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DialFforFunky
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Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sat Apr 21, 2012 5:14 pm GMT    Post subject: Reply with quote

  • Spell and effect expiration: none
  • Initial Effects Phase: none
  • Dragon Attack Phase: none


  • First March: @ reserves
    Action: Magic


    Result: 16 magic

    3 green - water of life on me Hamadryad
    2 gold - camouflage on my Hamadryad at your home
    2 gold - camouflage on my Hamadryad at reserves
    6 green - 3x watery double on my army at your home


  • Second March: @ your home
    Maneuver: yes, unopposed to 3
    Action: no


  • Reserve Phase:
    Reinforce: my camouflaged Hamadryad in reserves moves to the frontier
  • Spell and effect expiration: Watery Double x 4 expires

End my turn


F
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Matthias Maccabeus
rare



Joined: 18 Mar 2011
Posts: 1551
Location: Nebraska

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PostPosted: Sat Apr 21, 2012 5:48 pm GMT    Post subject: Reply with quote

Turn Sequence: Funky, MM

************************************************************************
Funky
BUA
Funky
DUA
Funky
Reserve Army
Funky
Summoning Pool
*
Funky
Camo
Watery Double x 3
Funky
Camo
Funky
Home Army
MM's Home
Tower
Frontier
M M's
Funky's Home
City
MM
Home Army
MM
EA EA
MM
*
MM
Reserve Army
MM
Summoning Pool
MM
DUA
MM
BUA


That Darn camouflage is ruining my plans....I'm going to have to improvise.

1st March - Frontier - Magic
Darter: 1 ID
Darter: 1 Maneuver
Darter: 1 Save
Javelineer: 2 Save
Medusa: 4 Melee
Spearer: 4 Missile
Spearer: 3 Save
Spearer: 2 Melee
Spearer: 4 Bullseye
Wizard: 4 Magic

Vortex - Spearer
Spearer: 3 ID

4 Amazon and 4 Dwarf - Path Darter x 2 to my home

2nd March - Home - Maneuver attempt
Darter: 2 Missile
Darter: 1 Save

0
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HeroScape - Tree Town Open Champion (2008, 2016), Nebraska Skirmish Champion (2008, 2010) GenCon LightWeight Champion (2009), GenCon General Wars (Aquilla Champion 2009) GenCon Unique Hero Champion (2009, 2010)
Dragon Dice - Gen Con Worlds Champion 2011, 2012, 2016, 2017 O Town 2013 Overall Winner
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sat Apr 21, 2012 5:51 pm GMT    Post subject: Reply with quote

Oppose:


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Matthias Maccabeus
rare



Joined: 18 Mar 2011
Posts: 1551
Location: Nebraska

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PostPosted: Sat Apr 21, 2012 5:55 pm GMT    Post subject: Reply with quote

up to 4 missle (no action worth taking)

Reserves - None

Turn Sequence: Funky, MM

************************************************************************
Funky
BUA
Funky
DUA
Funky
Reserve Army
Funky
Summoning Pool
*
Funky
Camo
Watery Double x 3
Funky
Camo
Funky
Home Army
MM's Home
Tower
Frontier
M M's
Funky's Home
City
MM
Home Army
MM
EA EA
MM
*
MM
Reserve Army
MM
Summoning Pool
MM
DUA
MM
BUA

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HeroScape - Tree Town Open Champion (2008, 2016), Nebraska Skirmish Champion (2008, 2010) GenCon LightWeight Champion (2009), GenCon General Wars (Aquilla Champion 2009) GenCon Unique Hero Champion (2009, 2010)
Dragon Dice - Gen Con Worlds Champion 2011, 2012, 2016, 2017 O Town 2013 Overall Winner
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sat Apr 21, 2012 6:23 pm GMT    Post subject: Reply with quote

  • Spell and effect expiration: Camouflage x2 expires
  • Initial Effects Phase: none
  • Dragon Attack Phase: none


  • First March: @ reserves
    Action: Magic


    Result: 14 magic

    4 gold - Camouflage on the Hamadryads at your home and the frontier
    4 gold - Path on my Hamadryad at the frontier, over to your home
    6 green - 3 x Watery Double on my army at your home


  • Second March: @ your home
    Maneuver: yes



    Result: 1 maneuver


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Matthias Maccabeus
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Joined: 18 Mar 2011
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PostPosted: Sat Apr 21, 2012 6:28 pm GMT    Post subject: Reply with quote

Darter: 1 Maneuver
Darter: 1 Save

1 total
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sat Apr 21, 2012 6:31 pm GMT    Post subject: Reply with quote

  • Second March:
    Maneuver: down to 3
    Action: missile attack targeting your army at your home

    Result: 0 missile

  • Reserve Phase: nothing
  • Spell and effect expiration: 3x watery double expires

End my turn


F

edit: Pah! Stupid mistake! I didn't move my reserves to your home. Bleh.
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Matthias Maccabeus
rare



Joined: 18 Mar 2011
Posts: 1551
Location: Nebraska

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PostPosted: Sat Apr 21, 2012 6:39 pm GMT    Post subject: Reply with quote

DialFforFunky wrote:
  • Second March:
    Maneuver: down to 3
    Action: missile attack targeting your army at your home

    Result: 0 missile

  • Reserve Phase: nothing
  • Spell and effect expiration: 3x watery double expires

End my turn


F

edit: Pah! Stupid mistake! I didn't move my reserves to your home. Bleh.


If you want to, go ahead. I haven't started my turn or anything
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HeroScape - Tree Town Open Champion (2008, 2016), Nebraska Skirmish Champion (2008, 2010) GenCon LightWeight Champion (2009), GenCon General Wars (Aquilla Champion 2009) GenCon Unique Hero Champion (2009, 2010)
Dragon Dice - Gen Con Worlds Champion 2011, 2012, 2016, 2017 O Town 2013 Overall Winner
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sat Apr 21, 2012 6:42 pm GMT    Post subject: Reply with quote

Ah, excellent. Thanks for that, I think it would make the following turns quite a bit more interesting.


  • Reserve Phase:
    Reinforce: Everything from reserves moves to your home



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Matthias Maccabeus
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Joined: 18 Mar 2011
Posts: 1551
Location: Nebraska

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PostPosted: Sat Apr 21, 2012 6:49 pm GMT    Post subject: Reply with quote

No worries!

Turn Sequence: Funky, MM

************************************************************************
Funky
BUA
Funky
DUA
Funky
Reserve Army
Funky
Summoning Pool
*
Funky
Camo Camo
Watery Double x 3
Funky
Funky
Home Army
MM's Home
Tower
Frontier
M M's
Funky's Home
City
MM
Home Army
MM
EA EA
MM
*
MM
Reserve Army
MM
Summoning Pool
MM
DUA
MM
BUA


1st March - Frontier
Missle action at your campaign army
Darter: 1 Melee
Javelineer: 2 ID
Medusa: 4 Melee
Spearer: 3 ID
Spearer: 4 Bullseye
Spearer: 4 Missile
Spearer: 3 Save
Wizard: 4 Magic

Vortex - Medusa
Medusa: 4 Maneuver

Bullseye - Oaklord and hamadryad
ID = Maneuvers. Double maneuvers at 8th face. Maneuvers count as missle for amazons at flatland. - 22 Missle incoming.
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HeroScape - Tree Town Open Champion (2008, 2016), Nebraska Skirmish Champion (2008, 2010) GenCon LightWeight Champion (2009), GenCon General Wars (Aquilla Champion 2009) GenCon Unique Hero Champion (2009, 2010)
Dragon Dice - Gen Con Worlds Champion 2011, 2012, 2016, 2017 O Town 2013 Overall Winner
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sat Apr 21, 2012 7:04 pm GMT    Post subject: Reply with quote

Though it doesn't change much, I went to your home, not the frontier.

Bullseye:


Save roll:
I rolled 10 saves.

I'll concede, as I again made a stupid mistake in thinking there was a magic face on 2 of your terrain. I'll analyse the game tomorrow, for now I'm off to bed. Thanks for the game!


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Matthias Maccabeus
rare



Joined: 18 Mar 2011
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Location: Nebraska

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PostPosted: Sat Apr 21, 2012 7:24 pm GMT    Post subject: Reply with quote

Yes. Thanks for the game. It didn't go near like I had thought it would at the beginning. I think your lack of Cavalry is what hurt you in the long run.

A few TRtM / Wall of Fog / Flash Flood and I was as good as gone (as I had very little maneuvering as well), so I made it priority number 1 to keep you away from magic. My trolls oddly enough helped with that. If you had any cavalry I think you could have grabbed a magic face fairly easily.

I was expecting to spend most of the game in reserves throwing missles at you and Earthen Armor on my guys. But since I was able to keep you off a magic face I went to plan B, grab an 8th. I really do like the Flatland Vortex with the Medusa.

I think 3 Trolls were overkill perhaps, if I owned another Medusa or Wizard or Spearer I probably would throw them in. The main goal of this army is to do everything in reserves. Missle, cast Earthen Armor to protect from Lightning Strike / etc, and regen with the trolls.

Nice job with camouflage. It was throwing a serious chink in my plans and I had to change things up a bit to at least stall you for a round or 2.

I'm curious why you went with the Dark Tree as opposed to any cavalry or light melee.
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Sun Apr 22, 2012 1:42 pm GMT    Post subject: Reply with quote

To start with your last question: the army was built around the darktrees as I wanted to see what they could do. I have little experience with the surprise SAI and wanted to see if I could make it work. On paper, I don't really like the darktree, as it doesn't really suit the rest of the race. Most of the treefolk stuff saves very well, so a surprise is a bit redundant. With this in mind, I took some pieces that hit hard, but save slightly less than average (though I think they can still be considered 'medium' by most standards). These kind of happened to be units that maneuver quite poorly. The remaining points were then filled with mages, as they generally do well at supporting an army.

The lack of any form of maneuverabilty was indeed a big pain, and definitely a big factor in this loss. There were other things to note though. For example, the choice of my home terrain was pretty lousy as well (feylands would have been much better). The terrain rolls were also somethingI wasn't that excited about. And finally, I completely misjudged my position on the first turn. This was probably the most influential mistake. After winning the maneuver roll, I got a bit too optimistic. Had I been able to keep the terrain at 6 the following turn, then I think I would have been in a pretty good position. With one force putting your frontier army out of position and even threatening to capturing an 8th, I felt safe to make an aggressive push to a second 8th as well. But then I got shot up the following turn. The tables had turned - my force was left out of position, and quite damaged on top of that.
Looking I don't think my chances of keeping that 6th face were as good as I thought they were. Had I played it safe, I probably should have gone for turning down the frontier and my home terrain. I've noticed before that Treefolk magic is an Amazon-killer. The only thing I was afraid of was the sheer amount of nasty SAIs you would point at my army full of fragile dice. Still, I guess being able to cast magic and being out of reserve-range would have more than made up for that.

I was very impressed by camouflage as well, I must say. I love the balance of the spell: while being annoyingly good at keeping the unit alive, it stops working once you get closer to the 8th face. I also never realized that the unit is still fully capable of making all rolls, which already inspired nice new army-ideas. Still, it proved of little use in this game, as the issues were easy for you to circumvent.

As I said earlier, I think your army is very interesting. But I agree on the troll-overkill. Since you're thinking of dropping one, perhaps a nice suggestion might be an Ashbringer. Your reserve action essentially gets split in a magic part and a missile part. With the Ashbringer being very reliable at casting Flashfire, you pretty much get a Vortex in reserves. I think ditching a single troll and two commons for a Spearer and an Ashbringer might be an interesting idea.

And a final note: replanting is still by far my favourite racial benefit. It's just so much fun!


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Matthias Maccabeus
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Joined: 18 Mar 2011
Posts: 1551
Location: Nebraska

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PostPosted: Sun Apr 22, 2012 8:21 pm GMT    Post subject: Reply with quote

Oh, I love the Ashbringer idea!! I just don't own any or another spearer for that matter. I do have 2 War Drivers, though they aren't nearly as effective in reserves, but rock at Flatlands.

Yes, I agree that if you had maneuvered down your home to magic right away, you could have had me playing catch up the whole game.
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