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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Sat Sep 10, 2005 9:17 pm GMT Post subject: |
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Ok, recap.
Trickster's magic doesn't count.
Trickster's still alive.
Yellow dragon's still at my Home terrain.
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You can"t cast finger of death from reserves. _________________ ( This space intentionally left blank ) |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Posted: Sun Sep 11, 2005 2:37 am GMT Post subject: |
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| Nas wrote: |
You can"t cast finger of death from reserves. |
Of course not, sorry!
I'll take them in gold then, using them for 2 Stoneskins on my Campaign army!
So my corrected Marches look like:
My Stoneskin expires!
1st March:
Rolling Reserves for magic: --> Pelter ID, 3 Wardog Rider IDs =4
Use 4 gold magic to cast 2 x Stoneskin on my Campaign at the frontier.
2nd March:
Attempting Maneuver at the frontier: --> Rend, 3 feet and 2 IDs = 8
Maneuvers doubled by swampland = 16
Do you oppose? _________________
Mr. Green Fan Club President
Forum Games Record: W 5 / L 10
www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve! |
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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Mon Sep 12, 2005 9:36 pm GMT Post subject: |
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Attempted counter got me 2 undead stinky feet.
You succeed. _________________ ( This space intentionally left blank ) |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Posted: Mon Sep 12, 2005 11:08 pm GMT Post subject: |
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Well, I successfully capture the frontier 8th.
Rolling for magic: --> 4 Pelter IDs, doubled in gold via terrain = 8
I summon two gold Dragontroops and cast a Stoneskin on my Campaign.
Reserve Phase:
Moving 5 Wardog Riders to my home, the rest of my Reserves (Leopard Rider, Pelter and 4 Wardog Riders) move to the frontier.
My turn ends. _________________
Mr. Green Fan Club President
Forum Games Record: W 5 / L 10
www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve! |
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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Wed Sep 14, 2005 12:48 am GMT Post subject: |
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1st March
Reserves roll for magic: Mage=ID=3, Trickster=ID=1, Undead=2 = 6 back for an open grave on my Frontier army.
2nd March
Attempting maneuvers,
Another incredible roll. Fireshadow rolls ID = 4, 2pt undead rolls ID, rest are useless = 6 total.
Awaiting counter maneuver _________________ ( This space intentionally left blank ) |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Posted: Wed Sep 14, 2005 5:29 am GMT Post subject: |
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Yes, I'll try to counter your maneuver at the frontier, of course:
--> 2 x Rend (both L.Riders), Wardog Rider ID, 1 Pelter maneuver, 1 Wardog Rider maneuver = 9, doubled at swampland = 18
Not a good roll for an army of that size, but still enough to counter sucessfully. Oh, forgot, 8th face doubles again, so that's 36!
Please go ahead.  _________________
Mr. Green Fan Club President
Forum Games Record: W 5 / L 10
www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve!
Last edited by Deeghter on Fri Sep 16, 2005 4:00 am GMT; edited 1 time in total |
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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Thu Sep 15, 2005 4:53 am GMT Post subject: |
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Melee attack proceeding:
( Another incredible roll )
Fireshadow =4, 1-leopard rider =ID = 3, Death Knight - ID = 3, 1-pt undead =1, total = 11 _________________ ( This space intentionally left blank ) |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Posted: Thu Sep 15, 2005 6:44 am GMT Post subject: |
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Rolling for saves:
--> 6 shields, Pelter ID, Wardog Rider ID = 8, doubled by 8th = 16
1 from Stoneskin, and 1 automatic from Dragontroop (the other one rolled Belly) = TOTAL 18
Counter attack:
--> 3 axes, 2 Dragontroop claws, Pelter ID, Wardog Rider ID = 7 _________________
Mr. Green Fan Club President
Forum Games Record: W 5 / L 10
www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve! |
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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Thu Sep 15, 2005 9:41 pm GMT Post subject: |
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Rolling for saves Fireshadow = fireminions =4, L. Rider = ID, 2pt undead = ID, 1pt undead = ID, total = 10 saves
And finally a decent roll. lol.
Reserves phase:
Reserves move to the frontier.
End turn. _________________ ( This space intentionally left blank ) |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Posted: Thu Sep 15, 2005 10:45 pm GMT Post subject: |
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My Stoneskin expires!
1st March:
Rolling Campaign for magic:
--> 2 Pelter IDs, 1 Wardog Rider ID, 2 Leopard Rider IDs = 9
Doubling L.Rider ID via terrain for 6 and summon two gold Dragontroops.
Rest: 6
Doubling 2nd L.Rider ID via your DUA for 6 and summon 2 black Dragontroops
Rest: 3, used in black to cast Palsy on your Campaign.
2nd March:
Maneuvering my home unopposed up to 4, missile.
Missile attack on your Campaign --> NIL! Great!
No reserve movement.
I'm done and ending my turn. _________________
Mr. Green Fan Club President
Forum Games Record: W 5 / L 10
www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve! |
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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Fri Sep 16, 2005 2:34 am GMT Post subject: |
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1st and only march
Attempting maneuvers at the frontier:
3-rend, 3-rend, Fireshadow 4-fly, Deathknight ID=3, rest are not useful. Total = 2x3 2x3 4 3 = 19 _________________ ( This space intentionally left blank ) |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Posted: Fri Sep 16, 2005 4:02 am GMT Post subject: |
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You've got minus 1 for the Palsy! And your Open Grave expires!
Counter maneuver (hopefully!):
Roll, roll: --> Pelter+ Wardog Rider+ Leopard Rider IDs, 1 Rend, 3 maneuvers from 2 Pelters and 1 Wardog Rider = 11, doubled in Swampland = 22, doubled by 8th: = total 44
(I fogot doubling by 8th last time! I corrected that!)
Well, 44 is far enough!  _________________
Mr. Green Fan Club President
Forum Games Record: W 5 / L 10
www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve! |
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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Fri Sep 16, 2005 11:27 pm GMT Post subject: |
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Open Grave does not expire till my next turn. _________________ ( This space intentionally left blank ) |
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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Fri Sep 16, 2005 11:33 pm GMT Post subject: |
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Which was prior to my maneuvering.
Anyways, Proceeding to melee:
Deathknight=3 Scares, 1xL. Rider = rend-3, 4 melee, 1xL. Rider = 4 melee, 1pt undead = 1 melee, = process 3 scare and 12-1 = 11 Melee. _________________ ( This space intentionally left blank ) |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Posted: Sat Sep 17, 2005 6:26 am GMT Post subject: |
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Resolving Scare first: choose three Pelters.
1 Pelter rolls missile and moves to Reserves. 1 Pelter rolls ID and goes pooof (moved to my DUA)! 1 Pelter saves by shield and stays.
Now rolling for saves:
--> 6 shields, 1 Pelter ID = 7 doubled by 8th = 14
Plus 5 automatic saves from Kins (1 rolled Belly)
TOTAL: 19
Counter attack:
--> 1 Leopard Rider: Rend, Rend, Rend, ID = 12
Plus: 2 Pelter IDs, 5 Kin claws, 1 Wardog Rider axe = 8
TOTAL MELEE INCOMING: 20 !  _________________
Mr. Green Fan Club President
Forum Games Record: W 5 / L 10
www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve! |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Thu Sep 22, 2005 6:35 pm GMT Post subject: |
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Sorry. My computer decided to bomb out and I got sick for some time. I should post a follow-up shortly.
Thanks for your patience. _________________ ( This space intentionally left blank ) |
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Nas dragonmount
Joined: 02 Sep 2005 Posts: 27 Location: N. California

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Posted: Fri Sep 23, 2005 2:26 am GMT Post subject: |
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Rolling for saves:
Fireshadow=4fly. Total=4
Everything dies but the trickster and the fireshadow. Knight downsizes to Revenant, Revenant downsizes to a Skeleton.
Units at Frontier: Fireshadow(4), Revenant(2), Skeleton(1), and, Trickster(1)
Units at DUA: 2x Mage(3), 2x L.Rider(3), Deathknight(3), Apparition(1)
End turn _________________ ( This space intentionally left blank ) |
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Deeghter rare
Joined: 03 Mar 2005 Posts: 2553 Location: Lost

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Posted: Fri Sep 23, 2005 4:03 am GMT Post subject: |
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Sorry to hear you were sick! Hope you're all right again!?
If not completely recovered yet, I wish you speedy recovery!
Question regarding Nas' save roll:
When my Campaign attacked his frontier army there was only a Goblin Death Mage in his DUA. There-fore he is (I guess) not able to use the stepped damage ability of his Undead. The resolving of the melee attack happens all at one time, so there was no Undead unit in his DUA to be exchanged with the killed ones which (I guess) means his Undead simply get killed and are gone (placed in the DUA).
I know that SAIs are resolved first, before the rest of the hits are resolved. So if my rends would have been e.g. Bullseyes, then you would have chosen the killed units first, then rolled for saves and if the units killed first would have been Undead, then you could have used the stepped damage ability, since SAI and melee attack are two different things to resolve.
In this case the SAIs target the army, hits are added to total melee results and there's just one save roll. So how is this handled regarding the Rends?
And if the Rends are resolved first in this case, enabling Nas to use the stepped damage, then he can use it only once, since all SAIs of the same kind (3 Rends in this case) should be resolved at the same time, right??
Anybody out there who could clarify this for me, please?
And you forgot about the Palsy I had cast on your Campaign.
So your saves are reduced to 3. _________________
Mr. Green Fan Club President
Forum Games Record: W 5 / L 10
www.dragondicer.com
SFR's German electro-punk-bluegrass artist Deeghter @@ My S&JW Memorial Space! Tanx, Steve! |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Fri Sep 23, 2005 6:01 am GMT Post subject: |
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Deeghter is correct about the Stepped Damage. All units that die, can only be "stepped" by units that are dead already. All melee damage happens at once. A better example would be if there was a Smite(4), followed by normal melee damage. The Smite would kill 4 health. If those were taken by the smaller Undead, then when he took the melee damage, he would have had units available to use for stepped damage.
Read the description on Rend (and Trample). While it's a SAI, and nothing can change the results generated, it still generates normal results, i.e. melee. So it is simply added to the other normal results. Only if a SAI does special damage, does it go at a time other than the normal results. Smite is a good example. Sometimes the SAI goes after normal results, look at Confuse.
So net result: Nas has only the Fireshadow (or 4 other health of his choice) left. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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