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maynes32
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PostPosted: Tue Feb 02, 2010 11:41 am GMT    Post subject: Reply with quote

Start of Brad's Turn.


Reserves

DUA

BUA

Cliff's Horde


Cliff's Campaign


Cliff's Home


BLM's Home


Frontier


Cliff's Home


BLM's Home


BLM's Campaign


BLM's Horde



BUA
DUA


Reserves



I think this is right.

By the way, my Guard is TICKED at the lack of respect. You could, at least, have killed him Wink

First March -
Maneuver Frontier up, as it's unopposed. Now 3 - Missile.
Missile action vs. DK's

Save for those ... even though it's not enough to kill anyone Wink

As for you, results of saves are irrelevant to the remainder.

Second march -
Maneuver your home down, again unopposed. Now 1 - Magic.
Magic action.

Horseman - ID - 1 Magic, doubled to 2 Green. (doubled for terrain match, right?)

Cast Watery Double on my Frontier army.

Reserves -

Retreat everyone but the Coral Giant, Assaulter and Attacker at the Frontier to reserves.

Have to run to court for a bit. Should be able to get in another turn or two before the end of the workday.
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 11:42 am GMT    Post subject: Reply with quote

maynes32 wrote:
Well, I must have at least some idea of how this game works - you did exactly what I figured you would do for your whole turn


There were a few other ways I coulda gone, but I decided to try this one. Other than your coral giant, I think I can take ya in melee. Smile
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maynes32
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PostPosted: Tue Feb 02, 2010 11:50 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
There were a few other ways I coulda gone, but I decided to try this one. Other than your coral giant, I think I can take ya in melee. Smile


Heh, and the Coral Giant shouldn't even really be in there. I was just so thrilled to pull one the other day, I couldn't resist.
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 11:59 am GMT    Post subject: Reply with quote

I'll kill the guard this turn. Yes you can double the green. looks good.

I'm not sure what the missile damage is I'm saving against, but you said its not enough to kill, so I'll ignore it and update the board.

Start of Cliff's Turn.


Reserves

DUA

BUA

Cliff's Horde


Cliff's Campaign


Cliff's Home


Brad's Home


Frontier


Cliff's Home


Brad's Home


Brad's Campaign

(watery double-EoNT)

Brad's Horde



BUA
DUA


Reserves




BOT

First March
Magic in Reserves

Blazer-3 Maneuver
Blazer-2 Maneuver
Blazer-2 Maneuver
Blazer-3 ID
Blazer-3 ID
Burner-4 Missile
Glower-2 Missile

3 watery doubles on the dragonne's (thought I wont need them)

Second March
maneuver attempt
Dragonne Knight-2 Melee
Dragonne Knight-6 Maneuver
Dragonne Knight-2 Melee
Dragonne Knight-2 Maneuver
Dragonne Knight-4 Fly
Dragonne Knight-2 Maneuver

you can't stop me.

turn upto melee(6)
Melee attack against the Guard with the soiled armour.
Dragonne Knight-4 Fly
Dragonne Knight-2 Maneuver
Dragonne Knight-2 Melee
Dragonne Knight-2 Maneuver
Dragonne Knight-3 ID
Dragonne Knight-2 Maneuver

no possible way to save 5 damage, so he dies, so no counter attack

Reserves
... based on being at a 6, I don't have time to pop out and shoot you once. so you get a free turn as I run to an 8th.
Move ALL to your home.

EOT

BTW - I'm doing the updating this way because it forces the other player to acknowledge everything I did, so they wont be surprised and miss something. Smile the other way is to update at the end of your own turn, but I prefer this.
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maynes32
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PostPosted: Tue Feb 02, 2010 2:53 pm GMT    Post subject: Reply with quote

Hold on, I may not have been clear enough about my turn - there appear to be misunderstandings.

maynes32 wrote:

First March -
Maneuver Frontier up, as it's unopposed. Now 3 - Missile.
Missile action vs. DK's

Save for those ... even though it's not enough to kill anyone Wink


How bad am I at this gaming online? Bad enough not to have even put my roll in when I made it. You couldn't see it from where you were? Embarassed

I got a whole two missile results - thus the "no damage" joke. My fault.

maynes32 wrote:

Reserves -

Retreat everyone but the Coral Giant, Assaulter and Attacker at the Frontier to reserves.


This was my reserve move - what I was trying to convey here (and it was probably not clear as I was running out the door to court) was that absolutely everyone, from everywhere, was going to reserves, with the sole exception of the Coral Giant, Assaulter and Attacker currently located at the frontier. So the Guard, while offended, ran into hiding with almost everyone else.

Sorry if this was unclear - I'll do my whole move in a separate post next time and spell it out more clearly. Embarassed Let me know how to sort this out.

Apologies,

BLM
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 3:00 pm GMT    Post subject: Reply with quote

maynes32 wrote:
Sorry if this was unclear - I'll do my whole move in a separate post next time and spell it out more clearly. Embarassed Let me know how to sort this out.


yeah, it was a bit ambiguous. Let me see how that changes my turn...

I would've still cast magic. I still would have turned the terrain up. The Guard is not dead.

on my reserve move... I would not have made my reserve move until I'd seen where you were going. I can't pull them out to either terrain 'safely', so leave my missile guys all in reserve.

then you can take your turn (which will probably consist of a magic action, turning the frontier up, missiling my riders, and then the reinforcement that I haven't figured out yet...)
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maynes32
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PostPosted: Tue Feb 02, 2010 3:12 pm GMT    Post subject: Reply with quote

cliffwiggs wrote:
(which will probably consist of a magic action, turning the frontier up, missiling my riders, and then the reinforcement that I haven't figured out yet...)


Yeah, it's a little predictable - whaddya want, it's my first game back Wink

Start of Brad's Turn.


Reserves

DUA

BUA

Cliff's Horde


Cliff's Campaign


Cliff's Home


Brad's Home


Frontier


Cliff's Home


Brad's Home


Brad's Campaign

(watery double-EoNT)

Brad's Horde


BUA
DUA


Reserves




I think this is right ... although I initially stuck the Guard in the DUA by accident anyway. He obviously IS suicidal.
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maynes32
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PostPosted: Tue Feb 02, 2010 3:35 pm GMT    Post subject: Reply with quote

First March - Reserves

Magic action

Magus - 2xMagic
Conjurer - ID (2xMagic)
Evoker - 1xMagic
Evoker - 1xMagic
Eagle Knight - ID (3xMagic)
Horseman - ID (1xMagic)
Courier - ID (2xMagic)

Total of 2 black/blue and 10 blue/green.

Use 6 blue to bring back both Apprentices (2xBreath of Life).

Use 3 green to cast Wall of Ice on Frontier army, just for fun.

Fizzle 2 black/blue, and 1 blue/green.

Second march - Frontier

Maneuver up - unopposed - now 4 - Missile

Missile action on the DK's

Assaulter - 3xMissile
Attacker - 2xMissile

Total of 5 to save. Look, I actually put in the results this time! Mr. Green

Reserves
From Reserves, reinforce to your Home:
Magus
Magus
Conjurer
Evoker
Evoker
Apprentice
Apprentice

From Reserves, reinforce to Frontier:
Eagle Knight
Knight
Horseman
Sharpshooter
Archer
Bowman
Courier
Guard (finally reunited with his boss, the Courier)
Attacker
Devastator

No one going into Reserves. This SHOULD leave no one in reserves.
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 5:11 pm GMT    Post subject: Reply with quote

the one thing you forgot was my 3 watery doubles. so the 5 damage is reduced to 2 which can't kill one of the dragonne knights.

I have to help the kids with homework and will take my turn later tonight. It'll start with magic and end with melee, but I want time to do it slow and keep all the spells straight. for example your watery doubles just ended, but your wall of ice will last a bit longer.
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 5:27 pm GMT    Post subject: Reply with quote

maynes32 wrote:
Yeah, it's a little predictable - whaddya want, it's my first game back Wink
there wasn't a lot you could do.
So just to formalize it.

Saving against 5 damage...
Dragonne Knight-2 Melee
Dragonne Knight-4 Fly
Dragonne Knight-2 Melee
Dragonne Knight-2 Save
Dragonne Knight-2 Melee
Dragonne Knight-6 Maneuver

so 3 from the spell plus 6 is more than 5.

Now then here's what I think the board looks like. you said 'MY' home. so confirm this before I take my obvious turn.

Start of Cliff's Turn.


Reserves

DUA

BUA

Cliff's Horde

(3 x watery double-EoNT)

Cliff's Campaign


Cliff's Home


Brad's Home


Frontier


Cliff's Home


Brad's Home


Brad's Campaign

(wall of ice - BoNT)

Brad's Horde


BUA
DUA

Reserves


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maynes32
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PostPosted: Tue Feb 02, 2010 5:29 pm GMT    Post subject: Reply with quote

Obvious away, your home is correct.
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 6:38 pm GMT    Post subject: Reply with quote

First march
roll magic in reserves
Blazer-4 Flaming Arrow
Blazer-4 Flaming Arrow
Blazer-1 Missile
Blazer-3 Maneuver
Blazer-1 Missile
Burner-2 ID
Glower-1 Maneuver

A whole two to cast watery double on the dragonne's

second march
turn up to 7 unopposed.
no action.

Reserves, move ALL to the 7th face.

EOT

the original 3 WD's expire now, the new one lasts until the end of my next turn.

your wall of ice expires at the start of your turn.

take it away, it gets interesting next turn.
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 6:44 pm GMT    Post subject: Reply with quote

BTW - this makes no difference to the game, but all those saves against missile were not needed. As a Scalder I got 6 autosaves against missile (1 per die)

so I technically never needed to roll.
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maynes32
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PostPosted: Tue Feb 02, 2010 7:40 pm GMT    Post subject: Reply with quote

Start of Brad's Turn.


Reserves
DUA

BUA

Cliff's Horde



(1 x watery double-EoNT)

Cliff's Campaign


Cliff's Home


Brad's Home


Frontier


Cliff's Home


Brad's Home


Brad's Campaign



Brad's Horde


BUA
DUA

Reserves

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maynes32
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PostPosted: Tue Feb 02, 2010 8:00 pm GMT    Post subject: Reply with quote

Talk about not knowing your enemy - sheesh. File that under "BLM learning racial rule the hard way".

Well, I'm set up for it, so might as well take one turn this way.

First march - Frontier

Maneuver up to 5 - Missile, unopposed

Missile action vs. obvious target
Sharpshooter - ID (3 missile)
Horseman - ID (1 missile)
Eagle Knight - 3 missile
Attacker - 2 missile
Assaulter - 3 missile

12 Missile, against ... let's see ... carry the one ... 13 automatic saves. Not much.

Second march - Your Home

No maneuver.

Magic action

Evoker - ID - Doubled to 4 Magic
Evoker - ID - Doubled to 4 Magic
Magus - 2 Magic
Apprentice - 2 Magic

So 4 blue/black, 8 blue/green

Wall of Fog on my army at your Home (Mages) - 6 green
Lightning Strike on one of your Blazers. - 6 blue

No reserves for this turn.

EOT
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 8:09 pm GMT    Post subject: Reply with quote

maynes32 wrote:

Evoker - ID - Doubled to 4 Magic
Evoker - ID - Doubled to 4 Magic
Magus - 2 Magic
Apprentice - 2 Magic

So 4 blue/black, 8 blue/green

Wall of Fog on my army at your Home (Mages) - 6 green
Lightning Strike on one of your Blazers. - 6 blue
you are wise to try to protect them.

and have I mentioned how much I hate lightning strike?
rolling a Blazer:
Blazer-3 ID

Boo-Yah! thats a save (wheh)
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Last edited by cliffwiggs on Tue Feb 02, 2010 8:13 pm GMT; edited 1 time in total
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PostPosted: Tue Feb 02, 2010 8:11 pm GMT    Post subject: Reply with quote

Start of Cliff's Turn.


Reserves
DUA

BUA

Cliff's Horde



(1 x watery double-EoTT)

Cliff's Campaign


Cliff's Home


Brad's Home


Frontier


Cliff's Home

(Wall of Fog - BoNT)
Brad's Home


Brad's Campaign



Brad's Horde



BUA
DUA

Reserves


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cliffwiggs
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PostPosted: Tue Feb 02, 2010 8:20 pm GMT    Post subject: Reply with quote

ok, so lets do this. you know I'm not rolling for missile right? I'm rolling for flaming arrows Twisted Evil

(and I know I mixed up fog and ice for a second)

so unopposed turn to capture the 8thface tower.

take a missile action against your mages.

Blazer-4 Flaming Arrow
Blazer-2 Maneuver
Blazer-1 Missile
Blazer-6 Missile
Blazer-2 Maneuver
Dragonne Knight-3 ID
Dragonne Knight-2 Melee
Dragonne Knight-6 Maneuver
Dragonne Knight-2 Save
Dragonne Knight-2 Save
Dragonne Knight-2 Melee
Burner-1 Maneuver
Glower-1 Missile

4 flaming arrows and then 11 missile (which goes down to 5)

so, I have to target one of your mages with all 4 damage (which is going to kill it) and then it have to save or be buried

I choose.... the Conjurer. Even though killing a frostwing is more likely to reduce the saves against the remaining damage. the coral elf mage is more likely to be buried and he can double his ID, while the frostwing can't.

no second march and No reserves

if you only lose one die you did good.
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maynes32
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PostPosted: Tue Feb 02, 2010 8:28 pm GMT    Post subject: Reply with quote

cliffwiggs wrote:

4 flaming arrows and then 11 missile (which goes down to 5)

so, I have to target one of your mages with all 4 damage (which is going to kill it) and then it have to save or be buried

I choose.... the Conjurer.


Conjurer - 2 Melee

My units remain confused as to their purpose. They can't even die doing their job. Laughing

Saves roll:
Apprentice - ID (one save)
Evoker - Maneuver (one save)

So, two saves, three damage. Kill two Apprentices and an Evoker.

I don't think there is much of this game left, sadly Wink

I'll have to take my turn and update the table tomorrow. You can go to bed with the Buried Conjurer and three dead common mages as a good victory.

We won't comment on the inability to get off a single lightning strike effectively Wink
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cliffwiggs
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PostPosted: Tue Feb 02, 2010 9:02 pm GMT    Post subject: Reply with quote

We can play to conclusion or stop if you want.

If you want to play with dice you don't own I can show you the dice roller that I use to play. It doesn't work on all browsers, but its a nice way to play with dice you don't own and you can avoid the sound of dice rolling at your desk while at work Smile

either way its your turn.
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