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Dolus vs AC
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AC
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Joined: 26 Feb 2012
Posts: 317
Location: DC GMA

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PostPosted: Wed Feb 13, 2013 2:09 pm GMT    Post subject: Reply with quote

Second Turn
No spells, effects, dragons

First March
At the Frontier. This could be big. Maybe.

Attempting to Maneuver and assuming you oppose.

Rolling for Maneuver:
Firestarter: ID (1)
Sunburst: ID (1)

Ashbringer: 3 Magic
Sunburst x 2: 1 Magic

Total: 2 Maneuver. Sigh. There was such potential . . .
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Dolus
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Joined: 07 Sep 2011
Posts: 1307
Location: San Diego, CA

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PostPosted: Wed Feb 13, 2013 2:13 pm GMT    Post subject: Reply with quote

Troll: 4 Save
Leopard Rider: 3 Rend
Leopard Rider: 3 Save
Ghost: 4 Maneuver
Wraith: 1 Melee
Wraith: 2 Maneuver
Wraith: 1 Maneuver

10 results. I don't think you quite made it.
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AC
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Joined: 26 Feb 2012
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Location: DC GMA

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PostPosted: Wed Feb 13, 2013 2:35 pm GMT    Post subject: Reply with quote

Second March
At my Home

Decisions, decision . . .

Taking missile action to target your army at the Frontier:
Dragonlord: 4 Fly
Enchanter: 3 Magic
Courier: 3 Maneuver
Courier: 2 Melee

Total: 0. My kingdom for a cantrip!
(80.25% of any usable result. And I get zilch.)

Reserves
Reinforce all from Reserves to Frontier.

End of Turn
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Dolus
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Joined: 07 Sep 2011
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PostPosted: Wed Feb 13, 2013 2:40 pm GMT    Post subject: Reply with quote

Turn 3 - Dolus

Turn Sequence: Dolus, AC

************************************************************************
Dolus
BUA
Dolus
DUA

Dolus
Reserve Army
Dolus
Summoning Pool
*
Dolus
Dolus

Dolus
Home Army

AC's Home

(Standing Stones)
Frontier

(Temple)
Dolus's Home

(Standing_Stones)
AC
Home Army

AC

AC
*
AC
Reserve Army
AC
Summoning Pool
AC
DUA

AC
BUA
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AC
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Joined: 26 Feb 2012
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PostPosted: Wed Feb 13, 2013 2:42 pm GMT    Post subject: Reply with quote

Your Home is at 6. Otherwise, looks right. Beat me to the correction.
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Dolus
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PostPosted: Wed Feb 13, 2013 2:42 pm GMT    Post subject: Reply with quote

Not much has happened so far.

Initial Effects/Dragon/etc. none

First March
I'll maneuver my home up to 7, unopposed.

Second March
Maneuver attempt at frontier.
Troll: 4 Melee
Leopard Rider: 3 ID
Leopard Rider: 3 Rend
Ghost: 3 Save
Wraith: 2 Maneuver
Wraith: 1 Save
Wraith: 1 ID

9 results total. We'll see if I can take the 8th or not, and go from there.
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Dolus
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PostPosted: Wed Feb 13, 2013 2:43 pm GMT    Post subject: Reply with quote

AC wrote:
Your Home is at 6. Otherwise, looks right. Beat me to the correction.


Thanks for checking. Smile I realized I forgot to change that when I started taking my turn. I knew it was higher.
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AC
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PostPosted: Wed Feb 13, 2013 2:46 pm GMT    Post subject: Reply with quote

Rolling for Counter-Maneuver:
Knight: 3 Maneuver
Gorgon: 4 Maneuver
Ashbringer: ID (3)
Sunburst: 2 Maneuver

Knight: 2 Melee
Fireshadow: 4 Counter
Firemaster: 2 Melee
Firemaster: 2 Save
Firestarter: 1 Melee
Firestarter: 2 Missile
Sunburst x 2: 1 Magic

Total: 12 Maneuver. Successfully countered.
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Dolus
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PostPosted: Wed Feb 13, 2013 2:48 pm GMT    Post subject: Reply with quote

Okay, let's start making this interesting. I'm afraid it'll hurt me more than it'll hurt you, but let's try it. I'll attack.

Troll: 4 Maneuver
Leopard Rider: 3 Rend - 3 Rend - 4 Melee
Leopard Rider: 4 Melee
Ghost: 3 ID
Wraith: 1 Melee
Wraith: 1 Melee
Wraith: 2 Maneuver

Wow! That's a bloodthirsty Leopard Rider!

19 melee incoming.
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AC
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PostPosted: Wed Feb 13, 2013 2:59 pm GMT    Post subject: Reply with quote

Rolling for Saves:
Knight: 2 Maneuver
Fireshadow: 4 Create Fireminions
Firemaster: 2 Save
Firestarter: 1 Save

Knight: 2 Melee
Gorgon: 4 Maneuver
Ashbringer: 4 Maneuver
Firemaster: 2 Maneuver
Firestarter: 1 Missile
Sunburst: 1 Magic
Sunburst: 2 Maneuver
Sunburst: 2 Maneuver

Total: 9 Saves. 10 damage remains. (Where were all these maneuvers a turn ago?!) Gorgon (4), 3 Sunburst (3), 1 Firemaster (2), 1 Firestarter (1) to DUA.

Rolling for Counter-Attack:
Knight: 3 Melee
Firestarter: 1 Melee

Knight: 2 Maneuver
Fireshadow: 4 Fly
Ashbringer: 3 Magic
Firemaster: 3 Missile

Total: 4 Melee. Bloody useless.
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AC
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PostPosted: Wed Feb 13, 2013 3:01 pm GMT    Post subject: Reply with quote

Got to head out for a bit. Will check back later.
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Dolus
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PostPosted: Wed Feb 13, 2013 4:42 pm GMT    Post subject: Reply with quote

Save roll.
Troll: 4 Regenerate
Leopard Rider: 3 Save
Leopard Rider: 3 Rend
Ghost: 3 Save
Wraith: 1 Melee
Wraith: 1 Maneuver
Wraith: 1 Melee

Regenerate brings back the Heucuva

Heucuva: 2 ID


8 saves against 4 damage is good.

No reserves.
EoT.



I think this board is accurate.


Turn 3 - AC

Turn Sequence: Dolus, AC

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

Dolus
Home Army

AC's Home

(Standing Stones)
Frontier

(Temple)
Dolus's Home

(Standing_Stones)
AC
Home Army

AC

AC
*
AC
Reserve Army
AC
Summoning Pool
AC
DUA

AC
BUA
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AC
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Joined: 26 Feb 2012
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PostPosted: Wed Feb 13, 2013 11:01 pm GMT    Post subject: Reply with quote

It appears that last turn I completely blanked on executing a simple action the neglect of which essentially guarantees my loss, but that's how it goes in romance and warfare.

Third Turn
No spells, effects, dragons

First March
At the Frontier

Attempting to Maneuver:
Fireshadow: 4 Fly
Firestarter: 1 Maneuver

Knight: 2 Melee
Knight: 2 Save
Ashbringer: 3 Magic
Firemaster: 3 Missile

Total: 5 Maneuver

Awaiting counter
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Dolus
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Location: San Diego, CA

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PostPosted: Thu Feb 14, 2013 10:52 am GMT    Post subject: Reply with quote

AC wrote:
It appears that last turn I completely blanked on executing a simple action the neglect of which essentially guarantees my loss, but that's how it goes in romance and warfare.


I wasn't sure if that was accidental or intended, as there were drawbacks to both decisions.

Counter-Maneuver
Troll: 4 Melee
Leopard Rider: 3 Missile
Leopard Rider: 3 Rend
Ghost: 4 Maneuver
Wraith: 1 Melee
Wraith: 1 Save
Wraith: 1 ID
Heucuva: 3 Magic

8. Counter successful.
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AC
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PostPosted: Thu Feb 14, 2013 11:50 pm GMT    Post subject: Reply with quote

Well, it's not like I didn't know from the moment I put this army together that I'd be gambling, so here goes.

Second March
At my Home

Maneuvering unopposed: Turn terrain up to 6.

Reserves
Retreat Dragonlord and Enchanter from my Home and
1 x Knight from the Frontier
to Reserves.
Terrain Flight Fireshadow, Ashbringer, Firemaster, and Firestarter from Frontier to your Home.

On, on! To someone's doom!

End of Turn
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Dolus
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PostPosted: Fri Feb 15, 2013 6:56 am GMT    Post subject: Reply with quote

I figured Terrain Flight was your best bed. Why did you have to realize it as well?

Turn 4 - Dolus

Turn Sequence: Dolus, AC

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

Dolus
Home Army

AC's Home

(Standing Stones)
Frontier

(Temple)
Dolus's Home

(Standing_Stones)
AC
Home Army

AC

AC

*
AC
Reserve Army

AC
Summoning Pool
AC
DUA

AC
BUA
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Dolus
rare



Joined: 07 Sep 2011
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Location: San Diego, CA

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PostPosted: Fri Feb 15, 2013 7:00 am GMT    Post subject: Reply with quote

First March
Maneuver attempt at the Frontier:
Troll: 4 Melee
Leopard Rider: 3 Rend
Leopard Rider: 3 Missile
Ghost: 3 Melee
Wraith: 1 Maneuver
Wraith: 1 Melee
Wraith: 1 Save
Heucuva: 2 Magic

4 results. The most you can produce is 3, so I'll win this march and finally take the 8th!

I'll roll for magic. Since my army isn't a missile or magic army, why not? What else are they going to do? Razz

Troll: 4 Melee
Leopard Rider: 3 Missile
Leopard Rider: 4 Melee
Ghost: 3 ID
Wraith: 1 ID
Wraith: 1 Save
Wraith: 1 Save
Heucuva: 3 Melee

4 ID doubles to 8 black.

I'll cast 2x Restless Dead on my home army.

Second March
Maneuver attempt at my home:
Death Mage: 4 Magic
Death Mage: 2 Save
Death Mage: 4 Cantrip
Vampire: 4 Melee
Vampire: 3 Save
Lich: 3 Magic

0 + 8 from restless dead = 8 total.

I await your maneuver before proceeding. Smile
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AC
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PostPosted: Fri Feb 15, 2013 10:47 am GMT    Post subject: Reply with quote

Yeah, Firewalkers are great, as long as you don't do something stupid like run their tender mages into melee up against hungry leopard riders, figuring "Eh, the Coral Elves will protect 'em." But who would do something like that?

Rolling for Counter-Maneuver (and to extend the game):
Fireshadow: 4 Create Fireminions
Ashbringer: 3 Magic
Firemaster: 2 Melee
Firestarter: 1 Save

Total: 4 Maneuver. You win.
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AC
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PostPosted: Fri Feb 15, 2013 10:58 am GMT    Post subject: Reply with quote

At least while steering this wreck I was able to appreciate the soothing, cool-blue of my summoning pool. What a pleasant-looking army I fielded!

In seriousness, Firewalker-Coral is a nice combination. I should have gone with my original army plan, which wasn't quite so scattershot. And, yes, I realize that by making a lot of high-risk moves I am going to occasionally end up in these three-turn explosions.
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Dolus
rare



Joined: 07 Sep 2011
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Location: San Diego, CA

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PostPosted: Fri Feb 15, 2013 11:13 am GMT    Post subject: Reply with quote

A big part of what made this game quick, and so uneventful besides that one melee attack and that last maneuver attempt, were the terrains starting out so high.

I agree I like the firewalker and coral elf combination. But my wariness is that both feel so frail. Coral elves are at least decent at a coastland, but otherwise they die way too easily. Most firewalkers I feel are about the same way, except they don't have a racial to save them.
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