was much rejoicing!) / saves
Wolverine - Cantrip / 4 magic
Buffalo - ID / 2 saves / 3 maneuvers
Badger - ID / 2 saves / 3 melee
Weasel - ID / 2 magic / 2 magic

Cantrip - Wilding on the Elephant that rolled a save. Now, do I get to double that before the Trumpet kicks in? I would think so since Cantrip resolves first.

So, 8 non feral + 18 feral (assuming I can cast Wilding before trumpet) x 2 = 44? So I take 2 or I take 6 if Wilding is cast after trumpet. I'll wait for an answer before I do my dead and counter.
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cliffwiggs
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PostPosted: Mon May 09, 2011 9:49 am GMT    Post subject: Reply with quote

You would resolve the cantrip before the trumpet.

and since they are different doubling effects that one elephant gave you 16 saves (sigh).
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Matthias Maccabeus
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PostPosted: Mon May 09, 2011 10:10 am GMT    Post subject: Reply with quote

cliffwiggs wrote:


and since they are different doubling effects that one elephant gave you 16 saves (sigh).


And to think I almost traded out one elephant for another phoenix.

2 weasels do into my DUA then.

Now, Counter attack.... Twisted Evil

OK I swear I rolled this and I didn't cheat, and I'm sorry...

Slayer - Smite
Troll - melee
Phoenix - Ashes / Fly
Elephant - Trumpet (Sorry) / Melee
Wolverine - Cantrip / 2 saves
Buffalo - ID / Counter / 2 saves
Badger - 3 magic / 2 magic / 2 magic
Weasel - melee

So Cantrip first, Wilding on the 4 melee by the Elephant (Yeah I like the elephants)! Now do I get to use the Other Wilding from last time again since it says until the beginning of my next turn? I assume so I'll put that on the Buffalo with the counter.

Smite + 8 (Elephant with Wilding) + 8 (Buffalo with counter and Wilding) + 4 x 2 + 4 (troll) = 48? If I am misunderstanding Wilding for some reason and can't use it again, it's only 40.
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cliffwiggs
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PostPosted: Mon May 09, 2011 11:02 am GMT    Post subject: Reply with quote

Matthias Maccabeus wrote:
OK I swear I rolled this and I didn't cheat, and I'm sorry...
I would never. You are just really lucky and I'm very unlucky. I always opt for the risky roll vs the slow 'for sure' one.

On the wilding, it says "Multiple castings increase the number of
components affected or target another army." so you can have two wildings on the same army, they just have to target different units when you use them.

As for your totals, I'm gonna ask someone else to count for you. I'm pretty sure you can't target a counter with the wilding, but can trumpet a counter...

Based on my mental track record since my diet started I'm not gonna make that ruling.

either way, its gonna hurt.
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Matthias Maccabeus
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PostPosted: Mon May 09, 2011 11:20 am GMT    Post subject: Reply with quote

cliffwiggs wrote:


As for your totals, I'm gonna ask someone else to count for you. I'm pretty sure you can't target a counter with the wilding, but can trumpet a counter...

Based on my mental track record since my diet started I'm not gonna make that ruling.

either way, its gonna hurt.


Yeah I had my reservations but I reread counter and it said during a melee roll it generates melee results, and Wilding says double one unit's melee or save results, so I figured it was good to go. But I'll be interested in hearing if it's allowed.
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PostPosted: Mon May 09, 2011 11:32 am GMT    Post subject: Reply with quote

someone will let us know what can and can't be affected.

the rule of thumb I is usually that you can benefit from a modification, but things like burning hands can't double. so I'm curious about an SAI affecting an SAI (ie trumpet)

Either way you've won this game in one or three turns. I should've stayed in reserves and kept doing my thing.
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piMaster
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PostPosted: Mon May 09, 2011 4:47 pm GMT    Post subject: Reply with quote

Rules wrote:
What is important to note is any result (normal or special) generated by an SAI, cannot be modified by spells, other SAIs or dragon breath.

So,
Wilding applied to Troll: 4*2=8
Wilding and Trumpet applied to Elephant: 4*2*2=16
Trumpet applied to Buffalo ID and Weasel: (3+1)*2=8
Counter: 4
Total = 36, plus Smite
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Matthias Maccabeus
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PostPosted: Mon May 09, 2011 5:03 pm GMT    Post subject: Reply with quote

piMaster wrote:
Rules wrote:
What is important to note is any result (normal or special) generated by an SAI, cannot be modified by spells, other SAIs or dragon breath.

So,
Wilding applied to Troll: 4*2=8
Wilding and Trumpet applied to Elephant: 4*2*2=16
Trumpet applied to Buffalo ID and Weasel: (3+1)*2=8
Counter: 4
Total = 36, plus Smite


Could it have been applied to the Buffalo ID?

Troll = 4
Wilding and Trumpet for elephant = 16
Wilding for Buffalo (6) + Weasel = 7 x 2 (for Trumpet) = 14
Counter = 4

Total = 38 + smite?
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PostPosted: Mon May 09, 2011 5:22 pm GMT    Post subject: Reply with quote

Yeah, that works too.
Chuck's the feral expert Rolling Eyes
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chuckpint
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PostPosted: Mon May 09, 2011 7:12 pm GMT    Post subject: Reply with quote

Ok, glad you guys figured out that Counter could not be modified by either the Trumpet or Wilding. So yes the best way to max this, is to Wilding the two largest Feral results, and then use the Trumpet to double again. I'll agree with 38 + Smite.

Also, general rule of thumb with modifiers. Units modifiers happen before army modifiers. But in this case Wilding and Trumpet are both unit modifiers. Since they are at the same step (multiply) they simply happen at the same time (i.e. some Feral units double, and the Feral units with Wilding quadruple).
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cliffwiggs
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PostPosted: Tue May 10, 2011 6:50 am GMT    Post subject: Reply with quote

so smite...

4 apparitions

save against 38

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

17 saves.

38-17=21 dead

it doesn't matter much, but just because Its easy... 20 weasles and 1 apparition.

reinforce my reserves to your home (I hate to split, but it doesn't matter at this point)

EOT



let me go ahead and post my last two rolls of the game.

Adept-1 Save
Adept-1 Maneuver
Adept-1 Magic
Adept-1 Save
Adept-1 Magic
Adept-1 Magic
Adept-1 ID
Adept-1 ID
Adept-1 Maneuver
Adept-1 Magic
Apparition-1 Magic
4 maneuver

Apparition-2 Magic
Apparition-1 Save
Apparition-1 Save
Apparition-1 Save
Apparition-1 Melee
Apparition-1 Melee
Apparition-1 Save
Apparition-1 Melee
Apparition-1 ID
Apparition-1 Melee
Apparition-1 Magic
Apparition-1 Save
Apparition-1 Magic
Apparition-1 ID
Apparition-1 Melee
Apparition-1 Save
Apparition-1 ID
Apparition-1 Melee
Apparition-1 Save
Apparition-1 Magic
Apparition-1 Melee
Apparition-1 Melee
Apparition-1 ID
Apparition-1 Melee
4maneuver


go ahead and go through the motions to finish this, but I gotta move on to my growing plate of stuff to do. I've been putting it off too long.
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Matthias Maccabeus
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PostPosted: Tue May 10, 2011 7:26 am GMT    Post subject: Reply with quote

1st March - Maneuver attempt with my horde - Minor terrain - Magic

Slayer - Logo
Phoenix - Save / Fly
Troll - save
Elephant - ID / save
Wolverine - 2 saves / 4 magic
Buffalo - 4 maneuvers / 3 melee / 2 saves
Badger - ID / 2 saves / 2 saves
Weasel - save

14 total - up to 8 it goes. Magic attempt -


Slayer - Logo
Phoenix - Ashes / Ashes
Troll - smite
Elephant - melee / saves
Buffalo - ID / 3 melee / 3 melee
Wolverine - 4 magic / 2 saves
Badger - 3 magic / 2 saves / 2 saves
Weasel - 2 magic

Buffalo - 6 Gold + 9 Gold or Blue

TRtM on your Horde army. Wind Walk on my Home army. Path on one of my buffalo from my horde to my home. Scent of Fear on your horde.

2nd March - Maneuver attempt at my home
Minor terrain - magic

Lord - ID
Troll - ID / melee
Buffalo - 4 maneuvers

12 + 4 = 16. Up to 8 it goes.

Thanks for the game Cliff! I appreciated it. Thanks for helping me get the hang of this great game.


P.S. I didn't change the thread title...
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cliffwiggs
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PostPosted: Tue May 10, 2011 7:40 am GMT    Post subject: Reply with quote

Matthias Maccabeus wrote:

P.S. I didn't change the thread title...


You noticed Mr. Green

only someone with special magic has the ability to do that, but I felt it was appropriate.
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