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DialFforFunky rare
Joined: 11 May 2010 Posts: 1992 Location: Groningen

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Posted: Sun Nov 27, 2011 5:15 pm GMT Post subject: |
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The salamander dies due to smite
 

Flashfire rerolls:

12 exactly.
edit: oh wait, this was my turn...
- Reserve Phase:
Retreat: spider rider moves from the frontier to reserves
- 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
|
F _________________ 717 |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Sun Nov 27, 2011 5:29 pm GMT Post subject: |
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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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Posted: Sun Nov 27, 2011 5:36 pm GMT Post subject: |
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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
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Even if I roll full maneuvers, I can only equal 14 maneuvers, so your attempt is successful.
F _________________ 717 |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Sun Nov 27, 2011 5:43 pm GMT Post subject: |
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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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Posted: Sun Nov 27, 2011 5:59 pm GMT Post subject: |
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save roll:
  
Flashire rerolls:

Result: 6 saves
The eagle knight, scorpion knight and spider rider die.
Counter attack:

rend:
flashfire rerolls:

Result: 4 melee
F _________________ 717 |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Sun Nov 27, 2011 6:04 pm GMT Post subject: |
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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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Posted: Sun Nov 27, 2011 6:25 pm GMT Post subject: |
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- Spell and effect expiration: 2x flashire and ash storm expire
- Initial Effects Phase: none
- Dragon Attack Phase: none
- 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
- Second March: @ my home
Maneuver: yes

Result: 1 maneuver
Action: melee attack

Result: 1 melee
- 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
- Spell and effect expiration: none
End my turn
dragon attack:
... At least I didn't roll belly... !
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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F _________________ 717 |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Sun Nov 27, 2011 6:41 pm GMT Post subject: |
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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.
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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Posted: Sun Nov 27, 2011 6:50 pm GMT Post subject: |
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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!
F _________________ 717 |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Sun Nov 27, 2011 6:59 pm GMT Post subject: |
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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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Posted: Sun Nov 27, 2011 7:09 pm GMT Post subject: |
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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).
F _________________ 717 |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Sun Nov 27, 2011 7:37 pm GMT Post subject: |
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| 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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