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 Post subject: Re: Darkness Rising
 Post Posted: Mon Aug 27, 2012 8:32 pm 
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Turn 9 - Assault on Dis City - Round 1 - Phases 32 to 5

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Interior View
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Player Stats & Darkness Units
(See Reference page for current information.)

Enemy Stats
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Armolad: Archer {Level 5} [ 11 Combat / 11 Defense / 34 Hits. Fire, Quick-shot. Special: Leadership, Improved Leadership, Dance Fighting, Beefy] { Ward-16 } Cloak : Negate Hiya/Hoboken, Potion: Ward, Potion: Renew x2
Amandaria : Fryahovar {Level 3} [ 18 Combat / 20 Defense / 60 Hits. 14 {24} Move. Strike. Special : Beast, Heavy, Mount, Mighty Blow x2, Dance Fighting ] { Ward-16 }

WE01 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE02 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE03 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }
WE04 : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }

EE01 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE02 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE03 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE04 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE05 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE06 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE07 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
EE08 : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }

EE09 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE10 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE11 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE12 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE13 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE14 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE15 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
EE16 : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }

Gumpt'n1 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n2 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n3 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n4 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n5 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n6 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n7 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }
Gumpt'n8 : Gumption [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2), Inhuman ] { Ward-16 }

FE01 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE02 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE03 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE04 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE05 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE06 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE07 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE08 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE09 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE10 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE11 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE12 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE13 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE14 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE15 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
FE16 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }

AE01 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE02 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE03 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE04 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE05 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE06 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE07 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
AE08 : Altruistic Elf { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]

SE01 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE02 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE03 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE04 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE05 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE06 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE07 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE08 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE09 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE10 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE11 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE12 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE13 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE14 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE15 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
SE16 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }

WE05 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE06 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE07 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE08 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE09 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE10 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE11 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE12 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE13 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE14 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE15 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
WE16 : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }

Objay Dart : Faery Fire attack inflicts an additional 1 Hit damage that ignores defenses.
Healing Touch - Any adjacent friendly units heal 8 Hits at the start of each round.
Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.


At the start of the round, all Tenebrisian units are dodging and delaying their actions.
On Phase 5, the first Breatheairian units cross the hex boundary and make their way up the field.
Anyone who wants to trigger a delayed action at this time may do so.

Ignore previous posts about conditional actions. We'll just run through sequences and all units can react if they're able from now on.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 5:20 am 
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    OOC Swodaems, your call, of course but I suggest we have a stack of archers take out guarding units SE07 and SE06 to give Rolf, Yuri, Cupid & Will clear shots on Gumptions 4 & 7. T coil can then choose to ickypron and try to delay gumptions 5 , 6 & 8 and most of the uncroaked line will fall back to protect Rolfs tower. If their warriors follow they will then be blocking the gumptions path. LU1 & LU3 will move to block access to Yuri's tower for gumptions 1 2 & 3.
    They will then have to target the uncroaked with archery.

    Seem like a good plan ? /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 6:15 am 
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    OOC Marbit can Rolf apply his mighty blow and block to ballista firing actions ? I'm not interested about interpose and co-ordinate as I'm unlikely to be targettting the same opponent as those adjacent to me /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 7:16 am 
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    OOC Actually, I'm not sure we have to remove guards first. It depends on if the gumptions are considered stacked with Armolad or dodging. So I think it's safest to take out the guards.
    Their bonus could be 15 (def) + 5 (Arm) +6 (guard) + 6 (dodging) = 32
    Taking out the guard we can get it down to 26 which gives Rolf 2 x 16 damage, Yuri 2 x 9 Will 2x 22 and Cupid 2 x15 = 122 only enough to bring one down.
    However if they're not dodging then it means each can add 6 to their damage giving 2 x 22 + 2x 15 + 2 x 28 + 2 x 21 = 160 enough to take out both.

    Firing order should be
    Rolf and Yuri should target the same gumption, Cupid should take his first shot at it before targetting the one that Will is firing at.
    This will bring down one gumption at Def =26 while doing max damage to the other. At Def =20 it will bring down both. /OOC


    Last edited by Werebiscuit on Tue Aug 28, 2012 7:29 am, edited 2 times in total.
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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 7:22 am 
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    Werebiscuit wrote:
    OOC Marbit can Rolf apply his mighty blow and block to ballista firing actions ?
    Yes, all normal attack modifiers can be applied.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 7:32 am 
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    Werebiscuit wrote:
    If their warriors follow they will then be blocking the gumptions path.



    ~Doh ! gumptions can pass through their own forces unrestricted... :oops:

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 7:35 am 
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    MarbitChow wrote:
    Werebiscuit wrote:
    OOC Marbit can Rolf apply his mighty blow and block to ballista firing actions ?
    Yes, all normal attack modifiers can be applied.

    OOC Good Rolf will choose to mighty blow bringing his damage up to 2 x19 with Yuri 's 2 x9 this gives 56 damage almost good enough to down a gumption. We can dispense with the extra shot from cupid if they roll high. meaning that Will and cupid can concentrate on downing their own gumption. {EDIT} Scratch that forgot about wards... we still need the extra shot...and probably from Will./OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 8:41 am 
    Print Book 2 & Draw Book 3 Supporter Year of the Dwagon Supporter This user is a Tool! Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary
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    Right now Gumptions couldn't have Armolad's Leadership bonus as she's not in the hex!

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 9:24 am 
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    ETheBoyce wrote:
    Right now Gumptions couldn't have Armolad's Leadership bonus as she's not in the hex!



    That's what I thought... but consider...you dont have to be standing next to a unit to be considered stacked with it.

    Marbit ? Could the gumptions be in Armolad's stack in their present position ?


    Last edited by Werebiscuit on Tue Aug 28, 2012 9:27 am, edited 1 time in total.
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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 9:27 am 
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    ETheBoyce wrote:
    Right now Gumptions couldn't have Armolad's Leadership bonus as she's not in the hex!


    But there are a couple of level 2 warriors with leadership and dancefighting, so they could have 2 leadership instead of 5.

    I like the plan we have, targeting SE07 and 08, then using the big guns to take out the Gumps 4 and 7. Cupid will wait till after the ballista to fire, then fire on the wounded gump if he's still standing.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 9:29 am 
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    Werebiscuit wrote:
    Marbit ? Could the gumptions be in Armolad's stack in their present position ?
    They could be stacked, but won't get the bonus until Armolad enters.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 10:02 am 
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    So we target siege?

    When do we target leadership?

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 10:24 am 
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    When leadership enters, I guess. Take down as much of their siege as we can to avoid the biggest trouble. I imagine that when we start taking them down is when leadership enters to offer the bonus to protect them. Might even be an effective method to lure leadership into battle at which point we can try to take it down or capture or whatever plan we're going with on that.

    On the other hand, maybe not. Armolad is waiting behind the hex with everything that we consider to be the major threat. Siege has moved forward with most of the ground forces to be the first strike and see if the backup is needed. If they can get through, then ground forces rush in to do what damage they can while archery steps in and brings the rain. A strategy may be to take down some siege, obviously, as we don't want them to just break down a hole, but also take down a good portion of the ground forces as them running in force will be a steam-roller effect. Either way, my prediction is Armolad will move in with the remaining forces when the siege punches through, or a considerable amount is taken down. The longer we can draw that middle line the longer we can keep the reinforcements at bay. I don't think we want to be facing everything at once now that we've been offered the smaller target of half the force.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 11:05 am 
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    Random idea, kill the Altruistic Elves now. Why?

    Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.

    in the hex, if we kill them now, their bonus will not apply when they enter the actual battlefield.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 11:07 am 
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    The Colonel wrote:
    Random idea, kill the Altruistic Elves now. in the hex, if we kill them now, their bonus will not apply when they enter the actual battlefield.
    None of your side has any overland move, and cannot cross the hex boundary or fire into the next hex. I'm not aware of any way you can harm them until they enter your hex.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 11:10 am 
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    I forgot that part of the fire ability, ah well, crazy idea shot down.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 11:18 am 
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    OOC You Know What ?
    I'm wrong
    The spearmen can't both guard and interpose as this brings their def to zero so the most they can give is +3.
    Their best option is then to bodyguard as they add 28 (with ward) to the Gumption's hits of 76 (with ward) meaning we have to do a total of 104 to bring down a gumption

    The max current def of a gumption is thus 21 (with dodging) meaning Rolf will do 2 x 24 Yuri will do 2 x 14 Will 2 x 27 and Cupid 2 x 13. So pairing Rolf and Will has the possibility to bring down a gumption if they roll slightly above average.

    However if we take out the guards first by arrow shot ( they will have def = 4 so we'll need to allocate 3 archers to each to be sure) we then have to wait till com=4 and this gives Armolad a chance to boost the gumption def by entering the hex. /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 11:25 am 
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    While that might happen, I have a slight feeling that won't happen. They could have easily sent in the whole force at once and overloaded us with targets while shooting and hitting with all of theirs. Instead, the attack is being done in waves as that's how they do it. It's their way of proper. Armolad's bonus will be best with the units she still has with her, so she will stand and wait with them until the ground forces have achieved their goal or are in need of backup. It will be a round or two, I think, before she enters with the remaining units unless we start obliterating them. As such I still think we need to take down what siege we can now for safety, then afterwards start spreading some damage if we can so that bonus will keep waiting on the proper moment.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 11:34 am 
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    What about using casters? Our delayed actions aren't much use anymore - what if we all Fired on the spearmen?

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Aug 28, 2012 11:38 am 
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    WaterMonkey314 wrote:
    What about using casters? Our delayed actions aren't much use anymore - what if we all Fired on the spearmen?

    OOC Then you'd have to get to the front of the wall...within arrow range and this is possibly what their archery is waiting for. No, better you lose your previous round's delayed action than become a target this round. Keep ready for the fliers /OOC

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