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The Dutch Duel - Third Episode
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Wietmarschen
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Joined: 20 Jun 2011
Posts: 104
Location: Driebergen

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PostPosted: Fri Jul 15, 2011 1:27 pm GMT    Post subject: The Dutch Duel - Third Episode Reply with quote

The battle continues as cunning and strong as ever. I invite DialFforFunky to take up his dies and see his armies through this Third Episode of the Dutch Duel!

36 points. Standard rules.

My army:
Umber Hulk
Gargoyle
Mammoth Rider
2 x Sergeant
Lizard rider
Pony rider
Wizard
2 x Thaumaturgist
3 x Theurgist
Gold Dragon Staff
Gold Dragonlord

Summoning Pool:
2 x Gold Wyrm
Gold Dragonchamp
Gold Dragonhero
Gold Dragontroop
Gold Dragonfoal
Red Dragonscout
Red Dragonfoal

Home terrain: Highlands City
Frontier terrain: Highlands Temple
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DialFforFunky
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Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Fri Jul 15, 2011 3:58 pm GMT    Post subject: Reply with quote

Last battle in a series of 3, so I thought I'd bring out the big guns Cool.

2 Charkin
2 Oak Lord
1 Lady Nereid
1 Scorcher
1 Singeman
2 Elder Dryad
4 Inferno

Home terrain: Feyland City
Frontier terrain: Feyland City

Summoning Pool
2 Green Wyrm
1 Feyland Village
1 Swampland Village
1 Highland Village
1 Coastland Village
1 Green Dragonspy
2 Green Dragonsentry
2 Green Dragonscout
1 Green Dragontroop
1 Green Dragonfoal


Do you wish to keep the board this time or shall I continue to do so?


F
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Wietmarschen
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Joined: 20 Jun 2011
Posts: 104
Location: Driebergen

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PostPosted: Sat Jul 16, 2011 6:11 am GMT    Post subject: Reply with quote

Please continue to keep the board. I never did it before.

H
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DialFforFunky
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Joined: 11 May 2010
Posts: 1992
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PostPosted: Sat Jul 16, 2011 10:53 am GMT    Post subject: Reply with quote

Turn Sequence: Wietmarschen, DialFforFunky

************************************************************************
Wietmarschen
BUA
Wietmarschen
DUA
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
*
Wietmarschen
Wietmarschen
Wietmarschen
Home Army
DialFforFunky's Home
Frontier
Wietmarschen's Home
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA


my horde roll:



result: 8


F
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Wietmarschen
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Joined: 20 Jun 2011
Posts: 104
Location: Driebergen

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PostPosted: Sat Jul 16, 2011 12:45 pm GMT    Post subject: Reply with quote

My Home army will be:
Dragon Staff
Dragonmaster
Wizard
2 Thaumaturgists
3 Theurgists

My frontier army:
Pony Rider

My Horde army:
Umberhulk
Gargoyle
Mammoth Rider
Lizard rider
2 Sergeant


Horde roll:


Results: 3

You may choose...
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DialFforFunky
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Joined: 11 May 2010
Posts: 1992
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PostPosted: Sat Jul 16, 2011 12:57 pm GMT    Post subject: Reply with quote

I'll take the first turn for a change.

my home starts on:


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Wietmarschen
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PostPosted: Sat Jul 16, 2011 1:10 pm GMT    Post subject: Reply with quote

Ok, my home starts on 6.

I choose my Highlands as frontier, and roll: 4.

H
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DialFforFunky
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PostPosted: Sat Jul 16, 2011 2:08 pm GMT    Post subject: Reply with quote

The board:

************************************************************************
Wietmarschen
BUA
Wietmarschen
DUA
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
*
Wietmarschen
Wietmarschen
Wietmarschen
Home Army
DialFforFunky's Home
Frontier
Wietmarschen's Home
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA



Those terrain dice turned up very favorable for me.


My first turn.

Spell and effect expiration: none
Initial Effects Phase: none
Dragon Attack Phase: none


First March: @ the frontier
Maneuver: I'd like to maneuver.



result: 6 maneuvers
(For a second, I was afraid I might not get past the pony rider. That would have been awkward.)

As I scored more than your pony rider can muster, I'll turn the terrain down to 3.

Action: magic.




result: 7 green/gold, 8 red/green and 3 red/green Id which I'll double to 6 red.

5 green (treefolk): call water on the frontier
2 green (treefolk): watery double on my army at the frontier.
2 red (id): ash storm on my home
6 red + 6 green (scalder + id): tidal wave + volcanic eruption combined (16 maneuvers/saves, 1 roll up)


Second March: @ your home
Maneuver: I wish to maneuver.


result: 7 maneuvers


Action: melee, regardless of the outcome of the maneuver.




result: 15 melee


I'm afraid this game might have been over before it actually started...


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Wietmarschen
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Joined: 20 Jun 2011
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Location: Driebergen

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PostPosted: Sat Jul 16, 2011 2:29 pm GMT    Post subject: Reply with quote

The terrains are indeed not in my favour. Let's see what we can make of it.

The maneuver at the Frontier I cannot counter anyway.

Then the maneuver at my Home terrain:

Results: 6 so you win

Then the save at my home terrain, I got a lucky throw here:


Results: 10 saves
My Thaumaturgists and 1 Theurgist die

Then I try to strike back:


Results: 4 melee

And where is the Tidal Wave and Vulcanic Eruption going to be?
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DialFforFunky
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Joined: 11 May 2010
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PostPosted: Sat Jul 16, 2011 2:41 pm GMT    Post subject: Reply with quote

A target! good point! My home will be the target of the volcanic eruption and tidal wave. The first recorded instance of the krataoa-combo! I'm very curious as to how it will work out (if it does at all).


The terrain gets turned to 7.

save roll




result: 10 saves.


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Wietmarschen
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PostPosted: Sun Jul 17, 2011 6:49 am GMT    Post subject: Reply with quote

Ok, I'll try a dispel magic with my Gargoyle first: failed.

Then I was wondering if I am allowed to save for the Tidal Wave and Vulcanic Eruption separately? Or do I have to roll 1 time for the combined 16 damage?

H
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DialFforFunky
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PostPosted: Sun Jul 17, 2011 7:11 am GMT    Post subject: Reply with quote

The spells can be combined as their effects are the same. So that's one roll vs. 16 damage and 16 required maneuvers.

my lone scalder dies a horrible death by the way.


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chuckpint
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PostPosted: Sun Jul 17, 2011 7:12 am GMT    Post subject: Reply with quote

You have to roll for all 16 damage/maneuver at once.
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My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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Wietmarschen
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PostPosted: Sun Jul 17, 2011 8:47 am GMT    Post subject: Reply with quote

Here is my roll:

Results: 4 saves from the Fly and 14 maneuvers
Gargoyle, Umberhulk, Sergeants die
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DialFforFunky
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PostPosted: Sun Jul 17, 2011 9:18 am GMT    Post subject: Reply with quote

reserves none.

End my turn

The board:


************************************************************************
Wietmarschen
BUA
Wietmarschen
DUA
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
*
Wietmarschen
Wietmarschen
Wietmarschen
Home Army
DialFforFunky's Home

Feyland city
Frontier

highland temple

call water
Wietmarschen's Home

Highland city
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA


edited for missing pieces.


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Last edited by DialFforFunky on Sun Jul 17, 2011 11:49 am GMT; edited 1 time in total
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Wietmarschen
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PostPosted: Sun Jul 17, 2011 11:16 am GMT    Post subject: Reply with quote

On the board I miss my Wizard at my home and one of my theurgists. As far as I can see my home terrain contains the Dragonlord, Wizard, Dragonstaff, 2xtheurgist.

On to my first turn

First march at my home terrain
Maneuver attempt


Results: 6 maneuver

I guess I wait for your counter.
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DialFforFunky
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PostPosted: Sun Jul 17, 2011 11:45 am GMT    Post subject: Reply with quote

counter-maneuver




result: 4 maneuver.


F

edit: oh wow, I missed the wizard and the theurgist from the beginning! They've been added now.
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Wietmarschen
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PostPosted: Sun Jul 17, 2011 12:43 pm GMT    Post subject: Reply with quote

Indeed I now see that the Wizard was not on it before as well. Mmm... this might have affected your strategy. I am sorry for not seeing this before as well.

I can now move up the terrain to 8 Smile and cast some magic!


Results: 9 Gold magic
I Path my mammoth rider over to the Frontier terrain and cast a TRtM on your army there.

Second march at the Frontier

Maneuver attempt

Results: 2 maneuvers

I will await your counter maneuver
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DialFforFunky
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PostPosted: Sun Jul 17, 2011 12:49 pm GMT    Post subject: Reply with quote

It was my own fault not including them in the first place, so no problem. It probably would have affected my decisions slightly, but I think the current state of the game is pretty funny. You've made a pretty nice come-back.

counter maneuver:



result: 5 - 5 = 0 maneuvers.


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Wietmarschen
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PostPosted: Sun Jul 17, 2011 1:50 pm GMT    Post subject: Reply with quote

It is an interesting game again. I am experiencing a bit of a comeback, but I still suffered a lot of damage. Let's see what my Dwarves can still manage to accomplish. (By the way if you edit the board again, remove the Thaumaturgist from my home terrain)

To follow up on the turn, I win the maneuver and turn the Frontier Terrain up 1 step.
Action: none

Reserve movement
Lizard rider to reserves

End of turn
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