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Multiple Frontier Variation
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 8:38 am GMT    Post subject: Reply with quote

First thing I noticed...before updating the board...

Ok so no mutation...
but did you forget to do something?
Deeghter!!!!

sigh.... Rolling Eyes

Second....
I would like the Ghost to attempt to Dispel Chuck's magic.
(Have fun Ghost) Razz

Cliff's Foul Water saves:7 out of 30
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Ghost Roller
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PostPosted: Sun Feb 03, 2008 8:52 am GMT    Post subject: Reply with quote

Trying to Dispel Transmute Rock to Mud and Flash Flood:

Fly, Screech, magic.

No Dispel this time.
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 8:54 am GMT    Post subject: Reply with quote

Ok thanks Ghost.
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 9:00 am GMT    Post subject: Reply with quote

Technical Point.....
for those watching....

the Wind Walks should be cast before hide....
as Hide does not allow the hidden unit to be affected by spells.

I won't be able to stop Chuck now....
it's up to Deeghter. Mr. Green
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chuckpint
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PostPosted: Sun Feb 03, 2008 9:03 am GMT    Post subject: Reply with quote

No that's wrong Jim. The Wind Walks are cast on the army, so it doesn't matter if all the units in the army are Hidden or not. However, the order I cast spells this time did matter. I had to cast the Transmute Rocks to Mud before the Flash Flood in order to make it more likely for the terrain to turn down. I also had to cast the Wind Walks after the Flash Flood in order to not effect the Flash Flood result.

BTW, Jim, while you can't stop the Wind Walks, you do have a chance to stop the Flash Flood.
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 9:10 am GMT    Post subject: Reply with quote

Ok, always learning... Very Happy

Ghost could you roll against the Flash Flood Please...
(it's ok Ghost...Deeghter stopped the Flash Flood) Mr. Green


Last edited by DEEPBLUEB2 on Sun Feb 03, 2008 9:18 am GMT; edited 1 time in total
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 9:16 am GMT    Post subject: Reply with quote

Multiple Frontier Variation



Chuck Second March





**

****

****



**

Cliff

BUA



BUA

Deeghter



Reserves

DUA


Summoning Pool








Reserves

DUA




Summoning Pool

























Deeghter







Cliff Home
Wall of Fog (Deeghter)



Chuck

Hide (Chuck)





Deadlands (Chuck)




Deeghter Home

Chuck Horde








































Cliff



















Cliff Frontier
Mire (Deeghter)

(Cliff)






Deeghter Frontier

































Jim Frontier








Chuck Frontier












































(Jim)


Jim Home



Jim




Transmute Rock to Mud (Chuck)


(Jim)



(Deeghter)

Chuck Home

Deeghter Horde






Transmute Rock to Mud x4 (Chuck)





Jim












Chuck Home


Hide (Chuck)
Wind Walk x4 (Chuck)




Summoning Pool




DUA




Reserves


Summoning Pool








DUA

Reserves




Jim

BUA




BUA

Chuck












Last edited by DEEPBLUEB2 on Sun Feb 03, 2008 9:18 am GMT; edited 1 time in total
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Deeghter
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PostPosted: Sun Feb 03, 2008 9:16 am GMT    Post subject: Reply with quote

Yep! I forgot 8th face recruiting and mutation! Rolling Eyes *sigh*
Just friggin' leave it as is...

BURY A RUNNER!

Heck.....

rolling against flash flood

8 Swimmers: 4/4/4/2/2/+2 Ids
18 Runners: 1/1/1/2 + 3 IDs
Slayer: nil
Kin: foot

Total: 29 - 4 trtm = - 24

5 remaining, doubled via 8th = 10
Flash Flood busted! Very Happy
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chuckpint
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PostPosted: Sun Feb 03, 2008 10:20 am GMT    Post subject: Reply with quote

Ok, the Flash Flood was stopped. For my second march, I attempt to maneuver at my home. I have 16 maneuvers.
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Ghost Roller
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PostPosted: Sun Feb 03, 2008 10:23 am GMT    Post subject: Reply with quote

Jim: Roll against Flash Flood:

Seize, magic, magic, missile, missile, missile.

0 maneuvers.

Jim: Counter-maneuver roll:

magic, Screech, ID, ID, missile, melee.

5 - 6 = 0

0 maneuvers.
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Deeghter
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PostPosted: Sun Feb 03, 2008 11:49 am GMT    Post subject: Reply with quote

chuckpint wrote:
Ok, the Flash Flood was stopped. For my second march, I attempt to maneuver at my home. I have 16 maneuvers.


Trying to counter:

9 Swimmers: 2/4/2/ID = 10
18 Bog Runners: 2/1/1/2/2/2/1/ID = 12
Kin: ID = 1
Slayer: nil

13 minus 4 trtm = 0

Counter-maneuver failed!
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chuckpint
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PostPosted: Sun Feb 03, 2008 2:31 pm GMT    Post subject: Reply with quote

Ok, I turn the terrain down to 7.

Done.

P.S. Jim, the Wall of Thorns went away at the end of my turn, not the beginning. That's important, because I can't cast another unless there is not one there already.
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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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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 2:52 pm GMT    Post subject: Reply with quote

Got it!!
makes sense
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 2:57 pm GMT    Post subject: Reply with quote

Multiple Frontier Variation



Jim First March





**

****

****



**

Cliff

BUA



BUA

Deeghter



Reserves

DUA


Summoning Pool








Reserves

DUA




Summoning Pool

























Deeghter







Cliff Home
Wall of Fog (Deeghter)



Chuck

Hide (Chuck)





Deadlands (Chuck)




Deeghter Home

Chuck Horde








































Cliff



















Cliff Frontier
Mire (Deeghter)

(Cliff)






Deeghter Frontier

































Jim Frontier








Chuck Frontier












































(Jim)


Jim Home



Jim




Transmute Rock to Mud (Chuck)


(Jim)





Chuck Home

Deeghter Horde






Transmute Rock to Mud x4 (Chuck)





Jim












Chuck Home


Hide (Chuck)
Wind Walk x4 (Chuck)




Summoning Pool




DUA




Reserves


Summoning Pool








DUA

Reserves




Jim

BUA




BUA

Chuck












Last edited by DEEPBLUEB2 on Sun Feb 03, 2008 3:12 pm GMT; edited 1 time in total
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 3:02 pm GMT    Post subject: Reply with quote

Rolling Minor terrain at my home....
magic
Ok I'll leave the terrain at 1 and cast magic

Ghost Roller.... magic roll please...
have fun with the Sprite Swarms Wink
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Ghost Roller
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PostPosted: Sun Feb 03, 2008 3:31 pm GMT    Post subject: Reply with quote

Jim Magic Roll: magic, ID, Fly, missile, missile, maneuver, maneuver, missile, melee, maneuver, maneuver, melee, melee, melee, ID.

Feral: 4
Feral ID: 4
Coral Elf: 0
Coral Elf ID: 1
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 3:50 pm GMT    Post subject: Reply with quote

Thanks Again Ghost Roller

Magic

cast 2 wind walks at Chuck's home on my army

Path over a Sprite Swarm

put a watery double on my army...(the one at Chuck's Home)
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 3:58 pm GMT    Post subject: Reply with quote

Multiple Frontier Variation



Jim Second March





**

****

****



**

Cliff

BUA



BUA

Deeghter



Reserves

DUA


Summoning Pool








Reserves

DUA




Summoning Pool

























Deeghter







Cliff Home
Wall of Fog (Deeghter)



Chuck

Hide (Chuck)





Deadlands (Chuck)




Deeghter Home

Chuck Horde








































Cliff



















Cliff Frontier
Mire (Deeghter)

(Cliff)






Deeghter Frontier

































Jim Frontier








Chuck Frontier












































(Jim)


Jim Home



Jim



Wind Walk x2 (Jim)
Watery Double** (Jim)
Transmute Rock to Mud (Chuck)


(Jim)





Chuck Home

Deeghter Horde






Transmute Rock to Mud x4 (Chuck)






Jim












Chuck Home


Hide (Chuck)
Wind Walk x4 (Chuck)




Summoning Pool




DUA




Reserves


Summoning Pool








DUA

Reserves




Jim

BUA




BUA

Chuck












** Expires at the end of this turn
* Expires at the end of next turn
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DEEPBLUEB2
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PostPosted: Sun Feb 03, 2008 4:03 pm GMT    Post subject: Reply with quote

Ok Ghost here's the plan...

Minor terrain at Chuck's home

then Attempt maneuver (go ahead and roll..)

if I win.... Magic


if I lose the maneuver
(and have magic or ID on the minor) I'll roll magic
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Ghost Roller
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PostPosted: Sun Feb 03, 2008 5:05 pm GMT    Post subject: Reply with quote

Rolling Minor Terrain: Melee.

Attempt Maneuver: missile, Fly, Dispel Magic, Screech, melee, ID, ID.

Total of 14 Maneuver. Sorry, not enough.
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