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frostwings treefolk eldarim
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dburkley
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PostPosted: Thu Feb 21, 2013 11:40 pm GMT    Post subject: Reply with quote

I did not even entertain the idea of a counter-attack, but I should have indicated that I wished to pass on the option. My apology for that.

dburkley's turn:
The three Windwalks and Wind Wall spells expire.
No Dragon Attack Phase.

First March: Activate Reserve - roll for magic:
Magi 5: 2 magic
Magi 6: 4 magic

Use all 6 to cast Open Grave on my Horde Army.

Second March: Activate Horde Army at the Frontier. Attempt to change the terrain. Counter-maneuver?
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Battlefest Champion: DEXCON 2008, 2011, GENCON 2009, 2010 (co-champion), 2011, 2017)
"No Magicians": GENCON 2008
"Single Race": DEXCON 2008, GENCON 2010, 2011, 2014 (co-champion), 2017
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DialFforFunky
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PostPosted: Fri Feb 22, 2013 4:01 am GMT    Post subject: Reply with quote

I oppose:



Result: 13 + 4 = 17 maneuver.


F
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DialFforFunky
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PostPosted: Sat Feb 23, 2013 3:54 am GMT    Post subject: Reply with quote

I'll be away for a couple of days, so don't expect too much from me until Sunday evening.


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dburkley
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PostPosted: Sun Feb 24, 2013 3:21 pm GMT    Post subject: Reply with quote

I've been away at DREAMATION, myself, although I've headed back home each night.

Maneuver roll:
BearMaster: 3 melee
Magi 1: 2 missile
Magi 2: ID icon = 3 maneuvers
Magi 3: Fly SAI = 4 maneuvers
Magi 4: 4 magic
Vindicator: ID icon = 3 maneuvers
Wolfpack: Rend SAI = 4 maneuvers
Gold Medallion: Wayfare SAI = 4 maneuvers

Total: 18 maneuvers
I thought last turn's attempt was the best I could expect to accomplish, but it took more than half the dice to rise to the occasion.

Advance terrain to the 8th Face and roll melee avoidance for the Wall of Thorns (22 health-worth of units in the army, so 22 damage):
BearMaster: 3 melee
Magi 1: Cantrip SAI, cast Deadlands on Wasteland Standing Stones.
Magi 2: 2 missile
Magi 3: 4 magic
Magi 4: 2 magic
Vindicator: 3 melee
Wolfpack: Howl SAI
Gold Medallion: TSR SAI, retrieve Vindicator from DUA.
Vindicator 2: Smite SAI

Total: 11 melee - leaving 11 damage to satisfy. Send both Vindicators and the Wolfpack to the Reserve as per Open Grave.

This army will now roll for magic:
BearMaster: 3 melee
Magi 1: 4 magic
Magi 2: ID icon = 3 doubled to 6 magic
Magi 3: 2 missile
Magi 4: 4 magic
Gold Medallion: Sortie SAI

Total: 14 magic.
Cast a 6 point Ashes to Ashes on the 3-health mage in F's DUA.
Cast a 6 point Ashes to Ashes on one of the 3 health units in Frdom2's DUA. 2 magic left unspent.

Reserve move: Advance all units from Reserve to Wasteland Standing Stones.
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Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion: DEXCON 2008, 2011, GENCON 2009, 2010 (co-champion), 2011, 2017)
"No Magicians": GENCON 2008
"Single Race": DEXCON 2008, GENCON 2010, 2011, 2014 (co-champion), 2017
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DialFforFunky
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PostPosted: Sun Feb 24, 2013 6:44 pm GMT    Post subject: Reply with quote

Shocked I think the 18 maneuver just wrapped up the game...

Turn Sequence: DialFforFunky, dburkley, frdm02

************************************************************************************************************
DialFforFunky
BUA
DialFforFunky
DUA
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
*
DialFforFunky
Home Army
dburkley
frdm02

*Watery Double* x 3
DialFforFunky's Home

Captured by frdm02
*
*
DialFforFunky
dburkley

*Open Grave*
DialFforFunky
dburkley
Home Army
dburkley
Reserve Army
dburkley
BUA
frdm02
Frontier

dburkley's 8th
frdm02
dburkley's Home


Standing Stones
*Deadlands*
dburkley
Summoning Pool
dburkley
DUA
*
*
DialFforFunky
dburkley
frdm02
Home Army
frdm02's Home


Tower
*
frdm02
Reserve Army
frdm02
Summoning Pool
frdm02
BUA
frdm02
DUA



Edit: The more I think about it, the more I come to the conclusion that there is really no likely way for frdm02 and me to win the game.
In the best case situation, frdm02 and I team up, with frdm02 summoning his dragons and me casting palsies/burying. This has the unpleasant side effect of activating the gold medallion and cantrips more often, which in turn only makes dburkley's army do more harm. Too bad it's the only real source of significant damage we can provide.
Of course there is always the option of the unlikely roll, but the more likely result will probably be a a very slow demise of both frdm02 and me. Frdm02 has already lost a third of his army that he cannot recover, and I've lost a 6th which would take a long time to recover. I'm not sure if I want to drag out what will probably be a relatively unexciting rest of the game (2 magically crippled armies flailing desperately at a full-strength magic army) for that long. Nor do I mind giving dburkley the win, as he played pretty darn well.


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frdm02
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PostPosted: Mon Feb 25, 2013 4:34 pm GMT    Post subject: Reply with quote

F I have to agree with you. There is very little hope I would be able to keep up with the damage that FOD and lightning strikes can impose on me, and poorly constructed the army out of the gate. l learned a fair amount about races I rarely use ( treefolk and elderam) and also would be willing to give him the game as well fought. I am satisfied with what I learned of the races and the rules refresher I so needes
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dburkley
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Joined: 29 Jun 2008
Posts: 1200
Location: Hillsborough, NJ

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PostPosted: Mon Feb 25, 2013 11:41 pm GMT    Post subject: Reply with quote

DialFforFunky wrote:
Shocked I think the 18 maneuver just wrapped up the game...

Edit: The more I think about it, the more I come to the conclusion that there is really no likely way for frdm02 and me to win the game.
... Of course there is always the option of the unlikely roll, but the more likely result will probably be a a very slow demise of both frdm02 and me. Frdm02 has already lost a third of his army that he cannot recover, and I've lost a 6th which would take a long time to recover. I'm not sure if I want to drag out what will probably be a relatively unexciting rest of the game (2 magically crippled armies flailing desperately at a full-strength magic army) for that long. Nor do I mind giving dburkley the win, as he played pretty darn well.

F
I agree that this game appears to have quite a ways to go before reaching a clear conclusion, but I do not share the opinion that either of my opponents have no likely way of winning. The "unlikely rolls" were what made a number of dramatic turning points in the game. Having said that, I am also not looking forward to a long drawn-out game, so I accept the concessions that my gracious opponents have offered. Each of the three armies were significantly different in composition, capabilities, and strategic options, which made for an interesting game.

I found the Eldarim to be extremely tough, resilient, and learned a few tricks from them (or rather, from my very competent and resourceful opponent). My experience with Eldarim and against Eldarim as a race is limited, so I found this experience to be quite intriguing (and vexing at times). This particular Eldarim army had great advantages versus dragons, in melee, and magic with an opposing army present. This was the second time I've evered played with a Frostwing army, and I found the only advantages to press with against this Eldarim army were magic and maneuvering. That decision propelled the game to a battle of attrition, but the Eldarim & Frostwing armies benefited greatly from the Gold Medallions (or this would have been a much shorter game I suspect).

The Treefolk army had its advantages as well, but was vulnerable to blue and black magic (unless the Unicorn could get lucky). Multi-player games have a political aspect to them that can vary from "target of opportunity" to "what's the most dangerous foe or army at this point in time" to "the enemy of my enemy is my friend". For the last two rounds, I was wondering if the Treefolk would try to use gold magic to Path in and try to grab the 8th Face at the Frontier for the win. The Wall of Thorns threw quite a wrinkle into what I was trying to accomplish.

The on-line games play a bit differently than the face-to-face games. While you have the luxury of time to ponder all the options, I find I sometimes overlook some details of the board, and sometimes when I try to "multi-task" (like trying to converse with my bride) while trying to enter in my turn, I make some mistakes (some of them stupid, like miscalculating spell points, damage, or casualties - or forgetting where some of my dice are located). I prefer face-to-face, even if I make too hasty a decision that I might have thought better of with additional time. I'm not a "trash-talker", but do like discussing the gaming options and strategies during a friendly game or after.

I thank both DialFforFunky and Frdm02 for the challenging game. I hope to have an opportunity to play with you again - maybe across a table, sometime.
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Daniel Burkley
US National Champion (DEXCON 2007, 2009, 2010)
World Champion (GENCON 2008, 2009, 2010, 2013, 2014)
Battlefest Champion: DEXCON 2008, 2011, GENCON 2009, 2010 (co-champion), 2011, 2017)
"No Magicians": GENCON 2008
"Single Race": DEXCON 2008, GENCON 2010, 2011, 2014 (co-champion), 2017
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sweetberlinetta
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PostPosted: Tue Feb 26, 2013 10:50 am GMT    Post subject: Reply with quote

Ok so dburkley and f advance???
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DialFforFunky
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Location: Groningen

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PostPosted: Tue Feb 26, 2013 12:10 pm GMT    Post subject: Reply with quote

sweetberlinetta wrote:
Ok so dburkley and f advance???


I lost, but I don't mind advancing anyway Wink.


Some post-game thoughts:

Again, I want to compliment both frdm02 and dburkley on playing an excellent game. I was pleasantly surprised to see frdm02 become threatening again towards the end of the game. As for dburkley's performance (and, in a way, frdm02 as well), I only noticed a single thing I'd do different: burying. I'd bury anything as soon as it hits the grave, regardless of the medallion. It makes recovery an additional step harder, as the unburying isn't as cost-effective as the resurrecting, and after the unburying further resurrecting is still needed. This is especially true for black magic users, as their burying is so very cheap.

- As for my mistakes, I made loads of them. But probably the most significant was during the first few turns. Splitting my force wasn't the worst idea, but I didn't force dburkley out of his home terrain as I should have done (I underestimated the Frostwing casting potential). Neither did I anticipate the dragon troubles, which punished both some poor positioning and the following bad rolls.
After that I made several choices with which I was quite happy. Hanging around dburkely for sneak attacks was probably the best approach, though I was kind of surprised not to find frdm02 not burying us both. My miraculous recovery was kind of neat, as was the 8th face grab. Consequently getting shoved around by 12 points of mages was kind of frustrating, but dburkley played against my weaknesses well. As Matthias Maccabeus pointed out somewhere, I think the Frostwings were probably the worst matchup my army could face.

- The way I'd see this game progress would be the following: first, I'd take some feeble attempts at outmaneuvering and outmeleeing dburkley (I kept hoping for that counter attack Wink ), after which I'd flee to reserves. I'd get some fingers of death flung after me, killing a dragonlord. Frdm02 does things (sorry, but I think your influence on the game would have been rather small). I wouldn't be able to resurrect the lord, and move to dburkley's home. Dburkley should probably bury my lord at this point, and throw some debuffs at me. It then becomes a slow grind of me trying to recover from the raging torrent of magic flung in my general direction, an attempt which probably would en up being unsuccessful in the long run. My only realistic option for good rolls would come from the dragon attacks (combined with cantrips).

- About army composition: In anything but a 1v1 situation, I feel a gold medallion is almost obligatory. Either the game is over in a few turns, in which case there is usually very little influence from any army. A medallion can help in this situation with lucky Wayfares and Flurry bursts. Or the game lasts a long time, in which case attrition becomes very important. In this case, there isn't really any icon that can beat the logo, both because of the huge heals and because of the unburying. Its a bit of a sad conclusion, but you really cannot do without.
Something I'd consider changing about my army would be including one less Zealot. I think few people will want to risk attacking four Bash icons. Perhaps I'd replace it with a black Dragonmaster, though its lack of individual saves concerns me a bit. A Sorcer + common would have been an option as well.


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