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Opponent wanted
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Nas
dragonmount



Joined: 02 Sep 2005
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PostPosted: Sat Sep 10, 2005 9:17 pm GMT    Post subject: Reply with quote

Ok, recap.

Trickster's magic doesn't count.

Trickster's still alive.

Yellow dragon's still at my Home terrain.
---------------------------------------------------

You can"t cast finger of death from reserves.
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Deeghter
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PostPosted: Sun Sep 11, 2005 2:37 am GMT    Post subject: Reply with quote

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?
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Nas
dragonmount



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PostPosted: Mon Sep 12, 2005 9:36 pm GMT    Post subject: Reply with quote

Attempted counter got me 2 undead stinky feet.

You succeed.
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Deeghter
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PostPosted: Mon Sep 12, 2005 11:08 pm GMT    Post subject: Reply with quote

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.
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Nas
dragonmount



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PostPosted: Wed Sep 14, 2005 12:48 am GMT    Post subject: Reply with quote

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
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Deeghter
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PostPosted: Wed Sep 14, 2005 5:29 am GMT    Post subject: Reply with quote

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. Smile
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Last edited by Deeghter on Fri Sep 16, 2005 4:00 am GMT; edited 1 time in total
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Nas
dragonmount



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PostPosted: Thu Sep 15, 2005 4:53 am GMT    Post subject: Reply with quote

Melee attack proceeding:

( Another incredible roll )

Fireshadow =4, 1-leopard rider =ID = 3, Death Knight - ID = 3, 1-pt undead =1, total = 11
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Deeghter
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PostPosted: Thu Sep 15, 2005 6:44 am GMT    Post subject: Reply with quote

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
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Nas
dragonmount



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PostPosted: Thu Sep 15, 2005 9:41 pm GMT    Post subject: Reply with quote

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.
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Deeghter
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PostPosted: Thu Sep 15, 2005 10:45 pm GMT    Post subject: Reply with quote

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.
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Nas
dragonmount



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PostPosted: Fri Sep 16, 2005 2:34 am GMT    Post subject: Reply with quote

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
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Deeghter
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PostPosted: Fri Sep 16, 2005 4:02 am GMT    Post subject: Reply with quote

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! Razz
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Nas
dragonmount



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PostPosted: Fri Sep 16, 2005 11:27 pm GMT    Post subject: Reply with quote

Open Grave does not expire till my next turn.
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Nas
dragonmount



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PostPosted: Fri Sep 16, 2005 11:33 pm GMT    Post subject: Reply with quote

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.
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Deeghter
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PostPosted: Sat Sep 17, 2005 6:26 am GMT    Post subject: Reply with quote

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 ! Twisted Evil
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Deeghter
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PostPosted: Wed Sep 21, 2005 3:29 am GMT    Post subject: Reply with quote

Ahmmmm.......... hallo?? ............ **knock, knock** ........... Rolling Eyes
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Nas
dragonmount



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PostPosted: Thu Sep 22, 2005 6:35 pm GMT    Post subject: Reply with quote

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.
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Nas
dragonmount



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PostPosted: Fri Sep 23, 2005 2:26 am GMT    Post subject: Reply with quote

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
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Deeghter
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PostPosted: Fri Sep 23, 2005 4:03 am GMT    Post subject: Reply with quote

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.
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chuckpint
White Dragon
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PostPosted: Fri Sep 23, 2005 6:01 am GMT    Post subject: Reply with quote

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.
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