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Dutch Order Starter Sealed 3-Way
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dutchjohn
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Joined: 22 Oct 2008
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Location: Tilburg, NL

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PostPosted: Fri Oct 28, 2011 3:09 pm GMT    Post subject: Reply with quote

necromancer produced cantrips (no other magic Sad )
so 2 evil eyes on Dial F's campaign army.

the dragon came up jaws (oh yes!!!)
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DialFforFunky
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PostPosted: Fri Oct 28, 2011 7:48 pm GMT    Post subject: Reply with quote

Spell and effect expiration: none
Initial Effects Phase: none
Dragon Attack Phase: yes... *gulp*





result: 9 - 2 = 7 saves, 11 melee, 7 - 1 = 6 missile.

I've killed the dragon! But at what cost... 12 - 7 = 5 damage. Oh. Hmm. That isn't all that bad... Visionary, warrior and striker die, seer and soldier get promoted to visionary and warrior.


First March: @ reserves
Action: Magic




result: 2 magic - watery double at my army at the frontier.


Second March: @ the frontier
Maneuver: yes, unopposed to 7
Action: no


Reserve Phase:
Reinforce: All reserves move to the frontier.
Spell and effect expiration: none
End my turn


Turn Sequence: DutchJohn, DialFforFunky, Wietmarschen

Turn 6
************************************************************************************************************
DutchJohn
BUA
DutchJohn
DUA
DutchJohn
Reserve Army
DutchJohn
Summoning Pool
*
DutchJohn
Home Army
DialFforFunky
Wietmarschen
DutchJohn's Home

City
*
*
DutchJohn
DialFforFunky

2x Evil Eye (John)
1x Watery Double (Funky)
DutchJohn
DialFforFunky
Home Army
DialFforFunky
Reserve Army
DialFforFunky
BUA
Wietmarschen
Frontier

Temple

Ash Storm *about to expire*
Wietmarschen
DialFforFunky's Home


City
DialFforFunky
Summoning Pool
DialFforFunky
DUA
*
*
DutchJohn
DialFforFunky
Wietmarschen
Home Army
EA EA EA
Wietmarschen's Home

Tower
*
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
Wietmarschen
BUA
Wietmarschen
DUA



F
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Matthias Maccabeus
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PostPosted: Fri Oct 28, 2011 9:17 pm GMT    Post subject: Reply with quote

I don't mean to interrupt but isn't Evil Eye an undead spell only?
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DialFforFunky
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PostPosted: Sat Oct 29, 2011 3:23 am GMT    Post subject: Reply with quote

A very correct observation! Thanks!

We could change the evil eyes to ash storms and I'll just apply them to saves like I did with the evil eyes. This way there we'll need to change the least while still keeping a moderately realistic outcome.


F

Edit: it might seems selfless that I make an obvious mistake by applying ash storms wrong, but don't be fooled by that, as there is also something in it for me. For if you'd want to change to a finger of death and we'd apply the sames rolls minus one common of your choice, then I'd take 2 less damage, but due to promotion it would end up being one dead common anyways. My gain would be that I get to choose the dead common. Still, it seems like a fair deal to me.
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dutchjohn
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Joined: 22 Oct 2008
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PostPosted: Sat Oct 29, 2011 5:08 am GMT    Post subject: Reply with quote

and see here we need a basic and racial spell list split up in the rule book

sorry Dial F
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DialFforFunky
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PostPosted: Sat Oct 29, 2011 6:28 am GMT    Post subject: Reply with quote

dutchjohn wrote:
and see here we need a basic and racial spell list split up in the rule book

sorry Dial F


No problem at all. And I second your call.


F
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Wietmarschen
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PostPosted: Sat Oct 29, 2011 12:17 pm GMT    Post subject: Reply with quote

First march at my home terrain
Maneuver: none
Action: magic

Results: 9 gold
Cast: 1 ivory dragon (from DutchJohns summoning pool) to Frontier terrain
1 Ash storm on frontier terrain

No reserve movement

End of turn
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DialFforFunky
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PostPosted: Sun Oct 30, 2011 4:20 am GMT    Post subject: Reply with quote

edit: now with stuff in order.

Turn Sequence: DutchJohn, DialFforFunky, Wietmarschen

Turn 7
************************************************************************************************************
DutchJohn
BUA
DutchJohn
DUA
DutchJohn
Reserve Army
DutchJohn
Summoning Pool
*
DutchJohn
Home Army
DialFforFunky
Wietmarschen
DutchJohn's Home

City
*
*
DutchJohn
DialFforFunky

1x Watery Double
DutchJohn
DialFforFunky
Home Army
DialFforFunky
Reserve Army
DialFforFunky
BUA
Wietmarschen
Frontier


Temple

1x Ash Storm
2x Ash storm *about to expire*
Wietmarschen
DialFforFunky's Home


City
DialFforFunky
Summoning Pool
DialFforFunky
DUA
*
*
DutchJohn
DialFforFunky
Wietmarschen
Home Army
EA EA EA
Wietmarschen's Home

Tower
*
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
Wietmarschen
BUA
Wietmarschen
DUA



F
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dutchjohn
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Joined: 22 Oct 2008
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PostPosted: Tue Nov 01, 2011 2:43 pm GMT    Post subject: Reply with quote

OK i need to maneuver if not to loose the game.

So the roll is
Coral giant ID
conjurer ID
bowman ID maneuver
fighter maneuver
necromancer cantrips
so 9 to maneuver up
and the cantrips are 2 ashstorms on the frontier.

whatever the result of the counter maneuver will be it's still on magic so a magic roll
necromance 2 magic another ash storm on the frontier
sharpshooter ID
bowman ID
conjurer 3 magic total 7 green or blue magic which is just enough to get my ivory dragon out to the frontier.

I hope this will even out a bit
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DialFforFunky
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PostPosted: Tue Nov 01, 2011 3:56 pm GMT    Post subject: Reply with quote

2 small problems:

- Cantrips don't work during maneuvers
- Your dragon is already there.


F
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dutchjohn
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PostPosted: Wed Nov 02, 2011 3:12 am GMT    Post subject: Reply with quote

should have remembered cantrips and maneuver.

I have a red dragon and a ivory dragon and ofcourse wioetmarschen allready summoned mine and his own.

Only 1 option now is to summon your green dragon.

(again I take to little time to soak up this visual display and am way to distracted by the real dice that are cluttering the area around my monitor.
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DialFforFunky
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PostPosted: Wed Nov 02, 2011 5:23 am GMT    Post subject: Reply with quote

Turn Sequence: DutchJohn, DialFforFunky, Wietmarschen

Turn 7
************************************************************************************************************
DutchJohn
BUA
DutchJohn
DUA
DutchJohn
Reserve Army
DutchJohn
Summoning Pool
*
DutchJohn
Home Army
DialFforFunky
Wietmarschen
DutchJohn's Home

City
*
*
DutchJohn
DialFforFunky

1x Watery Double
DutchJohn
DialFforFunky
Home Army
DialFforFunky
Reserve Army
DialFforFunky
BUA
Wietmarschen
Frontier


Temple

1x Ash Storm
Wietmarschen
DialFforFunky's Home


City
DialFforFunky
Summoning Pool
DialFforFunky
DUA
*
*
DutchJohn
DialFforFunky
Wietmarschen
Home Army
EA EA EA
Wietmarschen's Home

Tower
*
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
Wietmarschen
BUA
Wietmarschen
DUA


edit: the board is still awaiting a maneuver roll which I forgot to include.


Spell and effect expiration: none
Initial Effects Phase: nothing
Dragon Attack Phase:

My green dragon:


F
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dutchjohn
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PostPosted: Wed Nov 02, 2011 12:11 pm GMT    Post subject: Reply with quote

tails tails belly Sad
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DialFforFunky
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PostPosted: Wed Nov 02, 2011 12:41 pm GMT    Post subject: Reply with quote

Dragon Attack Phase:

Dragon results: 12 melee and belly

Dragon attack combination roll:





Result:

13 + 1 (watery double) = 14 saves
15 melee
3 - 1 (ash storm) = 2 missile

Both dragons are killed, to bad I that won't be of any help for my dead commons.

First March: @ the frontier
Maneuver: yes, I think I will. Unopposed to 8! Yay!
Action: missile, targeting Wietmarschen at his home




4 - 1 (ash storm) = 3 missile
2 x 5 = 10 maneuvers that also count as missile
result: 13 missile


Reserve Phase: nothing
Spell and effect expiration: watery double expires
End my turn


Edit: now with added board

Turn Sequence: DutchJohn, DialFforFunky, Wietmarschen

Turn 7
************************************************************************************************************
DutchJohn
BUA
DutchJohn
DUA
DutchJohn
Reserve Army
DutchJohn
Summoning Pool
*
DutchJohn
Home Army
DialFforFunky
Wietmarschen
DutchJohn's Home

City
*
*
DutchJohn
DialFforFunky

DutchJohn
DialFforFunky
Home Army
DialFforFunky
Reserve Army
DialFforFunky
BUA
Wietmarschen
Frontier

Funky holds the Mar'tini Church

1x Ash Storm *about to expire*
Wietmarschen
DialFforFunky's Home


City
DialFforFunky
Summoning Pool
DialFforFunky
DUA
*
*
DutchJohn
DialFforFunky
Wietmarschen
Home Army
EA EA EA
*awaiting maneuver roll*
*13 missiles incoming*
Wietmarschen's Home

Tower
*
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
Wietmarschen
BUA
Wietmarschen
DUA



F
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dutchjohn
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Joined: 22 Oct 2008
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PostPosted: Fri Nov 04, 2011 4:44 am GMT    Post subject: Reply with quote

For a none focussed army this is going rather well isn't it F?
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DialFforFunky
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PostPosted: Fri Nov 04, 2011 7:56 am GMT    Post subject: Reply with quote

I'm a bit surprised as well actually. I think my success is largely due to you brutally butchering Wietmarschen in the first turn. This left him in a really bad shape as it forced his mages to fortify their position rather than use their power offensively. Meanwhile you where at a poor position terrain-wise, leaving me relatively free to do as I pleased. An almost classic case of "When two dogs fight over a bone, a third one carries it away" (Dutch proverb).
Everything turned out better than expected, but I still think that if I had faced more resistance/casualties at any point, my influence on the game would have diminished pretty quickly. I was especially lucky during the dragon attacks. Splitting up my forces was a big mistake which I got away with pretty lightly.

Still, this will teach me not to whine pre-battle Wink


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Wietmarschen
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Joined: 20 Jun 2011
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PostPosted: Fri Nov 04, 2011 1:03 pm GMT    Post subject: Reply with quote

Ok, here is my save roll:




Results: 11 saves + 4 cantrip
I save all 13 missile by using 2 earthen armors, which I replace by two new ones from the cantrip.

And I will try to counter the maneuver from DutchJohn.
My roll is only one maneuver (I spare you the details)


Then for my next turn.


First march at my home terrain
Maneuver attempt:

Results: 11 maneuvers

In any case my action is: magic

Results: 7 magic
Cast 2 x stoneskin on my army
Cast 1 spark of life on pony rider

Reserve movement: none

End of turn
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DialFforFunky
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PostPosted: Fri Nov 04, 2011 5:14 pm GMT    Post subject: Reply with quote

@ wietmarschen: I assume you want to spark a sentry back to life, as there is no pony rider available.

Turn Sequence: DutchJohn, DialFforFunky, Wietmarschen

Turn 8
************************************************************************************************************
DutchJohn
BUA
DutchJohn
DUA
DutchJohn
Reserve Army
DutchJohn
Summoning Pool
*
DutchJohn
Home Army
DialFforFunky
Wietmarschen
DutchJohn's Home

City
*
*
DutchJohn
DialFforFunky
DutchJohn
DialFforFunky
Home Army
DialFforFunky
Reserve Army
DialFforFunky
BUA
Wietmarschen
Frontier

Funky holds the Mar'tini Church
Wietmarschen
DialFforFunky's Home


City
DialFforFunky
Summoning Pool
DialFforFunky
DUA
*
*
DutchJohn
DialFforFunky
Wietmarschen
Home Army
EA EA EA
2x stoneskin
Wietmarschen's Home

Tower
*
Wietmarschen
Reserve Army
Wietmarschen
Summoning Pool
Wietmarschen
BUA
Wietmarschen
DUA



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Wietmarschen
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Joined: 20 Jun 2011
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PostPosted: Sat Nov 05, 2011 5:11 am GMT    Post subject: Reply with quote

Yes, sorry Sentry. Wink
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dutchjohn
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Joined: 22 Oct 2008
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PostPosted: Sun Nov 06, 2011 3:06 am GMT    Post subject: Reply with quote

my first march:
roll for magic
necromancer 2magic

coral giant id
bowman: id,id
conjurer 3 magic

1 ashes to ashes on the amazon soldier
3 breath of life bringing back the duelist and the scout

reserve movement my complete horde army will retreat to reserves
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