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A Closer Look at Hide\Fade\Camouflage
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DEEPBLUEB2
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PostPosted: Wed Dec 03, 2008 6:17 am GMT    Post subject: A Closer Look at Hide\Fade\Camouflage Reply with quote

Quote:
Hide Casting Cost: 2 Spell List: Feral
Target one health-worth of your units. Until the beginning of your next turn, the target unit 1) makes no rolls, 2)
cannot be the target of a melee, missile, magic, or dragon effect, 3) cannot be affected by any disaster effect from a
minor terrain or by any racial ability, 4) cannot be taken as a loss to account for damage, and 5) cannot be promoted.
Multiple castings increase the number of health affected.





Quote:
Fade Casting Cost: 3 Spell List: Undead
Target one of your Undead units. Until the end of your next turn, the target unit 1) cannot roll during a melee or
missile action or during a dragon attack, 2) cannot be the target of a missile, melee, or dragon effect or be taken as a
casualty for this damage, and 3) cannot be promoted. Multiple castings target multiple units.



Quote:
Camouflage Casting Cost: 2 Spell List: Treefolk
Target one health-worth of your units. Until the beginning of your next turn, only melee effects can affect the target
unit and only melee damage can kill a camouflaged unit. The target unit cannot be promoted. Multiple castings
increase the number of health affected.


There's a few fine details I would like to address.
These invisibility spells while similar...have many differences.

So let's get right into it.

Hide is simply untouchable...
unless you use Elemental Blast.

Ok but why all the techno jargon in the explanation...
while Camouflage does not get the extra embelishment in its description.

I'll highlight in red what I'm talking about.



Hide Casting Cost: 2 Spell List: Feral
Target one health-worth of your units. Until the beginning of your next turn, the target unit 1) makes no rolls, 2)
cannot be the target of a melee, missile, magic, or dragon effect, 3) cannot be affected by any disaster effect from a
minor terrain or by any racial ability
, 4) cannot be taken as a loss to account for damage, and 5) cannot be promoted.
Multiple castings increase the number of health affected.


Now in Green.....




Camouflage Casting Cost: 2 Spell List: Treefolk
Target one health-worth of your units. Until the beginning of your next turn, only melee effects can affect the target
unit and only melee damage can kill a camouflaged unit.
The target unit cannot be promoted. Multiple castings
increase the number of health affected.

So does that mean Camouflage is not covered here?

"cannot be affected by any disaster effect from a
minor terrain or by any racial ability"


I mean can a disaster effect from a minor terrain affect a camauflage unit?
What about a racial ability? Like Mutate?
I can understand the fact that since a Camaflage unit rolls...then say half maneuvers would affect it...
but it clearly says...only melee damage can kill it.

So why does Camouflage not have all that extra descriptions...?
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DEEPBLUEB2
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PostPosted: Mon Dec 08, 2008 6:48 am GMT    Post subject: Reply with quote

Racial Abilites:


Terrain Flight:


Camouflage: Yes

Hide: no


Stepped Damage:

this is a tricky one...as once the unit has sted damage.. it loses the "Invisible Spell"


Fade: Yes


Feralization:


Hide: no


Mutate:


Camouflage: no

Fade: Yes

Hide: no


Magic Negation:


Camouflage: Yes

Hide: no


Scorching Touch:

Camouflage: no

Fade: Yes (Tricky one again...but if the army has the initial attack that has a Faded unit...then it can be subjected to Scorching touch)

Hide: no


Intangibility:


Camouflage: Yes

Hide: no


Treefolk Double Maneuvers:

Camouflage: Yes

Hide: no


Replanting:

Camouflage: Yes (But again...it loses the Invisiblilty Spell)

Hide: no



Terrain Advantage: Coral Elves
Terrain Advantage: Goblins
Terrain Advantage: Lava Elves
Terrain Advantage: Amazons
Magic Use: Amazons
Reserve Attack: Amazons
Double Magic: Undead
Frostwings Magic Use:
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piMaster
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PostPosted: Mon Dec 08, 2008 5:06 pm GMT    Post subject: Reply with quote

I'll have to quibble about some of those. Since its easier to just type up the list than sprinkling quotes everywhere:

Terrain Flight: A hidden/camouflaged Firewalker unit can use its terrain flight racial ability. Obviously you cannot fade a firewalker unit.

Stepped Damage: A camouflaged/faded Undead unit, if killed, could be traded in (and looses the spell once it hits the DUA). Obviously you cannot kill a hiden unit.

Feralization: A hidden/camouflaged unit cannot be promoted. If the entire army was invisible, it could still recruit. Obviously you cannot fade a Feral unit.

Mutation: As long as you have dead Swamp Stalkers and Swamp Stalkers at a terrain, you can attempt to mutate. Hidden/camouflaged units cannot be promoted, but you can still recruit units into the army. This is true even if the entire army is invisible. A hidden/camouflaged unit cannot be targeted by a mutation attempt, though a faded unit could be.

Magic negation: Hidden units cannot roll. Camouflaged units can roll. Obviously you cannot fade a Frostwing unit.

Scorching touch: On the recieving end, camouflaged units could be killed, hidden/faded units cannot. On the giving end, hidden units cannot roll, camouflaged units can be rolled, and obviously you cannot fade a Scalder unit.

Intangibility: A hidden/camouflaged unit still generates the automatic save for its army. Obviously you cannot fade a Scalder unit.

Treefolk x2 maneuvers: Hidden units cannot roll, camouflaged units can roll, and obviously you cannot fade a Treefolk unit.

Replanting: Hidden/camouflaged units can be traded, and obviously you cannot fade a Treefolk unit.
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DEEPBLUEB2
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PostPosted: Tue Dec 09, 2008 6:09 am GMT    Post subject: Reply with quote

I'm thrilled to have some input.

Mine are not definitve...as I really don't know what is right or wrong.
So thanks again piMaster.

I'll have to read your explanations in detail before I can truly respond...however,
the first one that jumps out at me....

Quote:
Replanting: Hidden/camouflaged units can be traded, and obviously you cannot fade a Treefolk unit.


I thought a hidden unit cannot be affect by racial abilites?
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piMaster
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PostPosted: Tue Dec 09, 2008 11:17 am GMT    Post subject: Reply with quote

A hidden unit cannot be effected by the racial abilities of other dice; it can still use its own racial ability on itself (like hidden firewalkers using terrain flight).
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PostPosted: Sat Dec 13, 2008 7:12 am GMT    Post subject: Reply with quote

Why on earth would you ever cast Hide? If the unit can't roll, it can't do anything at all, so the fact that it can't be killed seems to lack something in terms of relevance. If you're going to Hide your units, you might as well just pull them back to reserve instead, I'd think. Maybe there's something I'm missing here.
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PostPosted: Sat Dec 13, 2008 9:47 am GMT    Post subject: Reply with quote

an unopposed hidden unit can maneuver a terrain. It is only required to be able to roll if it is opposed.
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chuckpint
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PostPosted: Sat Dec 13, 2008 10:10 am GMT    Post subject: Reply with quote

A hidden unit still forms an army. You can cast Wind Walks on the army and then during a maneuver attempt you have all the Wind Walks, but of course the die is not rolled. If you have enough Wind Walks on your army, and/or Transmute Rock to Muds on the other army, you can win a maneuver roll with all hidden units.

Same is true for Camouflage and Fade. It's just that those spells have a "weak point" that still allows that unit to be killed.
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PostPosted: Sat Dec 13, 2008 10:19 am GMT    Post subject: Reply with quote

willpell wrote:
Why on earth would you ever cast Hide? If the unit can't roll, it can't do anything at all, so the fact that it can't be killed seems to lack something in terms of relevance. If you're going to Hide your units, you might as well just pull them back to reserve instead, I'd think. Maybe there's something I'm missing here.

Play a game against Chuck and he'll show you The Way. Twisted Evil
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PostPosted: Sat Dec 13, 2008 9:57 pm GMT    Post subject: Reply with quote

chuckpint wrote:
A hidden unit still forms an army. You can cast Wind Walks on the army and then during a maneuver attempt you have all the Wind Walks, but of course the die is not rolled. If you have enough Wind Walks on your army, and/or Transmute Rock to Muds on the other army, you can win a maneuver roll with all hidden units.

Same is true for Camouflage and Fade. It's just that those spells have a "weak point" that still allows that unit to be killed.


Unless I misread the spells, Camoflauge doesn't prevent the units from doing anything, it just immunizes them to non-melee attack. And Fade immunizes the units from physical attack, but leaves them able to maneuver or cast magic. Both of these spells make perfect sense to me, but Hide seems really weak. Unless you were to have an army take an action after Hide goes away at the start of the turn, then cast Hide again afterward. But this doesn't seem too efficient; if your magic army ever zilched its roll, your ex-Hidee would be screwed. Plus your opponent could still magic the reserve army or whatnot that was casting Hide, unless the hidden units held a 1st or 8th face and were casting Hide on themselves.
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PostPosted: Sun Dec 14, 2008 1:20 am GMT    Post subject: Reply with quote

1. Feral army captures an 8th face
2. Feral army roll for magic and Paths a common unit to the next highest terrain and Hides it

next turn
1. Feral army rolls for magic. Casts Hide on common unit, Wind Walks on hidden army and Transmute Rock to Muds on opposing armies.
2. Hidden army maneuvers terrain up

next turn
1. Feral army rolls for magic. Casts Hide on common unit, Wind Walks on hidden army and Transmute Rock to Muds on opposing armies.
2. Hidden army maneuvers terrain up

and so on until Feral army gets their 2nd 8th face.

The only way to break the cycle is to either: drop some dragons on the hidden army, use Firewalker mages to cast Elemental Blast on the Hide spells, or cut down the army at the 8th face.
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PostPosted: Sun Dec 14, 2008 3:51 am GMT    Post subject: Reply with quote

The tactic you describe costs 12 spell points per turn, minimum. If you're getting that much magic, you pretty much deserve to win; if you don't have Hide and Wind Walk and TRM, then you just Finger of Death your foes three times each turn until they die off. Various other races have nonblack spells that are similarly efficient to various degrees. I don't see how this tactic is any more broken than playing canadian in an 8th face normally is.

piMaster wrote:
The only way to break the cycle is to either: drop some dragons on the hidden army, use Firewalker mages to cast Elemental Blast on the Hide spells, or cut down the army at the 8th face.


So Hidden units do have to fight dragons? Actually, "fight" is probably the wrong word being that they cannot roll.
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PostPosted: Sun Dec 14, 2008 7:35 am GMT    Post subject: Reply with quote

No, hidden units do not have to fight dragons. But since Hide expires at the beginning of the turn, unless you get a Cantrip from another dragon attack, then the Hide will not be there when the dragon attack happens.

In a 36-health game (the most common format), 12 points of magic is very common. If half your army is mages, and you have most of the rest of your army at an eighth face, between mages and a few ID from non-mages, 12 points would be a low roll. If you had all Feral, the average would be well above 12, especially if you could double gold on the IDs.

With two armies both at magic, it's going to be a stalemate in most cases if you are casting Fingers of Death at each other. Why? Simple, Finger of Death is 4 points, resurrection is 3 points.
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PostPosted: Sun Dec 14, 2008 9:25 pm GMT    Post subject: Reply with quote

chuckpint wrote:
In a 36-health game (the most common format)


That's one thing I've never understood, why 36? It's ridiculously inefficient. I always play a number that's 1 less than a multiple of 25, since that way I get to use the most units per the least amount of dragons. And 24 is boring, so all my current standing armies are 49. This seems like the ideal size to me; less is dull, more is degenerate. Of course, not very many players probably have to divide their dragon supply among 8-12 armies, so maybe I'm the only one who bothers "optimizing" the unit-to-dragon ratio. But still, 36 seems way low.

Quote:
12 points of magic is very common. If half your army is mages


Then aren't they going to get slaughtered in melee or missile combat? Mages are terrible fighters, and TRM can't be cast from reserves. Those puppies are going to have to come out and get their heads lopped off at some point.

Quote:
With two armies both at magic, it's going to be a stalemate in most cases if you are casting Fingers of Death at each other. Why? Simple, Finger of Death is 4 points, resurrection is 3 points.


So Finger of Death plus Ashes to Ashes, 6 magic to bury 1 health of units. That ought to fix 'em....
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PostPosted: Sun Dec 14, 2008 11:53 pm GMT    Post subject: Reply with quote

willpell wrote:
That's one thing I've never understood, why 36?

It is the army size from TSR's World Championship tournaments. It has carried thru the years as the default force size.

Quote:
I always play a number that's 1 less than a multiple of 25, since that way I get to use the most units per the least amount of dragons.

Then you're doing it wrong. If you want to maximize the ratio of health:dragons then you should bring a multiple of 24.
48 Health:2 Dragons = 24 health per dragon
49 Health:3 Dragons = 16.333333 health per dragon

Quote:
But still, 36 seems way low.

Everyone has their own idea on what the ideal army size is. 36 health is fine with me. 60 health sometimes seems like too much for me unless its an all monster force. 48 or 49 health might make for a good game. I can't say that I remember playing a game with that health size, so I just don't know.

Quote:
Then aren't they going to get slaughtered in melee or missile combat? Mages are terrible fighters, and TRM can't be cast from reserves. Those puppies are going to have to come out and get their heads lopped off at some point.

Feral mages save well. Remember, only half your army is mages. The other half is hopefully made up of sturdier troops. Once they've gotten an 8th face, they will most likely summon their dragonkin to boost their power to weather combat.

Quote:
So Finger of Death plus Ashes to Ashes, 6 magic to bury 1 health of units. That ought to fix 'em....

Except for the fact that you cannot bury a unit during the same magic action that you Fingered it.
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PostPosted: Mon Dec 15, 2008 6:03 am GMT    Post subject: Reply with quote

piMaster wrote:

Then you're doing it wrong. If you want to maximize the ratio of health:dragons then you should bring a multiple of 24.
48 Health:2 Dragons = 24 health per dragon
49 Health:3 Dragons = 16.333333 health per dragon


Oh smeg! When did that change? I know for a fact that the old rules said "one dragon plus one additional dragon for every full 25 health". Well, I guess I can drop a common from each army...but why was this change made, other than just to randomly screw me? (Yeah, I know, I'm a little paranoid.)

Quote:
Except for the fact that you cannot bury a unit during the same magic action that you Fingered it.


Ah. That, on the other hand, I did know, except while I was typing the above sentence.
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PostPosted: Mon Dec 15, 2008 11:36 am GMT    Post subject: Reply with quote

willpell wrote:
Oh smeg!

There is an interesting expression.

Quote:
When did that change? I know for a fact that the old rules said "one dragon plus one additional dragon for every full 25 health". Well, I guess I can drop a common from each army...but why was this change made, other than just to randomly screw me? (Yeah, I know, I'm a little paranoid.)

It changed sometime between 2003 and 2006 (Chuck probably can give a more exact date). It was changed to make it the same as the limits on Dragonslayers/Lords/Hunters/Masters (1 per 24 health).
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PostPosted: Mon Dec 15, 2008 2:34 pm GMT    Post subject: Reply with quote

piMaster wrote:
willpell wrote:
Oh smeg!

There is an interesting expression.


Red Dwarf-tastic Smile

<sings> It's cold outside, there's no kind of atmosphere....
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PostPosted: Mon Jun 08, 2009 7:44 am GMT    Post subject: Reply with quote

Ok back to the Hide/Camo/Fade topic...


Chuck pointed out an interesting factor in our last metting...

I casted two spells...
one was a flash flood...the other was a hail storm on a lone common.
At this point the the lone unit was not hidden.

Well the flash flood caused a cantrip....
which was used to hide the lone common...

but in this case...
the lone common was targeted before the hide spell was in play...
so it had to roll for a save.
If it survived then the hide spell would come into play for any further targeting.

However I wonder why since the cantrip already hid the unit before the hailstorm...how could it be taken for damage?
As here...
Quote:
4) cannot be taken as a loss to account for damage

the unit is clearly hidded from a cantrip....
and the cantrip does hide the unit...which does have to roll for a hailstorm...
but taken as casualty after it fails to save while under the protection of the hide spell...?
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chuckpint
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PostPosted: Mon Jun 08, 2009 7:57 am GMT    Post subject: Reply with quote

rules wrote:
Hide Casting Cost: 2 Spell List: Feral
Target one health-worth of your units. Until the beginning of your next turn, the target unit 1) makes no rolls, 2) cannot be the target of a melee, missile, magic, or dragon effect, 3) cannot be affected by any disaster effect from a minor terrain or by any racial ability, 4) cannot be taken as a loss to account for damage, and 5) cannot be promoted. Multiple castings increase the number of health affected.

Note the wording of point #2: cannot be the target of .. magic .. effect. Since you had already announced your spells (Lightning Strike, Hailstorm), the spells had already been "targeted". Since the lone common was not under the effect of a Hide during your targeting, you could target it. The fact that after it's targeted, it gets Hidden, has no bearing on the Hailstorm. Basically, the unit doesn't get "under cover" quickly enough it that case. What I should have done, was cast a Hide and a Stone Skin. The Stone Skin would provide the 1 save I needed for that army (one common, but still an army). Then the Hide would protect it from further attacks.

And yes, nested Cantrips are messy....
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