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Dolus vs Danilo
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Dolus
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Location: San Diego, CA

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PostPosted: Wed Nov 07, 2012 10:25 am GMT    Post subject: Reply with quote

End of Dolus's turn 4.

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool
*
Dolus
Dolus (watery double x3)

Dolus
Home Army
danilo's Home

Swampland Tower
Frontier

Coastland Temple
Dolus's Home

Coastland Tower (danilo's)
danilo
Home Army
danilo
danilo

*
danilo
Reserve Army

danilo
Summoning Pool
danilo
DUA
danilo
BUA
[/quote]
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danilo
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Joined: 26 Jan 2010
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PostPosted: Wed Nov 07, 2012 10:59 am GMT    Post subject: Reply with quote

ok,

first march from reserve,
magic action:

antelope: ID
wolverine: ID
wolverine: 2 save


uhmmmm 3 magic
let's see...

Scent of Fear on your frontier army


Second March @ your home

magic action:

bear: ID
wolverine: 3 Magic
buffalo: ID
weasel: save
weasel: save
antelope: save

total 10 magic

4 gold: path antelope from your home to frontier
2 Gold: hide my antelope at frontier

the remaining 4 I can double them, right?
if so with 8 blue magic I'll cast two wind walk on my army at frontier

reserve: all from reserve to your home


hope everything is legal...
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danilo
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PostPosted: Wed Nov 07, 2012 11:06 am GMT    Post subject: Reply with quote

well I don't know if I can cast those 3 spell in that order, right?
If I hide my only unit at the frontier, can I still target that army?
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Dolus
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PostPosted: Wed Nov 07, 2012 11:09 am GMT    Post subject: Reply with quote

I don't know all the nitpicky rules on hide, but otherwise I think everything is legal except scent of fear. You can't cast it from reserves.


Page 14 of the rulebook has a list of spells you can cast from reserves. I'll copy the blue and gold spells below. My general rule of thumb is that you can cast spells that affect your DUA and your armies or your units. But you can't cast spells that target terrains, opposing armies, or opposing DUAs.

Blue (Air): Breath of Life, Call of the Wild, Airy Acquisition, Wind Wall, Wind Walk, Wilding
Gold (Earth): Stoneskin, Camouflage, Earthen Armor, Hide, Path, Leaving
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danilo
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PostPosted: Wed Nov 07, 2012 11:14 am GMT    Post subject: Reply with quote

Dolus wrote:
I don't know all the nitpicky rules on hide, but otherwise I think everything is legal except scent of fear. You can't cast it from reserves.


Page 14 of the rulebook has a list of spells you can cast from reserves. I'll copy the blue and gold spells below. My general rule of thumb is that you can cast spells that affect your DUA and your armies or your units. But you can't cast spells that target terrains, opposing armies, or opposing DUAs.

Blue (Air): Breath of Life, Call of the Wild, Airy Acquisition, Wind Wall, Wind Walk, Wilding
Gold (Earth): Stoneskin, Camouflage, Earthen Armor, Hide, Path, Leaving



ok sorry, in fact now that you mention it, I've read it...

well I don't know what to do with those 3 magic. let's erase scent of fear, and do nothing with them
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Dolus
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PostPosted: Wed Nov 07, 2012 11:31 am GMT    Post subject: Reply with quote

danilo wrote:
well I don't know if I can cast those 3 spell in that order, right?
If I hide my only unit at the frontier, can I still target that army?


That's a detail I'm wondering and can't remember specifically if you can or not. Hopefully one of our rules gurus will chime in, but otherwise, I'll see if I can find the answer to that.
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Dolus
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PostPosted: Wed Nov 07, 2012 11:35 am GMT    Post subject: Reply with quote

Dolus wrote:
danilo wrote:
well I don't know if I can cast those 3 spell in that order, right?
If I hide my only unit at the frontier, can I still target that army?


That's a detail I'm wondering and can't remember specifically if you can or not. Hopefully one of our rules gurus will chime in, but otherwise, I'll see if I can find the answer to that.


So, a few things.

Read the first two posts in this thread: http://sfr-inc.com/bb/viewtopic.php?t=3560

Basically, if you have a unit hidden at a terrain, it's still an army and can be targeted by army-targeting effects. However, all spells must be declared at once, and resolved in order. So you would have to declare that you are casting wind walk before you resolve your hide or path spell, and at that time, you do not have an army at the frontier to target.

So the conclusion is casting wind walk on your frontier army is not legal. Which would leave you with 4 gold or 8 blue magic to cast, still.
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danilo
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PostPosted: Wed Nov 07, 2012 12:12 pm GMT    Post subject: Reply with quote

ok after moving the antelope, then,I'll cast the blue dragon at the frontier...
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danilo
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PostPosted: Wed Nov 07, 2012 12:15 pm GMT    Post subject: Reply with quote

i'll leave units in the reseve given the new discovered stuff
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Dolus
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PostPosted: Wed Nov 07, 2012 12:16 pm GMT    Post subject: Reply with quote

Sounds good!

I was expecting a dragon...
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Dolus
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PostPosted: Wed Nov 07, 2012 1:04 pm GMT    Post subject: Reply with quote

End of danilo's turn 5.

If you ever see any mistakes in my board updates, let me know.

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool
*
Dolus
Dolus (watery double x3)

Dolus
Home Army
danilo's Home

Swampland Tower
Frontier

Coastland Temple
Dolus's Home

Coastland Tower (danilo's)
danilo
Home Army
danilo
(hide)
danilo

*
danilo
Reserve Army

danilo
Summoning Pool
danilo
DUA
danilo
BUA

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danilo
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PostPosted: Wed Nov 07, 2012 1:07 pm GMT    Post subject: Reply with quote

it seems fine to me

my son rolled the dragon: claws
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Dolus
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PostPosted: Wed Nov 07, 2012 1:28 pm GMT    Post subject: Reply with quote

I'm glad you rolled the dragon. Wink I was starting to roll and was gonna get tail, tail, claws. Also, something I learned in forum games as far as rolling dragons, for 2-player, it doesn't matter who rolls as long as it's consistent. It's easy enough for you to roll your dragons at the end of your turn. But if or when you play in a multiplayer game, the consensus is generally to let the player being attacked roll the die. The reason for this is efficiency. If you're first player, and the third player is being attacked by a dragon, it could take too long to wait for you to post a roll for the third player before they can respond.

Dragon Attack:
Claws
6 damage

Dragon Combo Roll
Enchanter - 4 magic
Conjurer - 3 magic
Conjurer - 3 magic
Evoker - 1 ID
Evoker - 1 melee
Eagle Knight - 3 ID
Archer - 3 Missile
Archer - 2 Maneuver
Fighter - 1 ID
Fighter - 1 Missile

5 ID
1 melee
4 missile
2 maneuvers (counts as saves)

So let's count 4 ID as saves to save against the 6 damage. 1 ID counts as... missile, why not. So dragon stays, but I take no damage.


1st March - Maneuver attempt:
Enchanter - 4 cantrip (always when I'm maneuvering)
Conjurer - 3 magic
Conjurer - 2 melee
Evoker - 1 maneuver
Evoker - 2 magic
Eagle Knight - 3 melee
Archer - 3 Missile
Archer - 2 missile
Fighter - 1 missile
Fighter - 1 maneuver

That's pathetic. But I still got 2 results. The most you can get with your antelope is 2, so I would win the tie. Move it up to 8.

I'll cast magic.
Enchanter - 4 cantrip
Conjurer - 3 magic
Conjurer - 2 magic
Evoker - 1 maneuver
Evoker - 2 magic
5 1 5 4 6
Eagle Knight - 4 melee
Archer - 2 ID
Archer - 2 maneuver
Fighter - 1 maneuver
Fighter - 2 melee

11 magic +2 ID doubles to 4, so 15 magic.
I'll use 14 to summon both dragons to my home.

No reserves, EoT.

At the start of your turn, dragon attack:
Dragon 1 - claw
Dragon 2 - Tail, Breath
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Dolus
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PostPosted: Wed Nov 07, 2012 1:31 pm GMT    Post subject: Reply with quote

End of dolus's turn 5.

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool
*
Dolus
Dolus

Dolus
Home Army
danilo's Home

Swampland Tower
Frontier

Coastland Temple (Dolus's)
Dolus's Home

Coastland Tower (danilo's)
danilo
Home Army
danilo
(hide)
danilo

*
danilo
Reserve Army

danilo
Summoning Pool
danilo
DUA
danilo
BUA

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danilo
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PostPosted: Wed Nov 07, 2012 2:33 pm GMT    Post subject: Reply with quote

At the start of your turn, dragon attack:
Dragon 1 - claw
Dragon 2 - Tail, Breath


so, what do we have here... a big pain I'd say.
ok first I must resolve the breath, hence
bear: id
weasel : magic

I'm already puzzled, the bear is safe the weasel dies, ok?

now my response to dragon attack:
I roll those who's left

wolverine 4 magic
buffalo ID
bear double strike
weasel 2 magic

uhm let me guess my bear an my weasel die

I'll wait as I'm really unsure...
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Dolus
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PostPosted: Wed Nov 07, 2012 2:43 pm GMT    Post subject: Reply with quote

So you roll for breath first, and you're right, weasel dies, but the bear is safe.

Then you do the combo roll, which is only a save roll due to the blue breath effect.

9 damage - 3 saves = 6 damage. So I think you would have to take the bear and wolverine. Then you can feralize and do your turn normally. I think that math is right.
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Matthias Maccabeus
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PostPosted: Wed Nov 07, 2012 2:49 pm GMT    Post subject: Reply with quote

Feralize happens before hand. Also remember 3 saves at an 8th = 6 saves. Also he can reroll the bear (double strike) I believe during a dragon attack even with blue breath (not 100% sure on this but pretty sure).
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Dolus
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PostPosted: Wed Nov 07, 2012 2:57 pm GMT    Post subject: Reply with quote

Matthias Maccabeus wrote:
Feralize happens before hand. Also remember 3 saves at an 8th = 6 saves. Also he can reroll the bear (double strike) I believe during a dragon attack even with blue breath (not 100% sure on this but pretty sure).


Yup, I forgot about double saves. Embarassed

I was trying to remember if feralize happened first or not. So I guess he wouldn't get anything back. I assumed he wouldn't get to reroll the bear beause the rule for blue breath says "if a combination avoidance roll that includes saves, becomes simply and only a save avoidance roll" and so this is no longer a combination roll, but a save roll. And since the double strike only rerolls during melee, I figured it wouldn't get rerolled. It might be a special case I don't know about, though.

Thanks for chiming in!
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danilo
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PostPosted: Wed Nov 07, 2012 3:00 pm GMT    Post subject: Reply with quote

ops wrong math

yes bear and wolwerine die. so only wolverine

so feralize... bring back a weasel to your home no different phase order

first march from reserve magic

antelope id
badger 3 melee
badger 2 save

mmm not much

can't do much more


reinforce all my reserve at my home

retreat: antelope from frontier and all the stuff at your home in reserve

boh let's see what happen Wink


Last edited by danilo on Wed Nov 07, 2012 3:04 pm GMT; edited 1 time in total
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Matthias Maccabeus
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PostPosted: Wed Nov 07, 2012 3:01 pm GMT    Post subject: Reply with quote

Dolus wrote:
Matthias Maccabeus wrote:
Feralize happens before hand. Also remember 3 saves at an 8th = 6 saves. Also he can reroll the bear (double strike) I believe during a dragon attack even with blue breath (not 100% sure on this but pretty sure).


Yup, I forgot about double saves. Embarassed

I was trying to remember if feralize happened first or not. So I guess he wouldn't get anything back. I assumed he wouldn't get to reroll the bear beause the rule for blue breath says "if a combination avoidance roll that includes saves, becomes simply and only a save avoidance roll" and so this is no longer a combination roll, but a save roll. And since the double strike only rerolls during melee, I figured it wouldn't get rerolled. It might be a special case I don't know about, though.

Thanks for chiming in!


Yeah not 100% sure. You'll have to wait for Chuck or Pi for that. Your interpretation makes sense, I'd have to look up double strike to see if it says during a dragon roll or just a melee roll.
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