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Anyone looking to play?
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stormywaters
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PostPosted: Fri Jul 20, 2012 4:14 pm GMT    Post subject: Anyone looking to play? Reply with quote

Just a standard 36-point with the new "hold two 8's until your turn starts" rule?
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Matthias Maccabeus
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PostPosted: Fri Jul 20, 2012 5:18 pm GMT    Post subject: Reply with quote

Could you perhaps explain what you are referencing?
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stormywaters
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PostPosted: Fri Jul 20, 2012 5:58 pm GMT    Post subject: Reply with quote

cliffwiggs wrote:
Instead of getting two 8th faces and winning immediately. you have to begin your turn with two 8th faces. Thus allowing your opponents a full cycle to turn you off.


This is not an official rules change. I just want to see what comes up.
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Dolus
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PostPosted: Sat Jul 21, 2012 7:50 am GMT    Post subject: Reply with quote

Of course I want to play, but if we're testing out this rule, you probably want somebody much more competitive than me. Laughing I'm still learning quality army building and such.

But I am interested to see how this would pan out in a game as well. I look forward to watching!
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stormywaters
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PostPosted: Sat Jul 21, 2012 12:00 pm GMT    Post subject: Reply with quote

Nonsense! Let's play!

I'll have an army posted in a few minutes.
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stormywaters
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PostPosted: Sat Jul 21, 2012 12:22 pm GMT    Post subject: Reply with quote

Here is my army.

Home - Feyland Tower
3x Oracle
3x Visionary
3x Seer

Frontier - Feyland Grove
3x Blazer
3x Burner
2x Glower

Horde
1x Glower

Summoning Pool
2x Green Drake
1x Red Dragonkin Champion
1x Red Dragonsteed
1x Red Dragonmount
3x Red Dragonfoal

1x Feyland Knoll
1x Feyland Bridge
2x Feyland Woods
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cliffwiggs
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PostPosted: Sun Jul 22, 2012 8:55 pm GMT    Post subject: Reply with quote

If I can get in and you don't mind me sometimes being slow I'd like to test this new variant.

either in a two or a three player game.

I can't run the board though.
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stormywaters
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PostPosted: Sun Jul 22, 2012 10:41 pm GMT    Post subject: Reply with quote

Sure, let's get it going.
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cliffwiggs
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PostPosted: Mon Jul 23, 2012 7:11 am GMT    Post subject: Reply with quote

I wanted to ask if we could use the new monsters, but since they aren't out yet, we can't... maybe after this game we can play one with them.(you can roll them via the online webpage)

Home - Highland Standing Stones
Necromancer * 6

Proposed Frontier - Highland Dragons Lair
Spider Rider * 1

Horde
Infiltrator * 3
Wyvern Rider * 1
Scorpion Knight *2
Spider Rider * 1

Summoning Pool
Highland Bridge
Highland Knoll
Highland Woods
Highland Village
Death Dragonscout *6
Fire Dragonscout *6
Red/Black Hybrid Wyrm * 2
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cliffwiggs
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PostPosted: Wed Jul 25, 2012 9:42 am GMT    Post subject: Reply with quote

are we doing a three player? or two player? or anything?
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stormywaters
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PostPosted: Wed Jul 25, 2012 10:09 pm GMT    Post subject: Reply with quote

Sorry, life happened. Here is the board:

Turn Sequence: Undecided

************************************************************************
Stormywaters
BUA
Stormywaters
DUA
Stormywaters
Reserve Army
Stormywaters
Summoning Pool
*
Stormywaters
Stormywaters
Stormywaters
Home Army
Cliff's Home
Highland Standing Stones

Highland Standing Stones
Frontier
Stormywaters's Home
Cliff
Home Army
Cliff
Cliff
*
Cliff
Reserve Army
Cliff
Summoning Pool
Cliff
DUA
Cliff
BUA


Let me know if that looks right.
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cliffwiggs
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PostPosted: Thu Jul 26, 2012 4:53 am GMT    Post subject: Reply with quote

Looks good except my frontier is a dragons lair
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cliffwiggs
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PostPosted: Thu Jul 26, 2012 11:16 am GMT    Post subject: Reply with quote

Let me get this started.. a two player game yes?

My horde roll is:
Infiltrator-1 Maneuver
Infiltrator-3 ID
Infiltrator-5 Melee
Wyvern Rider-2 Melee
Scorpion Knight-4 Melee
Scorpion Knight-2 ID
Spider Rider-1 Melee

6Maneuver, way more than one common can generate, so I win.

I don't understand why you put your missile units at a Grove which only has one missile face... but I will prefer to take the first turn.

Please choose the terrain (I assume you will take yours)...

armies are already placed.

rolling my home terrain...

Highland Standing Stones-7 Melee

which turns down to 6.
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stormywaters
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PostPosted: Thu Jul 26, 2012 10:36 pm GMT    Post subject: Reply with quote

I'll take my terrain. Rolling my home: 1 - Magic
Rolling the Frontier: 5 - Missile (no joke!)

The reason I took the Grove is that a lot of people pass on the Grove, because they don't like not doubling magic. Either way it doesn't matter much to me. I put the missile units in the middle, because they can shoot either direction that way, so I have the best chance of having a target, should I get a missile face or bring in a Knoll and hit missiles.

Anyway, here is the board, right?

Turn Sequence: Stormywaters, Cliff

************************************************************************
Stormywaters
BUA
Stormywaters
DUA
Stormywaters
Reserve Army
Stormywaters
Summoning Pool
*
Stormywaters
Stormywaters
Stormywaters
Home Army
Cliff's Home
Highland Standing Stones

Highland Standing Stones
Frontier
Stormywaters's Home
Cliff
Home Army
Cliff
Cliff
*
Cliff
Reserve Army
Cliff
Summoning Pool
Cliff
DUA
Cliff
BUA
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cliffwiggs
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PostPosted: Fri Jul 27, 2012 8:33 am GMT    Post subject: Reply with quote

board looks good.

so....

first march. at the highland.

Maneuvers, assuming a counter...

Necromancer-5 Magic
Necromancer-5 Magic
Necromancer-4 Cantrip
Necromancer-2 Save
Necromancer-2 Magic
Necromancer-2 Magic


wow... zero results...

I only rolled early because I thought i'd overwhelm you.

so I'll wait until we resolve this, what I do will depend on what face we end up on.
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stormywaters
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PostPosted: Fri Jul 27, 2012 7:46 pm GMT    Post subject: Reply with quote

I also rolled zero maneuvers.
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cliffwiggs
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PostPosted: Fri Jul 27, 2012 9:23 pm GMT    Post subject: Reply with quote

wow, so I won...

Turn the terrain up to 7.

action - attack!

Necromancer-3 ID
Necromancer-5 Magic
Necromancer-5 Magic
Necromancer-4 Cantrip
Necromancer-2 Save
Necromancer-2 Magic

Resolve the cantrip first...
sigh, I wanted two...
finger of death on a common amazon.

and then you resolve 3 damage (which it can't save, so no counter attack is possible)

second march
At your home.
I would love to turn you off magic, but...

No maneuver, lets go for a magic action with my non-magic guys...
Infiltrator-1 Melee
Infiltrator-1 Maneuver
Infiltrator-5 Maneuver
Wyvern Rider-4 Missile
Scorpion Knight-4 Melee
Scorpion Knight-3 Maneuver
Spider Rider-1 Melee

ok, that makes that easy...

now to reserves...
At the risk of someone standing up and using this game to prove a point about style of play...

pull all my units back into reserves.
every last one of them.

EOT.
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stormywaters
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PostPosted: Sat Jul 28, 2012 4:09 pm GMT    Post subject: Reply with quote

Here is the board after your turn:

Turn Sequence: Cliff, Stormywaters

************************************************************************
Cliff
BUA
Cliff
DUA
Cliff
Reserve Army
Cliff
Summoning Pool
*
Cliff
Cliff
Cliff
Home Army
Stormywaters's Home
Frontier
Cliff's Home
Highland Standing Stones

Highland Standing Stones
Stormywaters
Home Army
Stormywaters
Stormywaters
*
Stormywaters
Reserve Army
Stormywaters
Summoning Pool
Stormywaters
DUA
Stormywaters
BUA


My home army casts magic:

Oracle: 3 ID
Oracle: 4 Magic
Oracle: 2 Maneuver
Visionary: 4 Magic
Visionary: 4 Magic
Visionary: 2 Maneuver
Seer: 1 Save
Seer: 1 Save

15 Magic. 5 casts Flash Flood on your Home, turning it down to 6. 10 left will cast Flaming Spears on two of my Blazers and a Watery Double on my mages, I suppose.

Frontier Army twiddles its thumbs.

New board:

Turn Sequence: Cliff, Stormywaters

************************************************************************
Cliff
BUA
Cliff
DUA
Cliff
Reserve Army
Cliff
Summoning Pool
*
Cliff
Cliff
Cliff
Home Army
Stormywaters's Home
Frontier
Cliff's Home
Highland Standing Stones

Highland Standing Stones
Stormywaters
Home Army

Watery Double x1
Stormywaters
Flaming Spears Flaming Spears
Stormywaters
*
Stormywaters
Reserve Army
Stormywaters
Summoning Pool
Stormywaters
DUA
Stormywaters
BUA
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cliffwiggs
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PostPosted: Sat Jul 28, 2012 8:26 pm GMT    Post subject: Reply with quote

Good play. I don't play against green magic that often. I originally thought that was a wasteland and even though I know better, I am still treating it as such.


so magic in reserves

Necromancer-4 Cantrip
Necromancer-2 Save
Necromancer-3 ID
Necromancer-4 Cantrip
Necromancer-3 ID
Necromancer-5 Magic
Infiltrator-5 Maneuver
Infiltrator-1 Maneuver
Infiltrator-5 Melee
Wyvern Rider-2 Melee
Scorpion Knight-2 ID
Scorpion Knight-4 Melee
Spider Rider-1 Melee
Spider Rider-1 Maneuver

21 magic

Flaming Armour on four of the necromancers.

Move all units out to the highland (I considered attacking you directly to keep you off missile or magic, but I started with a plan and I'll stick to it)

so you get two free shots, make them count....
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stormywaters
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PostPosted: Sun Jul 29, 2012 2:46 am GMT    Post subject: Reply with quote

Magic at my home:

Oracle: 5 Magic
Oracle: 5 Magic
Oracle: 2 Save
Visionary: 4 Magic
Visionary: 2 Magic
Visionary: 2 ID
Seer: 1 ID
Seer: 1 Save

So that's 19. Let's throw Flaming Spears on the last Blazer and all three Burners. Three left will do an Ash Storm at your home.

Army at the Frontier will shoot at your home:

Blazer: 6 Missile
Blazer: Flaming Arrows
Blazer: 6 Missile
Burner: 1 Maneuver
Burner: 4 Missile
Burner: 3 Missile
Glower: 1 ID
Glower: 1 Missile

Doubling for Flaming Spears, I've got... 40. Flaming Arrow will hit a Necromancer, I guess. One Blazer and one Burner still have Flaming Arrows on them.

Turn Sequence: Cliff, Stormywaters

************************************************************************
Cliff
BUA
Cliff
DUA
Cliff
Reserve Army
Cliff
Summoning Pool
*
Cliff
Cliff
Cliff
Home Army
Stormywaters's Home
Frontier
Cliff's Home
Highland Standing Stones
Ash Storm x1
Highland Standing Stones
Stormywaters
Home Army

Watery Double x1
Stormywaters
Flaming Spears Flaming Spears
Stormywaters
*
Stormywaters
Reserve Army
Stormywaters
Summoning Pool
Stormywaters
DUA
Stormywaters
BUA
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