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24-point Game
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caranmegil
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Location: Lawrence, Kansas

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PostPosted: Sat Jul 16, 2011 5:14 pm GMT    Post subject: 24-point Game Reply with quote

Once again, I have to play the game. As such, I need to clean off the rust (my fiancee says it's dirt and a shower would work much better). Anyhow, I'll start by posting my army.


Home Army (11)
2 Magus
1 Assailer
2 Destroyer
2 Apprentice

Campaign Army (3)
1 Mummy

Horde Army (10)
4 Skeleton
2 Dispatcher
1 Defender

Home terrain: Flatland Tower
Frontier terrain: Coastland Dragon's Lair

Summoning Pool
1 Blue Wyrm
1 Coastland Knoll
1 Coastland Bridge
1 Flatland Knoll
1 Flatland Bridge
2 Black Dragonscout
3 Black Dragonfoal
3 Black Dragontroop
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Will Moore

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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 6:21 pm GMT    Post subject: Reply with quote

I'm game if you don't mind playing with a semi-rookie.

Home - Coastland Temple
Enchanter (3)
Conjurer x 3 (6)
Evoker x 2 (2)

total = 11

Campaign - Coastland Grove
Fighter (1)

Horde -
Eagle Knight (3)
Herald x 2 (6)
Knight (2)
Horseman (1)

total = 12

Summoning Pool -
Blue Wyrm
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caranmegil
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PostPosted: Sat Jul 16, 2011 6:39 pm GMT    Post subject: Reply with quote

No problem.

Determining play order:

0 maneuvers from horde.
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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 6:42 pm GMT    Post subject: Reply with quote

4 for me - Herald and Horseman

I'll choose to go first.

Rolling home terrain - 5 Missle
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caranmegil
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PostPosted: Sat Jul 16, 2011 6:59 pm GMT    Post subject: Reply with quote

I choose the Coastland Grove as the frontier terrain. Rolling home terrain:
1 Magic.

Here is the set up thus far:

Turn Sequence: William Moore, Matthias Maccabeus

************************************************************************
William Moore
BUA
William Moore
DUA
William Moore
Reserve Army
William Moore
Summoning Pool
*
William Moore
William Moore
William Moore
Home Army
Matthias Maccabeus's Home
Frontier
William Moore's Home
Matthias Maccabeus
Home Army
Matthias Maccabeus
Matthias Maccabeus
*
Matthias Maccabeus
Reserve Army
Matthias Maccabeus
Summoning Pool
Matthias Maccabeus
DUA
Matthias Maccabeus
BUA


(Edited to use Assailer and not Assaulter at home)
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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 7:09 pm GMT    Post subject: Reply with quote

Looks like I got a few too many enchanters at my home (though I'll take them if you're offering Laughing )

Grove - 4 Magic

1st March -

Maneuver attempt at my home -

2 Total - (Conjurer ID)

waiting for counter maneuver...
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caranmegil
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PostPosted: Sat Jul 16, 2011 7:15 pm GMT    Post subject: Reply with quote

0 maneuvers.
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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 7:23 pm GMT    Post subject: Reply with quote

Up to 6 melee it goes. No melee action by me though (the counter attack would make me cry)

2nd March - Maneuver attempt with my horde -

9 total (Herald ID, Herald 3 maneuvers, Knight ID, Horseman ID)

waiting for counter maneuver...
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caranmegil
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PostPosted: Sat Jul 16, 2011 7:26 pm GMT    Post subject: Reply with quote

Counter Maneuver at Home:

Fly x 7, ID x1 = 8 Maneuver. So you win!
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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 7:33 pm GMT    Post subject: Reply with quote

Up to 2 Missle - Missle attack on the Mummy -

4 total - (Eagle Knight 3 Missle, Horseman ID)

Reserves - Everything but the Fighter and Horseman to Reserves.
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caranmegil
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PostPosted: Sat Jul 16, 2011 7:42 pm GMT    Post subject: Reply with quote

Mummy rolls 3 Saves. The mummy absorbs the 1 point of damage.

Here is the board after your turn:

Turn Sequence: William Moore, Matthias Maccabeus

************************************************************************
William Moore
BUA
William Moore
DUA
William Moore
Reserve Army
William Moore
Summoning Pool
*
William Moore
William Moore
William Moore
Home Army
Matthias Maccabeus's Home
Frontier
William Moore's Home
Matthias Maccabeus
Home Army
Matthias Maccabeus
Matthias Maccabeus
*
Matthias Maccabeus
Reserve Army
Matthias Maccabeus
Summoning Pool
Matthias Maccabeus
DUA
Matthias Maccabeus
BUA


(Removed extra dice)
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Last edited by caranmegil on Sat Jul 16, 2011 7:52 pm GMT; edited 1 time in total
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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 7:46 pm GMT    Post subject: Reply with quote

Looks good except I have 2 too many enchanters.
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caranmegil
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PostPosted: Sat Jul 16, 2011 7:52 pm GMT    Post subject: Reply with quote

Gotcha! I will edit the board accordingly.

First March:

Maneuver Matthias' Home down to 5 - Missile.

Missile to Matthias' Frontier. Results: ID x 2 (2 Missile).
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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 7:54 pm GMT    Post subject: Reply with quote

Most I can save is 1, so Fighter goes to DUA.
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caranmegil
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PostPosted: Sat Jul 16, 2011 8:00 pm GMT    Post subject: Reply with quote

Second March:

Maneuver attempt at home. ID x 3 and Fly x1. This is more than the Horseman can generate, so I move it up to 3 - Missile

Missile to that horseman:
ID x 4 and 7 Missile.

Move all dice except those at my home to reserves.
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caranmegil
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PostPosted: Sat Jul 16, 2011 8:00 pm GMT    Post subject: Reply with quote

Turn Sequence: William Moore, Matthias Maccabeus

************************************************************************
William Moore
BUA
William Moore
DUA
William Moore
Reserve Army
William Moore
Summoning Pool
*
William Moore
William Moore
William Moore
Home Army
Matthias Maccabeus's Home
Frontier
William Moore's Home
Matthias Maccabeus
Home Army
Matthias Maccabeus
Matthias Maccabeus
*
Matthias Maccabeus
Reserve Army
Matthias Maccabeus
Summoning Pool
Matthias Maccabeus
DUA
Matthias Maccabeus
BUA

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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 8:06 pm GMT    Post subject: Reply with quote

magic in reserves -

10 total - (Herald ID, Conjurer 3, Evoker 2, Knight ID)

Breath of Life on the Horseman and Fighter for 6. The other 4 is just burned.

Reserves - Mages and 1 Herald to the Grove. Everybody Else to my home.
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caranmegil
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PostPosted: Sat Jul 16, 2011 8:22 pm GMT    Post subject: Reply with quote

First March: Reserve Magic
Frostwing ID x 4. Undead ID x 1. There is nothing reasonable to cast.

Second March:
Maneuver home to 4 - Missile.

Roll for missile. ID x 1 (Hope you can survive the onslaught!)

In any case, moving all Frostwing from Reserves to my Home and Undead from Reserves to your home.
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Matthias Maccabeus
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PostPosted: Sat Jul 16, 2011 8:35 pm GMT    Post subject: Reply with quote

Good thing I moved the herald in.

save against 1 missle - 3 (Herald 3 maneuvers = saves at coastland)

First March at the frontier - unopposed down to 3 Magic - Roll for Magic -

7 Magic (No ID doubling due to Grove) - Enchanter 3 ID, Conjurer 2 ID, Conjurer 2 Magic -

Wind Walk on My Home. Wall of Ice on my Campaign army.

2nd March Maneuver attempt at my home -

7 (Herald 3 ID, Knight 3, Fighter 1) + Windwalk = 11

waiting for counter maneuver...
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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)
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caranmegil
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PostPosted: Sat Jul 16, 2011 8:39 pm GMT    Post subject: Reply with quote

2 ID from Skeletons and 1 Maneuver from another Skeleton. Move away!
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