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Maccabeus Match 7
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DialFforFunky
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PostPosted: Tue Apr 10, 2012 5:27 am GMT    Post subject: Reply with quote

Since the description of the logo is pretty specific about the radial/non racial difference, I suppose you are limited to normal magic. But I am not really certain. It would make a big difference though, as I specifically put my mages in reserves to allow me to cast elemental blasts, only to discover that you cannot target opposing spells from reserves -.- .


F

Edit: some other important stuff I've found on the subject:

magic items wrote:
Magical items do not gain the benefits of any special racial abilities.

however
magic items wrote:
Magic results rolled on magic item die can be applied to the color of spells that matches the color of the item. However, the spells purchased must be usable by that army.


confusing. I'll search the forums as well.

Final verdict: you can, according to this topic (and an older one). Oh dear... seems like my house of cards is falling apart. Darn you Matthias and your ID-rolling ways! *shakes fist* Razz


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Matthias Maccabeus
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PostPosted: Tue Apr 10, 2012 7:00 am GMT    Post subject: Reply with quote

Well, hmm, they could of worded that a bit better in the rules. Happy for me though. Mr. Green

So with 1 SS ID and the Medallion, I'll cast mire on my home.

That leaves 4 points Eldarim.

Path Swamp Giant to home.

2nd March - maneuver attempt at home -
Swamp Giant: 4 Save
Swamp Giant: 4 Save

(It was worth a small shot!)

Reserves - Everything but the Trolls to reserves.

Dragon - (I could really use a bunch of tails and a breath here!)
Gold Wyrm: Claws ....(sigh)
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DialFforFunky
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PostPosted: Tue Apr 10, 2012 7:19 am GMT    Post subject: Reply with quote

Turn Sequence: Matthias Maccabeus, DialFforFunky

Turn 18
************************************************************************
Matthias Maccabeus
BUA
Matthias Maccabeus
DUA
Matthias Maccabeus
Reserve Army
Matthias Maccabeus
Summoning Pool
*
Matthias Maccabeus
Matthias Maccabeus
Matthias Maccabeus
Home Army
DialFforFunky's Home

Temple
Frontier

(Deadlands)

(Ash Storm) x 7
Matthias Maccabeus's Home


Standing Stones

(Mire)
DialFforFunky
Home Army
DialFforFunky
DialFforFunky

(Wind Walk) x 2
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA

(BH) = Buring Hands


  • Spell and effect expiration: 7x Ash Storm and 2 x Wind Walk expires
  • Initial Effects Phase: none
  • Dragon Attack Phase: against 6 damage





    Result: 16 melee, 6 saves
    All damage prevented, dragon is sent back to the summoning pool.


  • First March: @ my reserves
    Action: magic


    Result: 12 magic

    12 red - Burning Hands on three of my Sentinels


  • Reserve Phase: no
  • Spell and effect expiration: no

End my turn

Turn Sequence: Matthias Maccabeus, DialFforFunky

Turn 18
************************************************************************
Matthias Maccabeus
BUA
Matthias Maccabeus
DUA
Matthias Maccabeus
Reserve Army
Matthias Maccabeus
Summoning Pool
*
Matthias Maccabeus
Matthias Maccabeus
Matthias Maccabeus
Home Army
DialFforFunky's Home

Temple
Frontier

(Deadlands)
Matthias Maccabeus's Home

Standing Stones

(Mire)
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
(BH) (BH) (BH)
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA

(BH) = Buring Hands


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Matthias Maccabeus
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PostPosted: Tue Apr 10, 2012 7:30 am GMT    Post subject: Reply with quote

Dragon's Lair - Dragon to my home

1st March at Frontier -
Troll: 4 ID
Troll: 4 Melee

That's even better than a regen I was hoping for.
TrTm for 5 at your horde.
Summon Gold foal for 3.

2nd March - Magic in reserves -
Annihilator: 2 Melee
Annihilator: 2 Save
Bog Runner: 2 Maneuver
Gold Dragonmaster: 4 ID
Marsh Swimmer: 2 Save
Marsh Swimmer: 2 Save
Swamp Giant: 4 Trample
Swamp Giant: 4 Smite

Path a Troll to my home. (I know, I know - Um yeah this could go badly)

Reserves - It's go time, bringing them all to my home!

EoT

Dragon -
Gold Wyrm: Jaws
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DialFforFunky
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PostPosted: Tue Apr 10, 2012 7:49 am GMT    Post subject: Reply with quote

I repeat myself: Darn you Matthias and your ID-rolling ways!

Turn Sequence: Matthias Maccabeus, DialFforFunky

Turn 18
************************************************************************
Matthias Maccabeus
BUA
Matthias Maccabeus
DUA
Matthias Maccabeus
Reserve Army
Matthias Maccabeus
Summoning Pool
*
Matthias Maccabeus
Matthias Maccabeus
Matthias Maccabeus
Home Army
DialFforFunky's Home

Temple
Frontier

(Deadlands)
Matthias Maccabeus's Home


Standing Stones
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
(BH) (BH) (BH)
(TRtM)
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA

(BH) = Buring Hands
(TRtM) - Transsmute Rock to Mud


  • Spell and effect expiration: no
  • Initial Effects Phase: no
  • Dragon Attack Phase: Against 12 damage


    (BH)

    Result: 7 missile, 6 melee, 12 saves (wooh!)
    one burning hands is used up.

  • First March: @ my reserves
    Action: magic


    Result: 13 magic

    12 blue - 3 x wind walk


  • Second March:
    Maneuver:yes



    Result: (11 - 6) + 12 = 17 maneuver



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Matthias Maccabeus
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PostPosted: Tue Apr 10, 2012 8:26 am GMT    Post subject: Reply with quote

I think you got this -
Annihilator: 3 Save
Annihilator: 3 ID
Bog Runner: 2 Maneuver
Bronze Medallion: 4 Flurry
Gold Dragonmaster: 4 Fly
Marsh Swimmer: 4 Maneuver
Marsh Swimmer: 2 Save
Swamp Giant: 4 Smite
Swamp Giant: 4 Save
Troll: Regenerate

13 and that's a pretty good roll! (this could go badly)

As a side note, I just realized that after you rolled for poison damage from the swamp giant like 6 turns ago, you never rolled for the save against the runner. When I first glanced at it, I for some reason thought your save from burial roll (ID) was for the save against the 1 melee. (I've been kicking myself for leaving myself in this position). Anyway, it's my fault for not catching it and I know you didn't do it on purpose. I'm not complaining; I'm more trying to make excuses for myself. Laughing

P.S. I should have 1 more gold foal at my frontier (I think I'm going to need it...)
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DialFforFunky
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PostPosted: Tue Apr 10, 2012 8:42 am GMT    Post subject: Reply with quote

Lol, we're both thinking this could end very badly Razz I've got the impression I'm about to get stomped...

As for the 1 damage form the runner - I completely missed that. Stupid! Sorry about not seeing that, it could have made a major difference.

  • Second March:
    Maneuver: maneuver the terrain up to 8.
    Action: pfft this is hard... I think I'll just go for safe and take magic.
    I'll add pictures later, as I have to go. Turns out my mind was an hour ahead of things. Here are the images.




    Result: 5 magic (would have been a brutal 28 melee)

    3 red - Flashfire on my army at your home
    2 green - Watery Double on my army at your home

  • Reserve Phase:
    Reinforce: my mages move to your home
  • Spell and effect expiration: none

End my turn

Turn Sequence: Matthias Maccabeus, DialFforFunky

Turn 18
************************************************************************
Matthias Maccabeus
BUA
Matthias Maccabeus
DUA
Matthias Maccabeus
Reserve Army
Matthias Maccabeus
Summoning Pool
*
Matthias Maccabeus
Matthias Maccabeus
Matthias Maccabeus
Home Army
DialFforFunky's Home

Temple
Frontier

(Deadlands)
Matthias Maccabeus's Home


Funky's 8th
DialFforFunky
Home Army
DialFforFunky
DialFforFunky
(BH) (BH)
(TRtM)
(Wind Walk) x 3
(Flashfire)
(Watery Double)
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA

(BH) = Buring Hands
(TRtM) - Transsmute Rock to Mud


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Matthias Maccabeus
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PostPosted: Tue Apr 10, 2012 8:57 am GMT    Post subject: Reply with quote

Nah, you're good. Now you have access to Gold magic.
(I should have 1 more gold foal at my frontier)

Dragon's Lair - moving the Gold Wyrm from my home to the frontier -
Gold Wyrm: Tail, Tail, Belly

Black Dragonfoal: 1 Maneuver
Black Dragonfoal: 1 Maneuver
Troll: Regenerate

Using the Regen for saves, so 10 saves total.

1st March - Magic at home -
Troll: 4 Save

2nd March - Maneuver attempt
Annihilator: 2 Save
Annihilator: 4 Smite
Bog Runner: 1 Save
Bronze Medallion: TSR Logo
Gold Dragonmaster: 4 Sneak Attack
Marsh Swimmer: 2 Save
Marsh Swimmer: 2 ID
Swamp Giant: 4 Maneuver
Swamp Giant: 4 Poison
Troll: 4 Save

....6 (sigh)

So here it goes - Melee action!
Annihilator: 4 Smite
Annihilator: 2 Melee
Bog Runner: 1 Maneuver
Bronze Medallion: 4 Flurry, 4 Flurry, TSR Logo
Gold Dragonmaster: 4 Smite
Marsh Swimmer: 2 Save
Marsh Swimmer: 2 Melee
Swamp Giant: 4 Trample
Swamp Giant: 4 Trample
Troll: 4 Smite

Cantrip - Flashfire -
Reroll - Annihilator with 2 melee
Annihilator: 4 Smite

Um, yeah so 16 smite... Shocked
18 melee coming at you...
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DialFforFunky
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PostPosted: Tue Apr 10, 2012 9:13 am GMT    Post subject: Reply with quote

Good game, I'm left with a single Sentinel and my monsters.

Ok, I'll add some more to this post. Bleh, that was a frustrating game, and a frustrating way to lose as well. 22 magic from a non-mage army, followed by 4/6 monsters scoring smites, at the moments it mattered... It makes the rest of the game feel irrelevant. Still, I think you played pretty well, and you showed me some neat tricks. I loved the part where a runner got killed by your own dragon, forcing my mages to leave the reserves if you'd have left a swamp stalker at a terrain. Thanks for the game.

As for the Firewalkers: as a single-race army, they probably don't suit me in this form. They have too little staying power, and no way to get around this. Their mages are tremendous, and I really like the feel of their magic in terms of style (throwing around ash stoms, hail storms, firebolts and lightning is just cool) but without the burying you're just not getting anywhere against any competitive army. The Sentinels are decent enough. The monsters helped out a lot, but I wouldn't want to add more as I feel it detracts too much attention from the strategy the army was built around.

Anyways, thanks for the game!


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PostPosted: Tue Apr 10, 2012 10:32 am GMT    Post subject: Reply with quote

It's very common to forget to mutate...

even a single 1 health swamp stalker can target 3 health...

so those sunflares were easy picking in the reserves...
I would of stayed at the wastelands....


and bought in a minor witht he support of another fw monster.


That troll at the 8th would of been toast.

It may have been better to turn down the swampland and go for the frontier,
although as funky stated...

Quote:
22 magic from a non-mage army, followed by 4/6 monsters scoring smites, at the moments it mattered... It makes the rest of the game feel irrelevant.


you really can't beat those rolls.

an after thought would be perhaps use a hybrid dragon...
black breath is a great answer to a non mage army,
and with the new hybrid rules...
a black red hybrid is a great way to avoid red breath if your own dragon is summoned against yourself,
while the black breath does eliminate Ids...
the sunflares have plenty of regular magic.

well I hope I shed some light... Very Happy
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Matthias Maccabeus
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PostPosted: Tue Apr 10, 2012 10:52 am GMT    Post subject: Reply with quote

DialFforFunky wrote:
Good game, I'm left with a single Sentinel and my monsters.

Ok, I'll add some more to this post. Bleh, that was a frustrating game, and a frustrating way to lose as well. 22 magic from a non-mage army, followed by 4/6 monsters scoring smites, at the moments it mattered... It makes the rest of the game feel irrelevant. Still, I think you played pretty well, and you showed me some neat tricks. I loved the part where a runner got killed by your own dragon, forcing my mages to leave the reserves if you'd have left a swamp stalker at a terrain. Thanks for the game.

As for the Firewalkers: as a single-race army, they probably don't suit me in this form. They have too little staying power, and no way to get around this. Their mages are tremendous, and I really like the feel of their magic in terms of style (throwing around ash stoms, hail storms, firebolts and lightning is just cool) but without the burying you're just not getting anywhere against any competitive army. The Sentinels are decent enough. The monsters helped out a lot, but I wouldn't want to add more as I feel it detracts too much attention from the strategy the army was built around.

Anyways, thanks for the game!


F


Sometimes I feel that the DD inventory rolls slightly in favor of the choice you choose. When I rolled for melee and all those smites showed, I was like, man I wish I could roll like that in real life...

Funny thing about IDs and magic - ask Jim about how my Dragonne Knights liked to roll IDs for magic!

Yes thanks for the game. Your magic was pretty awesome but when I realized you didn't have any bury options, with the trolls I felt that I could outlast you. I was impressed with how well you handled the constant dragon pressure. I didn't roll really that great with them, but I didn't roll very poorly with them either. I thought for sure the dragons could take you, but after trying that for a while, I had to go for the 2nd 8th. Which I thought I was in good position for until the Swamp Giant failed me.
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PostPosted: Tue Apr 10, 2012 4:24 pm GMT    Post subject: Reply with quote

Large reply coming up, this game has been on my mind a lot.

Thanks for the analysis Jim. Its good to have an outsiders perspective.
Jim Rayborn wrote:
I would of stayed at the wastelands....
and bought in a minor witht he support of another fw monster.

Do you think that would have been enough to beat a dragon? I was afraid my mages would die very quickly to dragons as they provide absolutely zero additional faces to help face a dragon. It would mean that a single dragonkin and monster would have to hold against a dragon.
Another significant factor in my decision to move to reserves was that I had the idea that I could use elemental blast in reserves. That rules-oversight cost me a lot.

Jim Rayborn wrote:

although as funky stated...

Quote:
22 magic from a non-mage army, followed by 4/6 monsters scoring smites, at the moments it mattered... It makes the rest of the game feel irrelevant.


you really can't beat those rolls.

Funny thing: I thought I was playing it safe by going for 7 ash storms... I really calculated how much ID's I could roughly handle...


Jim Rayborn wrote:
an after thought would be perhaps use a hybrid dragon...
black breath is a great answer to a non mage army,
and with the new hybrid rules...
a black red hybrid is a great way to avoid red breath if your own dragon is summoned against yourself,
while the black breath does eliminate Ids...
the sunflares have plenty of regular magic.

Black against non-mages... that's actually a pretty neat idea. Though kill and bury would have been brutal as well (stupid trolls Evil or Very Mad). I think green dragons are great for magically superior armies, as dragonkin provide such easy saves against the breath.

Jim Rayborn wrote:
well I hope I shed some light... Very Happy
You did!


Matthias Maccabeus wrote:
Sometimes I feel that the DD inventory rolls slightly in favor of the choice you choose. When I rolled for melee and all those smites showed, I was like, man I wish I could roll like that in real life...

Even though I think the DDInventory is quite random, I do feel that rolls tend to 'stick together' a bit, creating slightly more similar results in a single roll. I have nothing solid to base this on though. And: weird rolls happen.

Matthias Maccabeus wrote:
Your magic was pretty awesome but when I realized you didn't have any bury options, with the trolls I felt that I could outlast you.

My magic was pretty impressive, but too one-dimensional. I think I failed to see that early on, and I paid for my lesson with 60 points of magic. In hindsight, I think I should have just chucked red dragons at you. It didn't matter if they'd be killed every turn. They wouldn't even have needed ash storms for support (I think I cast that spell too much). As long as I consistently cast 2 at you each and every turn, I would have gotten breaths at some point. Those breaths were the only thing that could make my army prevail in the long run.

Also, I need DDInventory to roll my medallions as well. You got the logo 13 out of the 20 rolls where it could have been activated Razz


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PostPosted: Tue Apr 10, 2012 5:23 pm GMT    Post subject: Reply with quote

DialFforFunky wrote:


Also, I need DDInventory to roll my medallions as well. You got the logo 13 out of the 20 rolls where it could have been activated Razz


F


Yeah I noticed that and one of my Swamp Giants rolled his ID quite a bit.


So a question for you -
I kept debating on whether or not to send my cavalry and Dragonmaster over to your home to at least keep you honest with the occasional sneak attack and force you to perhaps throw down a wind walk on occasion. I thought that perhaps that would split up your magic distribution a bit. It would have only left the Trolls and at least one Swamp Giant at my frontier, so I was hoping to supplement with dkin. So the question is, would you have still been "working" on the trolls or would you have turned your attention to the other army?
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PostPosted: Tue Apr 10, 2012 5:49 pm GMT    Post subject: Reply with quote

Quote:
Do you think that would have been enough to beat a dragon?


Well,
John Koslow's battlefest army just sits at 1 magic and just Lightning Strikes you to death...
magic is a safe place when there is a melee threat...

but actually...
cast the kin and maybe use both FW monsters until you get control.

Sunflares need to be bold...
even though they have no saves...
the reserves is good for a quick wind walk to capture a terrain...
they have good maneuvers...
so they can make a stand...
they just need some help...but you had minor terrains, dragonkin, and monsters...
plus you could bail with terrain flight.


Maccabeus 8 should be fun.

Cool
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DialFforFunky
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PostPosted: Tue Apr 10, 2012 6:12 pm GMT    Post subject: Reply with quote

Ah! I would have turned on the trolls, most definitely. The frontier army would have the most high-priority targets, and the Swamp Stalkers would have been manageable with an occasional wind walk. With your forces split, I don't think you'd you'd consistently be able to both save against the damage and remove both dragons, which would have been a big bonus for me. Apart from that, I'd try to minimize the damage on your dragons, making you fight them on occasion as well. Perhaps sending the master solo would have been a pretty good choice. You wouldn't be threatening maneuver-wise, but those sneak attacks are pretty rough. I could invest 16 points to kill it with hailstorms, but with the cantrip-escape and two trolls to bring you back, that wouldn't have been that bad.

I just had an epiphany on how I might try this army again! Gorgons! I love Gorgons! They bury! Hmm. Something to think about while I go to bed Smile.


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PostPosted: Tue Apr 10, 2012 8:06 pm GMT    Post subject: Reply with quote

DialFforFunky wrote:


I just had an epiphany on how I might try this army again! Gorgons! I love Gorgons! They bury! Hmm. Something to think about while I go to bed Smile.


F


That's what I like best about you. You have some creative, fun, competitive armies always making me think a few steps ahead!

If you're up for Match 8 (in a few days of course), I'm game. Very Happy
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