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 Post subject: Re: Darkness Rising
 Post Posted: Mon Sep 03, 2012 4:24 pm 
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0beron wrote:
BLANDCorporatio wrote:
To Swodaems: what's the plan with Armolad? Ickypron to death or still capture?

My 2-cent's worth is aim to croak. Capture if it's convenient, but I don't think it should be our aim.


That's why I ask. As I understood it, Swodaems' plan was capture. The rest of us kinda didn't pick that option, and now with Ickyprons falling down it seems we're committing to croak. Which is fine, I ask is it agreed on by all.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 03, 2012 4:35 pm 
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    BLANDCorporatio wrote:
    Still on the first turn of combat? In any case, it appears that the Gump Will shot is about to be croaked. So another shot on that Gump at the nearest opportunity should be fine.
    Still 1st turn, phase 3 now. Coil just croaked both of the wounded Gumptions. All the remainder are at full health and appear to have a bodyguard.

    BLANDCorporatio wrote:
    To MarbitChow: (quick refresher please) can spells do stun? what about other attacks like arrows?
    Spells can stun, if they specify that they do so. (Ickypron does, for example.) Arrows currently cannot. Stunning is probably going to remain an exclusive to Shockamancy for the near future.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 03, 2012 4:45 pm 
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    Orders Rescinded

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.


    Last edited by 0beron on Tue Sep 04, 2012 10:01 am, edited 2 times in total.
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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 03, 2012 7:02 pm 
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    no mercy only death!

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 03, 2012 7:53 pm 
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    Image
    (Background image used in conjunction with the Creative Commons license
    under which it was published. Image source

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 03, 2012 9:23 pm 
    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 Erfworld Bicycle® Playing Cards supporter Has collected at least one unit
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    Question: Armolad's bodyguards seem to be guarding her, does this mean attacks against her mount will also be guarded against?

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 03, 2012 9:33 pm 
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    ETheBoyce wrote:
    Question: Armolad's bodyguards seem to be guarding her, does this mean attacks against her mount will also be guarded against?
    Unless the bodyguards have Elite Bodyguard, each bodyguard can only protect 1 target at a time.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 3:47 am 
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    We just need to make sure that if we fire on the mount then we focus on it. If we let up or go slow, those altruist elves will run in and bring it back to full health in no time flat.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 4:03 am 
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    0beron wrote:
    Vinny fires, using 1 unit of energy, at FE14


    OOC Oberon please use up the last two units of energy. We need to try to get a kill. We'll have Junetta set off the 2G1C, yes it's a waste but I don't see their fliers packing nicely for us now. /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 4:09 am 
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    MarbitChow wrote:
    Image
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    OOC Spice girls eh ? Which one's the skinny one, with the sour face ? I can't tell... probably the one out on her own. Ah,..wait a minute ..there are only 4... so VB's probably not even in the picture. :lol: /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 8:10 am 
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    Werebiscuit wrote:
    Oberon please use up the last two units of energy.

    I CAN'T, I'm only level 1.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 9:17 am 
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    So, do My guys wait for the advance?

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 9:54 am 
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    0beron wrote:
    Werebiscuit wrote:
    Oberon please use up the last two units of energy.

    I CAN'T, I'm only level 1.


    OOC Ah in that case use up the 2GIC...it's still only 3d6 you'll do but at least it ignores their 4 def. Yes I know its a waste but they're unlikely to group their fliers in a 2x2 now. We'll have Junetta use up the remaining 2 units. /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 10:01 am 
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    Vinny fires 2G1C at FE14

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 5:48 pm 
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    MarbitChow wrote:
    Meanwhile in the Harkonnen Barrens


    I knew it! So the elves -are- allied with Tleilaxu, which is a very very odd stance from a supposedly 'light, and good, and fluffy' side. Alas, I'm speaking OOC here (and extrapolating wildly from tiny bits of data into similarities with the reference material), but one wonders whether that could be an advantage in turning some units on our side, in the future.

    On IC matters, congratulations are in order to T. Coil for felling the two wounded Gumps. It looks like it will be some time until Will can strike again, but it will probably be against Gumps once more.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 04, 2012 6:10 pm 
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    BLANDCorporatio wrote:
    MarbitChow wrote:
    Meanwhile in the Harkonnen Barrens
    I knew it! So the elves -are- allied with Tleilaxu,
    OOC : The Ixians are just a semi-random mish-mash of Dune and Pop Culture references, style-wise. The idea of changing the Litany Against Fear into a Litany Against Elves just amused me.
    Unfortunately, creating Fremen-Erfworld-Spice Girls hybrid units means they do unspeakable things to my imagination, like lodging the following song in my head:

      If you wanna be my ally, you gotta get in my stack (you gotta get in my stack)
      Make it last ninty Turns, alliance got your back
      If you wanna be my ally, please don't be passive
      We'll croak those elves real easy, there ain't no way they'll live

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Sep 05, 2012 12:10 am 
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    Turn 9 - Assault on Dis City - Round 1 - Phase 3 (Part 2)

    Phase Three sees the Tenebrisian casters suffer some of the worst luck they've seen yet. While all of their shots land, none succeed in downing any targets (due to bad luck and Armolad's leadership). The bulk of the Elven forces enter the hex, but appear to be holding their shots...

    Towers: 0 (of 18) Energy. Three spell slots free.

    Exterior View
    Image

    Interior View
    Image

    Player Stats & Darkness Units
    Spoiler: show
    Rolf (Werebiscuit): 32 Hits; (Ward-16); Potion of Healing Ward
    William Showend Tell (BLANDCorporatio): 22 Hits; (Ward-16); Cloak : Negate Strike/Attack, Potion: Renew (Heal 16 Hits)
    Cupid (HerbieRai): 20 Hits; (Ward-16); Potion: Renew (Heal 16 Hits)
    Yuri (Exate): 35 Hits; (Ward-16); Potion of Healing Ward
    T. Coil (ETheBoyce): 22 Hits; 23 (of 32) Juice; (Ward-16); Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20) x2, Scroll: Revitalize, Scroll: Renew
    Bill (The Colonel): 16 Hits; 11 (of 47(+8)) Juice; (Ward-16); Scroll: Revitalize, Scroll: Renew, Scroll: Lucky Streak, Scroll: Regenerate, Potion: Restore Juice (Restore 20)
    Tod (Swodaems): 24 Hits; (Ward-16); Cloak : Negate Hiya/Hoboken, Potion: Renew (Heal 16 Hits)
    Triage (WaterMonkey314): 22 Hits; 34 (of 35) Juice; (Ward-16); Potion: Restore Juice (Restore 20)
    Vinny Starcall (0beron) : 4 Hits; 6 (of 8) Juice; (Ward-16); Cloak : Negate Fire
    Brick Wall (Lord of Monies) : 22 Hits; (Ward-16); Cloak : Negate Attack/Strike
    Wandereus: 36 Hits; (Ward-8); Potion: Minor Ward, Potion: Revitalize x2
    Junetta: 16 Hits; 45 (of 59) Juice; (Ward-8)
    (Note: See reference page for full PC and NPC stats for above units.)

    Rowan (WL01): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
    Tyler (WL02): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2
    Lian (WL03): Warrior {Level 2, 6 XP} [ 5 Combat / 5 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Leadership] (Ward-16) Potion: Minor Ward, Potion: Revitalize x2

    Erick (WH01): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
    Colby (WH02): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
    Donovan (WH03): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
    Joe (WH04): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)
    Zackary (WH05): Warrior {Level 2, 6 XP} [ 11 Combat / 11 Defense / 21 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Heavy] (Ward-8)

    Ruben (WB01): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
    Edgar (WB02): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)
    Salvador (WB03): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Guard, Interpose, Bodyguard] (Ward-8)

    Casey (WA01): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
    Phillip (WA02): Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

    Sergio (W01): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
    Marvin (W02): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)
    Chris (W03): Warrior {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Dance Fighting] (Ward-8)

    Tony (SA01): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
    Jeffrey (SA02): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
    Devon (SA03): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)
    Jonas (SA04): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting, Beefy, Well-Protected] (Ward-8)

    Larry (S01): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
    Jaydon (S02): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
    Jimmy (S03): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)
    Brett (S04): Spearman {Level 1, 0 XP, 2 AP Banked} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Dance Fighting] (Ward-8)

    Eduardo (ZA01): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
    Brendan (ZA02): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
    Terry (ZA03): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
    Malik (ZA04): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
    Darius (ZA05): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
    Byron (ZA06): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-16)
    Baldrick (ZA07): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
    Adder (ZA08): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
    Anderson (ZA09): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
    Bruford (ZA10): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
    Wakeman (ZA11): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)
    Howe (ZA12): Archer {Level 0, -5 XP} [ 7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire.] (Ward-8)

    Comet : (DF-8) Dark Flier {Level 1, 0 XP} [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Fly] (Ward-16)

    Bert (Royal Guard): Warrior {Level 3, 18 XP} [ 5 Combat / 8 Defense / 70 Hits / 8 {8} Move. Attack. Specials: Heavy, Guard, Interpose, and Bodyguard] (Ward-16)
    Ernie (Royal Guard): Warrior {Level 3, 18 XP} [ 5 Combat / 8 Defense / 70 Hits / 8 {8} Move. Attack. Specials: Heavy, Guard, Interpose, and Bodyguard] (Ward-16)

    Naughty Kitty (Tod's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
    Naughty Kitty (Wandereus') {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
    Naughty Kitty (T. Coil's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
    Naughty Kitty (Rowan's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
    Naughty Kitty (Tyler's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)
    Naughty Kitty (Lian's) {Level 1, 0 XP} [9 Combat / 12 Defense / 40 Hits / Attack. 10 {12} Move. Special : Beast, Mount.] (Ward-8)

    Heck Pup (Hp01) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
    Heck Pup (Hp02) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
    Heck Pup (Hp03) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)
    Heck Pup (Hp04) {Level 1, 0 XP} [6 Combat / 6 Defense / 16 Hits / Attack. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-8)

    Skeleton SK-1: Warrior [8(-1) Combat / 5(-1) Defense / 22(-3) Hits / Attack. 8 {8} Move. Special: Skeleton, Calcium Enriched, Well-Armed, Extended Decay x1.]

    Skeleton SA1: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
    Skeleton SA2: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
    Skeleton SA3: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
    Skeleton SA4: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
    Skeleton SA5: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
    Skeleton SA6: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
    Skeleton SA7: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
    Skeleton SA8: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]
    Skeleton SA9: Archer [10 Combat / 3 Defense / 10 Hits / Fire. 8 {8} Move. Special: Skeleton, Well-Armed ]

    Lesser Uncroaked LU01: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]
    Lesser Uncroaked LU02: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]
    Lesser Uncroaked LU03: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]
    Lesser Uncroaked LU04: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]
    Lesser Uncroaked LU05: Warrior [ 8(-1) Combat / 5(-1) Defense / 14(-3) Hits / Attack. Special: Well-Armed, Extended Decay x1.]

    BS 1 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
    BS 2 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
    BS 3 - Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman.]
    BS 4 - Brickabat Swarm [ 0 Combat / 1 Defense / 2 (of 8) Hits. No attack. Special: Screen, Inhuman.]

    Reginald (Cmd): Garrison Warrior {Level 1, 0 XP} [ 5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Attack. Specials: Leadership] (Ward-16)
    Abe (GA01): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
    Barry (GA02): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
    Chad (GA03): Garrison Archer {Level 1, 0 XP} [ 7 Combat / 3 Defense / 18 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Beefy] (Ward-16)
    Dave (GA04): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)
    Ed (GA05): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-16)
    Frank (GA06): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-8)
    Gary (GA07): Garrison Archer {Level 1, 0 XP} [ 10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Specials: Dance Fighting, Well-Armed] (Ward-8)

    Screen - Brickabat Swarm can negate a single Fire attack against any adjacent target, at the cost of 1 Hit. Cannot be targeted by Fire, Strike, or non-AoE Spells.


    Enemy Stats
    Spoiler: show
    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'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'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 }
    FE14 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 1 (of 8) Hits. Fire. Special: Objay Dart] { Ward-8 }
    FE15 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 5 (of 8) Hits. Fire. Special: Objay Dart] { Ward-8 }
    FE16 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 3 (of 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 }
    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 / 12 (of 20) Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard]
    SE12 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 12 (of 20) Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard]
    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.


    Results
    Spoiler: show
    Tenebris Stacks :
    Tod: Leads Will, Rolf, Cupid, Vinny, T. Coil, Junetta, Triage. (+5)
    Yuri: Leads Brick, ZA01, ZA02, ZA03, ZA04, ZA05, ZA06 (+3)
    Wandereus: Leads GA01, GA02, GA03, GA04, GA05, GA06, GA07 (+3, +4 Dance)
    Tyler (WL02): Leads Comet, ZA08, ZA09, ZA010, ZA011 (+2)

    Phase 3
    ---------
    Vinny and Junetta fire again.

    Vinny: Triggers TwoGeeOneCee at FE14
    Roll : 5. 8 Combat + (5 Leadership + 2 Chief Warlord) = Ward destroyed. 7 Hits.
    Vinny growls at the fizzled spell, and curses his lack of Luckamancy.

    Junetta: Fires (Energy-Infused + 2d6) @ FE15, Quick-Shot @ FE16
    Roll : 10. 13 Combat + (5 Leadership + 2 Chief Warlord) - (4 Defense + 5 Leadership) = Ward destroyed. 3 Hits.
    Roll : 12. 15 Combat + (5 Leadership + 2 Chief Warlord) - (4 Defense + 5 Leadership) = Ward destroyed. 5 Hits.
    Junetta shakes her head in disbelief at her crappy Luckamancy, and secret blames Coil for shoddy enchanting.

    Most of the remaining elven units enter the field, and ready actions.


    Ready units can fire on the elves as the enter. If you choose to wait until the elves get into position, any attacks against the elves would be simultaneous with their attacks, if any.

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Sep 05, 2012 2:07 am 
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    Joined: Sat Mar 17, 2012 9:56 am
    Posts: 545
    Kill the archers?

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    http://www.erfworld.com/forum/viewtopic.php?f=23&t=6181&p=75408#

    Follow the link *Waves hand*

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Sep 05, 2012 4:16 am 
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    Joined: Wed May 09, 2012 11:45 am
    Posts: 1332
    The Colonel wrote:
    Kill the archers?

    Unfortunately I think Swodaems might be right we need to exchange fire with them once they stop dodging at the moment we're working against defs of 15 & 17 with coms of 14 & 11. Those will lower to defs of 9 when they stop dodging.
    However we'll pick off the faeries with Comet firing on FE14 and the last garrison archer (we previously only used 6) at FE16.


    Last edited by Werebiscuit on Wed Sep 05, 2012 4:44 am, edited 1 time in total.
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     Post subject: Re: Darkness Rising
     Post Posted: Wed Sep 05, 2012 4:43 am 
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    Posts: 1332
    Marbit, Dodging rules say that a unit gets to dodge "until the start of their next action" .
    Does that mean they must stop dodging when they fire or does that dodging continues until their next action at com=7 on round 2. It's important to know as it will govern when we take shots on their archery.

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