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Second game
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sun Nov 27, 2011 5:15 pm GMT    Post subject: Reply with quote

The salamander dies due to smite


Flashfire rerolls:


12 exactly.

edit: oh wait, this was my turn...

  1. Reserve Phase:
    Retreat: spider rider moves from the frontier to reserves
  2. Spell and effect expiration: none

End my turn


Turn Sequence: PiMaster, DialFforFunky

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

Tower
Frontier

Standing Stones
PiMaster's Home

Standing Stones
DialFforFunky
Home Army

2x flashfire
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA



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piMaster
rare
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Joined: 16 Jan 2005
Posts: 3235
Location: Rockford, IL

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PostPosted: Sun Nov 27, 2011 5:29 pm GMT    Post subject: Reply with quote

you forget the ashstorms on my home and my additional two dead units.

1st march at your home:
attempt to maneuver:
3 dwarf maneuv, 4 frostwing maneuv, 3 frostwing ID, 1 fly = 14 maneuvers
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sun Nov 27, 2011 5:36 pm GMT    Post subject: Reply with quote

Proper board:

Turn Sequence: PiMaster, DialFforFunky

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

Tower
Frontier

Standing Stones
PiMaster's Home

Standing Stones

1x ash storm
DialFforFunky
Home Army

2x flashfire
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA


Even if I roll full maneuvers, I can only equal 14 maneuvers, so your attempt is successful.


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piMaster
rare
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Location: Rockford, IL

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PostPosted: Sun Nov 27, 2011 5:43 pm GMT    Post subject: Reply with quote

okay, up to 7 and attack:
8 melee icons, 3 ID = 11 melee results
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sun Nov 27, 2011 5:59 pm GMT    Post subject: Reply with quote

save roll:



Flashire rerolls:

Result: 6 saves

The eagle knight, scorpion knight and spider rider die.

Counter attack:

rend:

flashfire rerolls:


Result: 4 melee

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piMaster
rare
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Joined: 16 Jan 2005
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Location: Rockford, IL

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PostPosted: Sun Nov 27, 2011 6:04 pm GMT    Post subject: Reply with quote

save roll:
4 fly on vindicator plus 2 saves from lizard rider blocks the damage.

2nd march:
turn my home back up to 8
magic action:
1 ID

I end my turn.
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sun Nov 27, 2011 6:25 pm GMT    Post subject: Reply with quote

  1. Spell and effect expiration: 2x flashire and ash storm expire
  2. Initial Effects Phase: none
  3. Dragon Attack Phase: none


  4. First March: @ the frontier
    Maneuver: no
    Action: magic


    When it rains...

    Result: 7 magic

    I suppose the game is well and truly done by now. Here's to hoping for the impossible:

    7 - summon ivory wyrm


  5. Second March: @ my home
    Maneuver: yes


    Result: 1 maneuver

    Action: melee attack


    Result: 1 melee



  6. Reserve Phase:
    Reinforce: the spider rider moves to my home, as do all the firewalkers at the frontier
    Retreat: all the other dice at the frontier move to reserves
  7. Spell and effect expiration: none

End my turn

dragon attack:

... At least I didn't roll belly... ! Crying or Very sad


Turn Sequence: PiMaster, DialFforFunky

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


Tower
Frontier

Standing Stones
PiMaster's Home

PiMaster's 8th
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA


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piMaster
rare
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Joined: 16 Jan 2005
Posts: 3235
Location: Rockford, IL

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PostPosted: Sun Nov 27, 2011 6:41 pm GMT    Post subject: Reply with quote

counter-maneuver:
lizard rider ID (it was a nice melee roll....). 4 maneuver results stops your maneuver attempt.

save roll:
2 fly (gee, that was a nice maneuver roll though).

dragon attack:
treasure: promote lizard rider to mammoth rider.
6 saves, 9 melee, 4 ID, 4 Fly

take IDs as saves and leave the dragon for you. Twisted Evil

1st march with my home army
magic action:
4 IDs. Take 2 as black and 2 as gold and double them all.
Cast finger of death on a spider rider and path my wolf rider to your home.

2nd march
maneuver attempt:
2 dward maneuv, 5 frostwing maneuv, 4 fly = 13 maneuv results
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sun Nov 27, 2011 6:50 pm GMT    Post subject: Reply with quote

counter maneuver:




Bwahaha! 13 maneuver. Silly firewalkers. Still, you get the 8th and win...


Thanks for the great game, I found it greatly entertaining!

I guess this was just one of those games where everything goes according to plan and yet nothing works out. I knew you where lacking in resurrection, so I thought I could just keep you at a distance and keep chipping away at your health. Except the chipping part didn't work out. Only 11 points of magic out of 36 spent on damage spells resulted in casualties (1 lightning bolt, 1 firebolt, 1 hailstorm). I refrained from summoning dragons on purpose, as I didn't want you to turtle up, nor did I think the prospect of summoning a dragon at a well-focused was very good. Perhaps I just didn't focus enough, as a good part of my non-lethal magic seemed to fall short of being successful.

The only really strategic oversight I caught myself making was in the 4th turn. Instead of realizing that 2x wind walk could mean that I could move up to an 8th in relative safety, I partly went for my original plan of chipping away. Still, it might also have given you both 8ths in the same turn...

Pffft. Mind is running overdrive, perhaps I should get away from the PC... Once again, thanks for the game. Good night!


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piMaster
rare
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Joined: 16 Jan 2005
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Location: Rockford, IL

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PostPosted: Sun Nov 27, 2011 6:59 pm GMT    Post subject: Reply with quote

That game could have easily gone your way. Your original plan was good. If you had used windwalks to keep the terrains low, I couldn't touch you and you could chip away at me over time. Taking out the dwarves should have been your first priority - you stopped after the mammoth rider. Without those lizard riders I would have had a hard time winning maneuver rolls. I thought I was sunk in this game.

That vindicator, harpy, and remorhaz was rolling well too (though I never got swallow during a melee attack). But those goblins at the swamp were pretty useless since I couldn't do anything with them.
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sun Nov 27, 2011 7:09 pm GMT    Post subject: Reply with quote

The lizard riders crossed my mind several times. But each time I felt 6 points of magic for a 66% chance to kill only 2 health was kind of... meh. And once the harpy came over, the 60% chance to kill 4 health seemed so much more interesting. I guess that's an advantage of 2 health units: they seldom make good targets.

Another learning point was that wind walk and flashfire are a really nice combination, as you'll get a bonus in just about any roll. Too bad I just traded away 2 enchanters (i still don't like coral elves).


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piMaster
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Location: Rockford, IL

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PostPosted: Sun Nov 27, 2011 7:37 pm GMT    Post subject: Reply with quote

DialFforFunky wrote:
The lizard riders crossed my mind several times. But each time I felt 6 points of magic for a 66% chance to kill only 2 health was kind of... meh.

Except that they were generating double maneuvers, which made them just as much a target as the rares and monsters.

Quote:
Too bad I just traded away 2 enchanters (i still don't like coral elves).

Coral elves have a great combination of spells. You should always keep a selection of mages from each race available.
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