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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Sun Jul 29, 2012 7:29 pm GMT Post subject: |
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I dont want to assume, so a necromancer with flaming armour or one without? _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Sun Jul 29, 2012 7:38 pm GMT Post subject: |
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| cliffwiggs wrote: | | I dont want to assume, so a necromancer with flaming armour or one without? |
Necromancer with Flaming Armor, naturally.  |
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Mon Jul 30, 2012 11:21 am GMT Post subject: |
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ok, resolving the flaming arrow first...
Necromancer-4 Cantrip
Naturally, so he casts a spell as he dies...
Summon a Death DragonScout to that army.
Save against burial
Necromancer-3 ID
so he is just 'dead'.
Now three of the necromancers(*) have flaming armour on them, saving against 40 missile damage
*Necromancer-3 Melee
*Necromancer-3 Melee
*Necromancer-4 Cantrip
Necromancer-2 Save
Necromancer-4 Cantrip
Infiltrator-5 Melee
Infiltrator-4 Counter
Infiltrator-3 ID
Wyvern Rider-3 ID
Scorpion Knight-2 Maneuver
Scorpion Knight-2 Save
Spider Rider-1 Melee
Spider Rider-2 Maneuver
Death Dragonscout-1 ID
so... the three flaming armours remain
8 cantrip
19 saves (including racial ability and subtracting the ashstorm and including the dkin autosave)
8= 6 + 2
so an opengrave and ash2ash your amazon common in the DUA.
40-19 = 21 damage
5 necromancers + 2 scorpion knights + 2 spider riders will move to reserves via the open grave. (leaving the 3 Infiltrators and Wyvern rider at the terrain)
Does that all look resolved correctly to you?
My turn will be fast, but I don't want to get too far ahead. _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Mon Jul 30, 2012 10:17 pm GMT Post subject: |
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| Sure. Sounds good. |
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Tue Jul 31, 2012 7:20 am GMT Post subject: |
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ok, after my turn we will update the board just to make sure it all looks right and nothing got missed.
start of turn, the opengrave expires (the three flaming armours remain)
First march, reserves magic.
Necromancer-2 Magic
Necromancer-2 Save
Necromancer-2 Magic
Necromancer-2 Magic
Necromancer-2 Magic
Scorpion Knight-2 Maneuver
Scorpion Knight-2 Maneuver
Spider Rider-1 Melee
Spider Rider-1 Maneuver
8 magic
So no real option but to cast the open grave on my other army and let two magic go away.
Second march, unopposed turn up to 7
reinforce all units to the highland.
Take your second free shot
EOT _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Thu Aug 02, 2012 10:03 pm GMT Post subject: |
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Turtle power activate!
Alright then, I'll cast magic again.
Oracle: 5 Magic
Oracle: 4 Magic
Oracle: 2 Save
Visionary: 4 Magic
Visionary: 2 Magic
Visionary: 2 ID
Seer: 1 ID
Seer: 2 Magic
So 20 this time around. I guess we'll go for... Dancing Lights to you, and summon both your dragons on your army.
My Scalders will just turn up to a 6.
Here is the board:
Error. I can't seem to drag any dice from the side bar onto the board. I'm trying to update your terrain to 7, and it won't do anything.
Turn Sequence: Cliff, Stormywaters
| ***************** | ** | ***************** | ** | ***************** | ***************** | | Cliff
BUA
| | Cliff
DUA
| | Cliff
Reserve Army
| Cliff
Summoning Pool
| | * | | Cliff
| | Cliff
| | Cliff
Home Army
Dancing Lights
3x Flaming Armor on Necromancers | | Stormywaters's Home
| | Frontier
Feyland Grove 6th Face: Melee | | Cliff's Home
Highland Standing Stones 7th Face: Melee | | Stormywaters
Home Army
| | Stormywaters
Flaming Spears Flaming Spears | | Stormywaters
| | * | | Stormywaters
Reserve Army
| | Stormywaters
Summoning Pool
| | Stormywaters
DUA
| Stormywaters
BUA
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Fri Aug 03, 2012 8:39 am GMT Post subject: |
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| Quote: | | Turtle power activate! |
no no no. I'm not turtling, I'm playing defensively!
I clarified that point on the board. I'm playing to win, not to stalemate.
| Quote: |
summon both your dragons on your army. | You so mean.
| Quote: |
Error. I can't seem to drag any dice from the side bar onto the board. |
Sadly I've never used Brad's program. so can't help.
ok, so first, the open grave expires.
next the dragon attack first...
Lavaelf Wyrm-6 Claw
Lavaelf Wyrm-6 Claw
so 12 damage to save
rolling against dragon... (dkin doesn't roll)
Necromancer-5 Magic
Necromancer-2 Magic
Necromancer-5 Magic
Necromancer-2 Magic
Necromancer-2 Save
Scorpion Knight-3 Maneuver
Scorpion Knight-2 ID
Spider Rider-1 Melee
Spider Rider-1 Missile
Infiltrator-5 Maneuver
Infiltrator-5 Maneuver
Infiltrator-1 Maneuver
Wyvern Rider-2 Melee
Saves - 2
Maneuvers - 3+5+5+1
ID - 2
Melee - 1+2
Missile - 1
The dancing lights takes the missile to zero.
The maneuvers convert to saves.
so the dragons live and I live.
First march.
unopposed turn to 8th.
Roll for magic.
Necromancer-5 Magic
Necromancer-3 Melee
Necromancer-3 ID
Necromancer-3 ID
Necromancer-4 Cantrip
Scorpion Knight-3 Maneuver
Scorpion Knight-3 Maneuver
Spider Rider-1 ID
Spider Rider-1 ID
Infiltrator-5 Melee
Infiltrator-1 Melee
Infiltrator-3 ID
Wyvern Rider-5 Fly
Magic - 5
Cantrip - 4
ID - 3+3+1+1+3
the non-sai adds up to: 16
half that is 8 (keep the ID's)
double the ID's from 8 to 16 (in red via the terrain)
add in the cantrip (as red)
a total of 20 red magic
I'm really not mimicing you, but dancing lights on your amazons and move my two dragons from my terrain to...
the frontier.
no second march
no reserves
EOT.
beginning of your turn, the dragons attack you.
Lavaelf Wyrm-0 Belly
Lavaelf Wyrm-0 Belly
friggin figures.
sigh.
atleast the dancing lights should stop your magic for one turn. _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Fri Aug 03, 2012 10:49 am GMT Post subject: |
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| cliffwiggs wrote: | I clarified that point on the board. I'm playing to win, not to stalemate.
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I'm not sure who originally said "Turtling is for stalemate, and playing defensively is different". "Turtling" means pulling all your troops together to create an army that is impossible to break open (like a turtle's shell).
So I roll against dragons, then:
Blazer*: 3 ID
Blazer: Flaming Arrows
Blazer: 1 Missile
Burner*: 2 ID
Burner: 2 Missile
Burner: 1 Maneuver
Glower: 1 Maneuver
Glower: 1 Maneuver
So doubling my last two Flaming Spears, I've got a total of... 17? Both belly, so they both get taken out. Nothing to save against anyway, so that's that.
First march: Scalders turn up to 7. Twiddle thumbs.
Second march: Amazons cast magic:
Oracle: 5 Magic
Oracle: 5 Magic
Oracle: 4 Magic
Visionary: 2 Magic
Visionary: 2 Maneuver
Visionary: 1 Save
Seer: 2 Magic
Seer: 2 Magic
So that comes to 20, halved to 10. Throw Dancing Lights back and Wall of Ice my Scalders. 'zons to reserves. Back to you.
Turn Sequence: Cliff, Stormywaters
| ***************** | ** | ***************** | ** | ***************** | ***************** | | Cliff
BUA
| | Cliff
DUA
| | Cliff
Reserve Army
| Cliff
Summoning Pool
| | * | | Cliff
| | Cliff
| | Cliff
Home Army
Dancing Lights
| | Stormywaters's Home
| | Frontier
| | Cliff's Home
| | Stormywaters
Home Army
| | Stormywaters
Wall of Ice | | Stormywaters
| | * | | Stormywaters
Reserve Army
| | Stormywaters
Summoning Pool
| | Stormywaters
DUA
| Stormywaters
BUA
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Fri Aug 03, 2012 12:19 pm GMT Post subject: |
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are you planning to turle as well
BTW I didn't call it out when saving against the dragon, but the 3 necromancers still have their flaming armour.
I'm sitting on an 8th, so I have to cast magic.
Necromancer-4 Cantrip
Necromancer-3 Melee
Necromancer-2 Magic
Necromancer-3 ID
Necromancer-2 Save
Scorpion Knight-2 Maneuver
Scorpion Knight-1 Melee
Spider Rider-1 ID
Spider Rider-1 ID
Infiltrator-3 ID
Infiltrator-4 Counter
Infiltrator-3 ID
Wyvern Rider-4 Melee
Cantrip - 4
Magic - 2
ID - 3+1+1+3+3
13 magic gets reduced to 6 ID's plus the cantrip
16 red or 13 black (can only double 3ID's)
decisions, decisions,
16 red = 5 fearful flames.
target two uncommon amazons and one common amazon. (save vs death)
I have to stay turtled until I see what you do.
(we are settling into a pattern, but its not unbreakable)
EOT. _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Tue Aug 07, 2012 8:57 pm GMT Post subject: |
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| cliffwiggs wrote: | | target two uncommon amazons and one common amazon. (save vs death) |
1 uncommon saves, other two Amazons die.
Amazons in reserves do nothing (because they suck and can't cast in reserves).
Scalders turn to 8 and attempt magic. Only a Blazer rolls ID, so I've got 6 either way. I'll bring back the uncommon Amazon that died. All units to the Frontier. Your turn:
Turn Sequence: Cliff, Stormywaters
| ***************** | ** | ***************** | ** | ***************** | ***************** | | Cliff
BUA
| | Cliff
DUA
| | Cliff
Reserve Army
| Cliff
Summoning Pool
| | * | | Cliff
| | Cliff
| | Cliff
Home Army
Flaming Armor Flaming Armor Flaming Armor | | Stormywaters's Home
| | Frontier
| | Cliff's Home
| | Stormywaters
Home Army
| | Stormywaters
| | Stormywaters
| | * | | Stormywaters
Reserve Army
| | Stormywaters
Summoning Pool
| | Stormywaters
DUA
| Stormywaters
BUA
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DialFforFunky rare
Joined: 11 May 2010 Posts: 1992 Location: Groningen

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Posted: Wed Aug 08, 2012 3:06 am GMT Post subject: |
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| stormywaters wrote: | | Only a Blazer rolls ID, so I've got 6 either way. |
Sorry to interfere, but isn't your terrain stopping you from doubling magic?
F _________________ 717 |
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Wed Aug 08, 2012 6:44 am GMT Post subject: |
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You beat me to it, but yes it does and starting next turn it will begin to unbury as well.
so only 3 magic. bring back the common instead of the uncommon? _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Wed Aug 08, 2012 10:00 am GMT Post subject: |
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D'oh! You're right!
Here's a corrected board:
Turn Sequence: Cliff, Stormywaters
| ***************** | ** | ***************** | ** | ***************** | ***************** | | Cliff
BUA
| | Cliff
DUA
| | Cliff
Reserve Army
| Cliff
Summoning Pool
| | * | | Cliff
| | Cliff
| | Cliff
Home Army
Flaming Armor Flaming Armor Flaming Armor | | Stormywaters's Home
| | Frontier
| | Cliff's Home
| | Stormywaters
Home Army
| | Stormywaters
| | Stormywaters
| | * | | Stormywaters
Reserve Army
| | Stormywaters
Summoning Pool
| | Stormywaters
DUA
| Stormywaters
BUA
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Wed Aug 08, 2012 10:19 am GMT Post subject: |
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I hate dragons...
roll for magic at the 8th.
Necromancer-3 ID
Necromancer-2 Magic
Necromancer-2 Save
Necromancer-3 ID
Necromancer-3 Melee
Scorpion Knight-2 Save
Scorpion Knight-1 Melee
Spider Rider-1 Melee
Spider Rider-2 Maneuver
Infiltrator-5 Maneuver
Infiltrator-5 Melee
Infiltrator-1 Melee
Wyvern Rider-1 Fly
ID - 3 +3
Magic -2
so 14 red.
what I do will affect what you do...
ok, I will admit, this is a pure turtle move design to stall the game for one turn until I get to roll again.
6 for a dancing lights on your army.
6 to cast fearful flames on both your common amazons
2 for an ashstorm at the frontier.
no reserves
EOT _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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stormywaters rare
Joined: 22 May 2011 Posts: 1403

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Posted: Sun Aug 12, 2012 6:48 pm GMT Post subject: |
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Roll against FF: 1 ID, 1 Magic. One dead, one to reserves (failed second save).
Start of turn, unbury my buried Seer.
Oracle: 3 ID
Oracle: 4 Magic
Oracle: 3 Cantrip
Visionary: 4 Magic
Visionary: 2 ID
Blazer: 3 ID
Blazer: 3 ID
Blazer: 6 Missile
Burner: 2 ID
Burner: 3 Missile
Burner: 1 Maneuver
Glower: 1 Missile
Glower: 1 Maneuver
So that gives me 21 + 3 Cantrip. Subtract 1 for Ash Storm, halve the 20, I've got 10 + 3 Cantrip. Using all Amazon magic:
6 for Dancing Lights on your home army, 6 to bring back two Seers. No second march. Seer returns from reserves. Your turn.
Turn Sequence: Cliff, Stormywaters
| ***************** | ** | ***************** | ** | ***************** | ***************** | | Cliff
BUA
| | Cliff
DUA
| | Cliff
Reserve Army
| Cliff
Summoning Pool
| | * | | Cliff
| | Cliff
| | Cliff
Home Army
Dancing Lights
Flaming Armor Flaming Armor Flaming Armor | | Stormywaters's Home
| | Frontier
| | Cliff's Home
| | Stormywaters
Home Army
| | Stormywaters
| | Stormywaters
| | * | | Stormywaters
Reserve Army
| | Stormywaters
Summoning Pool
| | Stormywaters
DUA
| Stormywaters
BUA
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Mon Aug 13, 2012 6:40 am GMT Post subject: |
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Rinse and repeat eh?
Necromancer-3 Melee
Necromancer-5 Magic
Necromancer-2 Magic
Necromancer-3 ID
Necromancer-3 ID
Scorpion Knight-1 Melee
Scorpion Knight-1 Melee
Spider Rider-1 Melee
Spider Rider-1 ID
Infiltrator-5 Melee
Infiltrator-4 Counter
Infiltrator-5 Melee
Wyvern Rider-3 ID
20 magic which halves to 10 (all ID's) which can double to 20 red.
this grove is annoying...
trust the dragons again? what are the odds they can roll double belly AGAIN? for me too good just yet.
I really need a clear turn, but getting you below 6 magic ain't gonna be easy...
6 = dancing lights
9 = 3*3 = spark of life for my lonely necromancer in the afterworld.
4 = 2*2 = ash storms
rinse and repeat.
EOT _________________ Multiplayer Champion Gencon11/Battlefest Champion(tied) GenCon10/World Champion GenCon07/National Champion Origins05/Intermediate Champion GenCon02/Novice Champion Origins99 |
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