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 Post subject: Re: Darkness Rising
 Post Posted: Mon Jul 16, 2012 7:28 pm 
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Work's sucked up too much time today, so I'm going to delay running the next turn until tomorrow, which gives you all more time to discuss and finalize what your plans are, so it's probably a good thing.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Jul 17, 2012 9:42 am 
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    Well, L04 is what Will's aiming for then.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Jul 17, 2012 11:45 pm 
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    Turn 6 - PART I

    (OOC: You win, Swodaems. Your walls of conditional text have overcome my desire to attempt to parse it, so I'm going to start off the round and let you all react. Attempting to run the full turn for this scenario, and the next as well, has proven to take too much effort on my part, trying to interpret all of your intentions correctly. :D So, from now on in the campaign, we're going back to partial actions, and that will be the norm from now on.)

    The Bone Dagron consumes his own champions for nourishment, but spawns a full stack of uncroaked; every turn they're shufflin', shufflin' closer to croakin' the casters...

    Image

    Player Stats
    Spoiler: show
    Rolf (Werebiscuit): Warrior {Lvl 3, 30.5xp} [ 15 Combat / 11 Defense / 32 Hits. Attack. Special: Heavy, Well-armed.] (Ward-7) Potion: Renew (Heal 16 Hits)
    William Showend Tell (BLANDCorporatio): Archer {Lvl 3, 30.5xp} [ 14 Combat / 5 Defense / 18 Hits. Fire. Special: Well-Armed, Mighty Blow x2] (Ward-8)
    Yuri (Exate): Warrior {Lvl 3, 32.5xp, 2 AP Banked} [ 11 Combat / 12 Defense / 32 Hits. Attack. Special: Heavy.] (Ward-8) Potion: Renew (Heal 16 Hits)
    Tod (Swodaems): Spearman {Lvl 4, 35.5xp, 1 AP Banked }[/color] [ 9 Combat / 9(+1) Defense / 23 (of 24) Hits. Strike/Lunge. Special: Leadership, Improved Leadership, Dance Fighting] (Ward-8) Ring: +1 Defense, Potion: Renew (Heal 16 Hits), Gem: 5000 Shmuckers, Gem: 2000 Shmuckers
    Cupid (HerbieRai): Flier {Lvl 3, 31.5xp, 2 AP Banked} [ 8 Combat / 6 Defense / 16 Hits. Fire. Special: Fly] (Ward-8)
    T. Coil (ETheBoyce): Caster {Lvl 3, 32.5xp} [ 7(+1) Combat / 3 Defense / 12 Hits. Fire. Special: Shockamancy (Hiya, Hoboken, TooGeeWonCee). 14 Juice.] (Ward-8) Ring: +1 Combat, Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20), Scroll: Revitalize, Scroll: Renew
    Triage (WaterMonkey314): Caster {Lvl 3, 33.6xp, +1Com/Def Banked} [ 6 Combat / 3 Defense / 12 Hits. Fire. Special: Healamancy (Revitalize, Renew, Minor Ward). 15 Juice.] (Ward-8) Potion: Restore Juice (Restore 20)
    Bill (The Colonel): Caster {Lvl 3, 33.5xp, 1 AP Banked} [ 6 Combat / 4 Defense / 11 (of 12) Hits. Fire. Special: Croakamancy (Reanimator, Bone Puppeteer). 0 Juice.] (Ward-8) Scroll: Revitalize, Scroll: Renew, Scroll: Lucky Streak, Scroll: Groove, Scroll: Regenerate

    Skeleton SK-1: Warrior [5 Combat / 5 Defense / 22 Hits / Attack. Special: Calcium Enriched, Dance Fighting.]

    Lesser Uncroaked L07: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L08: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L10: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L11: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L13: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L14: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L15: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L16: Warrior [ 5 Combat / 5 Defense / 9 (of 14) Hits / Attack. Special: Dance Fighting.]


    Portal Unit Stats
    Spoiler: show
    Bone Dagron : [20 Combat / 10 Defense / 99 (of 350) Hits / Strike. Special: x2 Def vs. Fire; Burninate ]

    Lesser Uncroaked Yellow L01: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L02: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L03: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L04: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L05: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L06: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L07: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L08: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]

    Skeletal Champion Bw3 : Warrior { Lvl 1 } [ 8 Combat / 9 Defense / 10 (of 22) Hits / Attack. Special: x2 Def vs. Fire; Heavy]

    Burninate : Deal 3d6 to all units in a 3x3 square area. Ignores defense. Once used, cannot be used again for 2 turns.


    Results
    Spoiler: show
    William declares Mighty Blow x2
    Improved Leadership & Dance Fighting Stack (Green Man group): Tod, L10, L11, Sk-1, L13, L14, L15, L16 (+8 / +8)
    Dance Fighting Stack (Blue Man group): L07, L08, (+1 / +1)
    Dance Fighting Stack (Redman group): Yellow L01, Yellow L02, Yellow L03, Yellow L04, Yellow L05, Yellow L06, Yellow L07, Yellow L08 (+4 / +4)

    20:Bone Dagron : Attack @ Red LU11
    Roll : 9. 29 Combat - (5 Defense + 4 Leadership + 4 Dance Fighting) = 16 Hits. Target dusted.

    Skeletal Champion Bw1 : DEVOURED. Bone Dragon heals 22 Hits.
    Skeletal Champion Bw2 : DEVOURED. Bone Dragon heals 22 Hits.
    Yellow Lesser Uncroaked L01 : Respawns
    Yellow Lesser Uncroaked L03 : Respawns
    Yellow Lesser Uncroaked L07 : Respawns
    Yellow Lesser Uncroaked L08 : Respawns
    As always, let me know if you see any mistakes.

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Jul 18, 2012 1:35 am 
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    MarbitChow wrote:
    So, from now on in the campaign, we're going back to partial actions, and that will be the norm from now on.
    Probably for the best considering how hard it was to try and deal with the myriad spawning possibilities. (Note: A problem for later is that any overland defensive battle we could have fight would have the possibility of enemy units that can walk out of and back into the fight by using the hex barrier provided they have the move. This will lead to the exact same base problem of over complicated conditionals that we just ran into.)

    This was 2A in my prior plans. But now we know that we should expect the Dagron to survive the round and hit us with a burninate in round 7, we should replan. (I see the Dagron going down some time in round 8 or 9, but with the potential for Round 10 if we get unlucky, stupid, or greedy. (Round 30+ if we get really, really greedy, and very clever. We would just need to find a stable way to make the dagron continually respawn 3 or 4 of his uncroaked per round. I think it's doable, but I suspect I'm the only player who would actually make the decision to try and act like this.)

    Instead of trying to lay out an overly complex plan for everyone again, I'll just lay one out for myself to use if no one else wants to make a complicated plan:
    Hopefully, Will or Rolf will have put L04 down by Com 9 (Rolf, I still suggest you let Will move before you do.) and I can simply take the J10>K9>H6>F8>F9 path, block the Def hole, and Lunge L03 and L01.
    If L04 is not down by then, but goes down before Com 5, then things get more complicated, as I now have to worry that BW3's move has made the J10>K9>H6>F8>F9 plan impossible or suboptimal. In that case, (I'll edit in a complicated plan later.)
    If L04 simply isn't going to go down before Com 5, then, depending on target availibility, I'll lunge either L07&L01, L07&L08, L01&L03, or L08&L03.

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Jul 18, 2012 2:11 am 
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    WHO NEEDS LUCKAMANCY!? AAnd, Oh Crap

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Jul 18, 2012 5:07 am 
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    OOC I'll delay to let Will take out L04 if he's not dusted by combat 13 Rolf will move on him and attack. If he is dust by then I'll move to H3 and dust BW3. Blocking and removing the only threat that can act before our casters. /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Jul 18, 2012 8:21 am 
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    Swodaems wrote:
    Note: A problem for later is that any overland defensive battle we could have fight would have the possibility of enemy units that can walk out of and back into the fight by using the hex barrier provided they have the move. This will lead to the exact same base problem of over complicated conditionals that we just ran into.
    Switching to partially resolving the round also opens up a new tactical option - see the updated pending rules changes on Leadership for details.

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Jul 18, 2012 10:30 am 
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    RESTACK TO GREEN MAN! RESTACK TO GREENMAN! HIT THE BONE DAGRON, T.COIL!

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Jul 18, 2012 12:16 pm 
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    Assuming the Melee guys get their move, I'll move to D6. If L04 is alive I'll target it, otherwise I'll target another wounded lesser uncroaked. If non are injured then I'll target one in the middle.

    Hopefully that helps the melee guys get into better positions.

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 8:46 am 
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    Turn 6 - PART II

    The Tenebrisians rapidly shift to defend their rear ranks with military precision. William opens up a hole in the Dagron's line and Rolf and Tod quickly capitalize on it to plug the gap and shore up the defenses. The dagron's uncroaked circumvent Tod and move to open a hole in the ranks. They appear to be gunning for Bill with almost single-minded determination. Rolf's ward is shattered as well, but he his otherwise unharmed.

    (OOC: I still need moves for Triage and Bill; since there was discussion about passing a potion and a Burninate is coming up next.)

    Image

    Player Stats
    Spoiler: show
    Rolf (Werebiscuit): Warrior {Lvl 3, 30.5xp} [ 15 Combat / 11 Defense / 32 Hits. Attack. Special: Heavy, Well-armed.] Potion: Renew (Heal 16 Hits)
    William Showend Tell (BLANDCorporatio): Archer {Lvl 3, 30.5xp} [ 14 Combat / 5 Defense / 18 Hits. Fire. Special: Well-Armed, Mighty Blow x2] (Ward-8)
    Yuri (Exate): Warrior {Lvl 3, 32.5xp, 2 AP Banked} [ 11 Combat / 12 Defense / 32 Hits. Attack. Special: Heavy.] (Ward-8) Potion: Renew (Heal 16 Hits)
    Tod (Swodaems): Spearman {Lvl 4, 35.5xp, 1 AP Banked }[/color] [ 9 Combat / 9(+1) Defense / 23 (of 24) Hits. Strike/Lunge. Special: Leadership, Improved Leadership, Dance Fighting] (Ward-8) Ring: +1 Defense, Potion: Renew (Heal 16 Hits), Gem: 5000 Shmuckers, Gem: 2000 Shmuckers
    Cupid (HerbieRai): Flier {Lvl 3, 31.5xp, 2 AP Banked} [ 8 Combat / 6 Defense / 16 Hits. Fire. Special: Fly] (Ward-8)
    T. Coil (ETheBoyce): Caster {Lvl 3, 32.5xp} [ 7(+1) Combat / 3 Defense / 12 Hits. Fire. Special: Shockamancy (Hiya, Hoboken, TooGeeWonCee). 12 Juice.] (Ward-8) Ring: +1 Combat, Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20), Scroll: Revitalize, Scroll: Renew
    Triage (WaterMonkey314): Caster {Lvl 3, 33.6xp, +1Com/Def Banked} [ 6 Combat / 3 Defense / 12 Hits. Fire. Special: Healamancy (Revitalize, Renew, Minor Ward). 15 Juice.] (Ward-8) Potion: Restore Juice (Restore 20)
    Bill (The Colonel): Caster {Lvl 3, 33.5xp, 1 AP Banked} [ 6 Combat / 4 Defense / 11 (of 12) Hits. Fire. Special: Croakamancy (Reanimator, Bone Puppeteer). 0 Juice.] (Ward-8) Scroll: Revitalize, Scroll: Renew, Scroll: Lucky Streak, Scroll: Groove, Scroll: Regenerate

    Skeleton SK-1: Warrior [5 Combat / 5 Defense / 22 Hits / Attack. Special: Calcium Enriched, Dance Fighting.]

    Lesser Uncroaked L07: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L08: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L10: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L13: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L14: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L15: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]


    Portal Unit Stats
    Spoiler: show
    Bone Dagron : [20 Combat / 10 Defense / 48 (of 350) Hits / Strike. Special: x2 Def vs. Fire; Burninate ]

    Lesser Uncroaked Yellow L02: Warrior [ 5 Combat / 5 Defense / 2 (of 14) Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L05: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L06: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L07: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L08: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]

    Burninate : Deal 3d6 to all units in a 3x3 square area. Ignores defense. Once used, cannot be used again for 2 turns.


    Results
    Spoiler: show
    William declares Mighty Blow x2
    Improved Leadership & Dance Fighting Stack (Green Man group): Tod, L10, L11, Sk-1, L13, L14, L15, L16 (+8 / +8)
    Dance Fighting Stack (Blue Man group): L07, L08, (+1 / +1)
    Dance Fighting Stack (Redman group): Yellow L01, Yellow L02, Yellow L03, Yellow L04, Yellow L05, Yellow L06, Yellow L07, Yellow L08 (+4 / +4)

    20:Bone Dagron : Attack @ Red LU11
    Roll : 9. 29 Combat - (5 Defense + 4 Leadership + 4 Dance Fighting) = 16 Hits. Target dusted.

    Skeletal Champion Bw1 : DEVOURED. Bone Dragon heals 22 Hits.
    Skeletal Champion Bw2 : DEVOURED. Bone Dragon heals 22 Hits.
    Yellow Lesser Uncroaked L01 : Respawns
    Yellow Lesser Uncroaked L03 : Respawns
    Yellow Lesser Uncroaked L07 : Respawns
    Yellow Lesser Uncroaked L08 : Respawns

    ROUND RESUMES :

    15:Rolf : Delays his move and action

    14:William : Fire @ Yellow L04
    Roll : 7. 21 Combat + 6 Mighty Blow - (5 Defense) = 22 Hits. Target dusted. Team earns 2 XP.

    13:Rolf : Move to J8->H6->H3; Attack @ Bw3
    Roll : 6. 21 Combat - (9 Defense) = 12 Hits. Target dusted. Team earns 4 XP.

    11:Yuri : Attack @ Bone Dagron
    Roll : 6. 17 Combat - (10 Defense) = 7 Hits. (Dagron:92)

    9:Tod : Move to J10->K9->H6->F8->F9; Strike @ L03, Lunge @ L01.
    Roll : 6. 15 Combat + 4 Leadership + 3 Dance Fighting - (5 Defense + 3 Dance Fighting) = 14 Hits. Target Dusted. Team earns 2 XP.
    Roll : 5. 14 Combat + 4 Leadership + 3 Dance Fighting - (5 Defense + 3 Dance Fighting) = 13 Hits. (L01:1)

    8:Cupid : Move to D6; Fire @ L01
    Roll : 12. 20 Combat - (5 Defense + 3 Dance Fighting) = 12 Hits. Target Dusted. Team earns 2 XP.

    8:T. Coil : Hoboken @ Bone Dagron
    Roll : 9. 17 Combat = 17 Hits. (Dagron:75)

    6: Bill : Delays his move and action

    6: Triage : Delays his move and action

    5: SK-1:
    Roll : 2. 7 Combat + 4 Leadership + 3 Dance Fighting - (10 Defense) = 4 Hits. (Dagron:71)

    5: L07 : Attack @ Bone Dagron
    Roll : 9. 14 Combat + 1 Dance Fighting - (10 Defense) = 5 Hits. (Dagron:66)

    5: L08 : Attack @ Bone Dagron
    Roll : 8. 13 Combat + 1 Dance Fighting - (10 Defense) = 4 Hits. (Dagron:62)

    5: L10 : Attack @ Bone Dagron
    Roll : 4. 9 Combat + 4 Leadership + 3 Dance Fighting - (10 Defense) = 6 Hits. (Dagron:56)

    5: L14 : Attack @ Bone Dagron
    Roll : 6. 11 Combat + 4 Leadership + 3 Dance Fighting - (10 Defense) = 8 Hits. (Dagron:48)

    5: L13 : Delays his move and action
    5: L15 : Delays his move and action
    5: L16 : Delays his move and action

    5: Yellow L02 : Move to E6; Attack @ L16
    Roll : 5. 10 Combat + 2 Dance Fighting - (5 Defense + 4 Leadership + 3 Dance Fighting) = 0 Hits.

    5: L16 : Attack @ Yellow L02
    Roll : 8. 13 Combat + 4 Leadership + 3 Dance Fighting - (5 Defense + 3 Dance Fighting) = 12 Hits.

    5: Yellow L05 : Move to J5->F5->E4; Attack @ L16
    Roll : 11. 16 Combat + 2 Dance Fighting - (5 Defense + 4 Leadership + 3 Dance Fighting) = 6 Hits. (L16:3)

    5: Yellow L06 : Move to J4->I5->H5->G4; Attack @ Rolf
    Roll : 11. 16 Combat + 2 Dance Fighting - (11 Defense) = Ward destroyed.

    5: Yellow L07 : Move to H4; Attack @ Rolf
    Roll : 3. 8 Combat + 2 Dance Fighting - (11 Defense) = 0 Hits.

    5: Yellow L08 : Move to H6->E6; Attack @ L16
    Roll : 10. 15 Combat + 2 Dance Fighting - (5 Defense + 4 Leadership + 3 Dance Fighting) = 5 Hits. Target dusted.

    WAITING FOR : BILL'S ORDERS; TRIAGE'S ORDERS
    As always, let me know if you see any mistakes.


    Last edited by MarbitChow on Thu Jul 19, 2012 11:25 am, edited 1 time in total.
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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 11:02 am 
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    Options for Bill : 1) L13 & L15 havent moved so you could have them move to block the line of 3 yellows by moving them to D3 & D6. This opens up other holes which Tod and Rolf can fill before any re-formed undead. It's not a good use of Rolf & Tod ,though.

    2) Use the groove scroll on Trogdor. That should stop him burninating next round and ensure that he uses some of the re-woven to bolster his flagging hits. It also means you can move this round without worrying about positioning as you'll have next round's move to try to iron out any burninate positioning ( note there is an escape corridor for you and Triage behind L13 & Rolf). It creates problems for the rounds after but Trogdor should be burning units of his own by then as we should do 44 + hits on him (of his 48 remaining). Meaning he'll have to burn at least 3 units per turn.

    3) Use the groove scroll on the 3 yellows which should mean they can't hit next round. I believe they can still move though. So not really that much help.

    4) Move forward to block and smack the yellows by yourselves. They've already gone this round so you should be able to hit them twice before they can react. It doesn't stop others moving in on you to add their attacks, though.

    Personally I'd recommend options 1) & 2) as they're not mutually exclusive

    Sorry Triage, I don't see many options for you other than firing at L02 who should be 2 (of 14) hits ( ~and not the stated 14 as L16 struck him for 12 before he was dusted) in hopes of taking him out.
    Your other option is to re-ward Rolf but I don't see that helping much.

    I think option 1 is your best bet (even though it's my ward)

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 11:25 am 
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    Werebiscuit wrote:
    2) Use the groove scroll on Trogdor. That should stop him burninating next round

    From the Hippymancy rules: For all Hippymancy powers, any unit under the influence of Hippymancy who is attacked can immediately counterattack. This ends the power.
    You'll only be able to delay him from using it if you don't attack him at all during the round.

    Fixed the Hits of Yellow L02.

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 11:29 am 
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    MarbitChow wrote:
    You'll only be able to delay him from using it if you don't attack him at all during the round.

    Yes... but WE can delay that attack until after we've positioned ourselves corrrectly. :D So in effect 2 rounds of move for Bill & Triage and one for everyone else ;)


    Last edited by Werebiscuit on Thu Jul 19, 2012 11:31 am, edited 1 time in total.
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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 11:31 am 
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    Groove him, reposition and ATTACK!?

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 11:33 am 
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    The Colonel wrote:
    Groove him, reposition and ATTACK!?



    No. Move Now...groove him... and then reposition before we attack on phase combat 4

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 11:36 am 
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    Good, I give the dagron some PEACE AND LOVE! PEACE AND LOVE! Do I need a potion?

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 11:45 am 
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    The Colonel wrote:
    Good, I give the dagron some PEACE AND LOVE! PEACE AND LOVE! Do I need a potion?


    Wait ! What about your move...or the dancers ? You need to work that out first...... :roll:
    You could even get that potion from Triage... not that it'll be needed now... i don't think.

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 11:53 am 
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    Meh, EVERY ADVANTAGE. PASS ME THAT POTION! The dancers all stack up in one group I guess.

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 12:09 pm 
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    Werebiscuit wrote:
    Options for Bill : 1) L13 & L15 havent moved so you could have them move to block the line of 3 yellows by moving them to D3 & D6. This opens up other holes which Tod and Rolf can fill before any re-formed undead. It's not a good use of Rolf & Tod ,though.

    This was the movement for the dancers that I was talking about

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 19, 2012 12:27 pm 
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    DO WANT THAT! DO WANT THAT!

    L13 & L15 move to D3 & D6.

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