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 Post subject: Re: Darkness Rising
 Post Posted: Sun Sep 09, 2012 5:23 pm 
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ETheBoyce wrote:
Question: How do held over actions interact with combat modifiers?
Combat modifiers are re-selected at the start of each round. In many cases, units will simply re-select the same modifiers that they had last round, but it's not required. Any actions taken by or against the units during the new round use the latest modifiers.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 4:52 am 
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    ETheBoyce wrote:
    I'm not certain if we need to worry about opening the gate at least yet, 2 Gumptions fell the first round and I imagine more will fall in the second, and it's unlikely to impossible they'll reach the Towers in Round 2 given the uncroaked in their way. We'll be looking at maybe 2 per tower in round 3 which will give us plenty of time to just destroy them outright.

    OOC This assumes the gumptions will move before Turn 7...or even turn 5. I don't believe they will. Not unless the elven archery use up their held shots.
    The Eleven archers held fire... this means they can fire until phase 11 of round 2 for most of them, I believe, the others till phase 8.
    How does dodging work with that Marbit ? If they use up their held fire do they then regain dodging because its a new turn ? How does it work for our archers that have fired. Can they now declare dodging until they fire again ?

    The Uncroaked will be gone before the Gumptions move either to the charge of the warriors on the elven left or archery from the elven right. At least 2 gumptions will reach the towers this turn. Yes we will kill at least one gumption and hopefully stun 3 but they have 6. We need to bring our melee into the field before the end of the turn. /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 4:56 am 
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    So, we shoot the gumps! OPEN FIRE HEAVIES!

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 5:03 am 
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    The Colonel wrote:
    So, we shoot the gumps! OPEN FIRE HEAVIES!


    OOC We need to bring down a guard first either that or we require all 4 of Will, Rolf, Cupid & Yuri to target the same gump... Not a good plan.
    Their guards cannot move till phase 5 and that is why I believe the gumptions will not move till then. /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 6:49 am 
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    MarbitChow wrote:
    I don't think the status of the doors has ever been set. The only thing I'm assuming right now is that it's not completely open. Since Swodaems mentioned using the Heck Pups against the Gumptions, I'm sort of assuming that the doors are 3/4ths open, but units behind the door are not currently a priority.

    So If they're 3/4ths open then units can go through them ? and it would take only 5 phases to go to fully open ?

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 8:06 am 
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    Werebiscuit wrote:
    How does dodging work with that Marbit ? If they use up their held fire do they then regain dodging because its a new turn ? How does it work for our archers that have fired. Can they now declare dodging until they fire again ?
    Note that Dodging requires an action to re-initiate, so once a unit acts, it will have to give up its attack to start dodging again. Dodging lasts until the unit acts (not just moves), so it lasts until the first action taken.
    A dodging unit that is delaying its action for so long that it loses that action is still dodging until it acts.

    Werebiscuit wrote:
    So If they're 3/4ths open then units can go through them ? and it would take only 5 phases to go to fully open ?
    Yes - all agile units can go through, and a limited number of regular units if they're 3/4ths open. And yes, they'd be fully open in 5 phases. (I'll probably need to revise the gate opening/barring rules a bit so that they're more consistent. I'll include that in the upcoming siege rules.)

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 9:08 am 
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    Thanks Marbit. If thats the case (above) then come phase 17 our skeletal archers will loose the fire orders they've been holding. 3 skellies will target EE10, similarly for EE13 and EE14. One of the remaining zeds will take on one of the wounded faeries. (leaving us 3 zeds held in readiness)

    I'll ask that Will , Rolf, Cupid and Yuri hold off their fire for now.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 9:13 am 
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    I follow biscuit's suggestions

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 12:35 pm 
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    Sorry for not being on much recently. Guild Wars 2 is finally out and eating a large amount of my time.

    MarbitChow, you seem to have forgotten the chief warlord bonus in the results. Also absent is comet's leadership bonus from tyler and elevation penalties for the units firing from the wall on the higher elevation faeries, (this last bit applies to Comet, GA06, and ZA06). And for some odd reason the Zeds appear to only be using 4 of their 7 combat.
    Corrected Results
    Spoiler: show
    Tenebris Stacks :
    Tod: Leads Will, Rolf, Cupid, Vinny, T. Coil, Junetta, Triage. (+5 Leadership, +2 Chief Warlord)
    Yuri: Leads Brick, ZA01, ZA02, ZA03, ZA04, ZA05, ZA06 (+3 Leadership, +2 Chief Warlord)
    Wandereus: Leads GA01, GA02, GA03, GA04, GA05, GA06, GA07 (+3 Leadership, +2 Chief Warlord, +4 Dance)
    Tyler (WL02): Leads Comet, ZA08, ZA09, ZA010, ZA011 (+2 Leadership, +2 Chief Warlord)

    Phase 2
    ---------
    Several of the remaining Tenebrisian archers fire, attempting to eliminate the rest of the Faeries:

    Abe (GA01): Fires @ FE15
    Roll : 8. 15 Combat + 3 Leadership + 2 Chief Warlord + 4 Dance Fighting - (4 Elevation + 4 Defense + 5 Leadership) = 11 Hits. Target Slain. Team earns 4 XP.

    Comet (DF-8): Fires @ FE16
    Roll : 9. 13 Combat + 2 Leadership + 2 Chief Warlord - (4 Elevation + 4 Defense + 5 Leadership) = 4 Hits. Target Slain. Team earns 4 XP.

    Eduardo (ZA01): Fires @ FE01
    Roll : 7. 14 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = Ward destroyed. 2 Hits (Fe01: 6)

    Brendan (ZA02): Fires @ FE01
    Roll : 9. 16 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = Ward destroyed. 11 Hits.Target slain Team earns 4 XP.

    Terry (ZA03): Fires @ FE02
    Roll : 6. 13 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = Ward destroyed. 1 Hit (FE02:7)

    Malik (ZA04): Fires @ FE02
    Roll : 4. 11 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = 7 Hits. Target SlainTeam earns 4 XP.

    Darius (ZA05): Fires @ FE03
    Roll : 7. 14 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = Ward destroyed. 2 Hits (FE03: 6)

    Byron (ZA06): Fires @ FE03
    Roll : 9. 16 Combat + 3 Leadership + 2 Chief Warlord - (4 Elevation + 4 Defense + 5 Leadership) = 7 Hits.Target Slain Team earns 4 XP.

    Baldrick (ZA07): Fires @ FE14
    Roll : 6. 13 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = 7 Hits. Target Slain. Team earns 4 XP.

    Phase 1
    ---------
    No actions taken.

    Phase 0
    ---------
    Altruist Elves enter the hex.

    -- End of Round 1 --
    SE11 heals 8 Hits.
    SE12 heals 8 Hits.

    ** Declare Stacking, Horde, and Modifiers

    There are no faeries left to hit.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 12:55 pm 
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    Welcome back. You're correct, and thank you for posting the updated version of the results. Everyone else can consider that to be official now. (All I have to do is screw up the first entry in a chain of identical units, and all units after that will suffer from the same error.)

    Werebiscuit wrote:
    I'll ask that Will , Rolf, Cupid and Yuri hold off their fire for now.
    Let me know if Tod wants to countermand this order, or if I should execute it as written. Also let me know what Coil intends to do on Phase 13. (I trust that its not too much of a stretch for you all to assume that the Gumptions are going to delay their action on Phase 15.)

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 1:01 pm 
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    Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Shiny Red Star Pin-up Calendar and New Art Team Supporter This user posted the comment of the month This user is a part of Erfworld canon! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    Well given that all the Fairies have been downed, and they were our intended target, I think all remaining ranged units we have should currently be holding until we decide on a new focus. Without looking back at the stats and the battlemap, I gather from previous posts that a possible candidate would be units guarding the Gumps? Or perhaps whatever units are guarding Armolad? I'll turn this over to Swod so he can let us know which guarding units are the most realistic targets to croak. Again, because the Elves are now here, our goal should be to croak whatever targets we pick in a single volley.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 1:09 pm 
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    All remaining archers currently have standing orders to fire on any 1st level Elven archers who open fire and drop their dodge bonus. Those orders will remain in effect until they're given new ones.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 1:11 pm 
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    Ok thanks that's perfect.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 9:24 pm 
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    Turn 9 - Assault on Dis City - Round 1 End (Corrected) & Round 2 - Phase 32 through Phase 15

    OOC : I've also include Swodaems' helpful revision of the previous fight for future reference.

    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 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 / 4 (of 8) Hits. Fire. Special: Objay Dart]
    FE02 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-2 }
    FE03 : Faerie { Level 1 } [ 4 Combat / 4 Defense / 4 (of 8) Hits. Fire. Special: Objay Dart]

    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 / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard]
    SE12 : Spearmen { Level 1 } : [5 Combat / 4 Defense / 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 Leadership, +2 Chief Warlord)
    Yuri: Leads Brick, ZA01, ZA02, ZA03, ZA04, ZA05, ZA06 (+3 Leadership, +2 Chief Warlord)
    Wandereus: Leads GA01, GA02, GA03, GA04, GA05, GA06, GA07 (+3 Leadership, +2 Chief Warlord, +4 Dance)
    Tyler (WL02): Leads Comet, ZA08, ZA09, ZA010, ZA011 (+2 Leadership, +2 Chief Warlord)

    Phase 2
    ---------
    Several of the remaining Tenebrisian archers fire, attempting to eliminate the rest of the Faeries:

    Abe (GA01): Fires @ FE15
    Roll : 8. 15 Combat + 3 Leadership + 2 Chief Warlord + 4 Dance Fighting - (4 Elevation + 4 Defense + 5 Leadership) = 11 Hits. Target Slain. Team earns 4 XP.

    Comet (DF-8): Fires @ FE16
    Roll : 9. 13 Combat + 2 Leadership + 2 Chief Warlord - (4 Elevation + 4 Defense + 5 Leadership) = 4 Hits. Target Slain. Team earns 4 XP.

    Eduardo (ZA01): Fires @ FE01
    Roll : 7. 14 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = Ward destroyed. 2 Hits (Fe01: 6)

    Brendan (ZA02): Fires @ FE01
    Roll : 9. 16 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = Ward destroyed. 11 Hits.Target slain Team earns 4 XP.

    Terry (ZA03): Fires @ FE02
    Roll : 6. 13 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = Ward destroyed. 1 Hit (FE02:7)

    Malik (ZA04): Fires @ FE02
    Roll : 4. 11 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = 7 Hits. Target Slain Team earns 4 XP.

    Darius (ZA05): Fires @ FE03
    Roll : 7. 14 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = Ward destroyed. 2 Hits (FE03: 6)

    Byron (ZA06): Fires @ FE03
    Roll : 9. 16 Combat + 3 Leadership + 2 Chief Warlord - (4 Elevation + 4 Defense + 5 Leadership) = 7 Hits.Target Slain Team earns 4 XP.

    Baldrick (ZA07): Fires @ FE14
    Roll : 6. 13 Combat + 3 Leadership + 2 Chief Warlord - (4 Defense + 5 Leadership) = 7 Hits. Target Slain. Team earns 4 XP.

    Phase 1
    ---------
    No actions taken.

    Phase 0
    ---------
    Altruist Elves enter the hex.

    -- End of Round 1 --
    SE11 heals 8 Hits.
    SE12 heals 8 Hits.

    -- Round 2 --

    Phase 34
    ----------
    William delays his Action.

    Phase 21
    ----------
    Rolf delays his Action.

    Phase 20
    ----------
    Cupid delays his Action.

    Phase 18
    ----------
    Amandaria delays its Action.

    Phase 16
    ----------
    Yuri delays his Action.

    Phase 15
    ----------
    Gumpt'n1: Moves to T15, Strikes @ LU2
    Roll : 8. 23 Combat + 5 Leadership - (4 Defense + 6 Dodging + 4 Leadership + 2 Chief Warlord) = 12 Hits. Target dusted.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 10:14 pm 
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    Hi all. I'm going to be taking over Comet. What do you want me to do?

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Sep 10, 2012 11:19 pm 
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    Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Shiny Red Star Pin-up Calendar and New Art Team Supporter This user posted the comment of the month This user is a part of Erfworld canon! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    Fkrts wrote:
    Hi all. I'm going to be taking over Comet. What do you want me to do?

    I think you take over Comet once this engagement has ended, but maybe I misunderstood.

    On a battle-note....EXPOSED GUMP! Kill it with fire!

    _________________
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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: Mon Sep 10, 2012 11:28 pm 
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    0beron wrote:
    I think you take over Comet once this engagement has ended, but maybe I misunderstood.
    Comet's already in the field. No reason to delay. Players who create new characters have to wait until the story allows for their entrance, but anyone who wants to work an existing character can start immediately.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 11, 2012 4:35 am 
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    Fkrts wrote:
    Hi all. I'm going to be taking over Comet. What do you want me to do?


    OOC
    Hi Fkrts.
    Welcome.
    First of all I'd suggest you get Comet out of the 2 front squares on the wall as these can be targeted by eleven archery. At this point Comet is too squishy and as he was an NPC... very expendable. So he didn't get the protection we've afforded other 1st level PC characters. Sorry.
    Unfortunately this won't happen until phase 4 as that's when he gets to move...again sorry. Until that point he's got a defence of 4( for elevation) + 4 (for the wall crenalations) +4 ( for his leadership stack) + 4 ( his actual defence stat) = 16
    Swod (and 0beron), as Vinny is out of targeting (by arrows) and and cannot fire for fear of becoming a target I trust you both have no objection of switching Comet and Vinny stackwise to improve Comets adjusted def to 19 by putting him in Tod's stack and take Vinnys leadership to 4 by putting him in Tyler's stack.

    Don't worry too much though, Fkrts... if he gets killed in the next volley. We can, and will, pop a replacement. If he survives the elven volley(s) (the 's' is because they're currently holding an action and can thus possibly fire twice before phase 4) and withdraws to safety the siege is not over for him. We've taken out their fliers and once we've dealt with their ranged attacks he'll be untouchable and can take to the skies and attack at leisure.
    /OOC

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 11, 2012 5:16 am 
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    0beron wrote:
    On a battle-note....EXPOSED GUMP! Kill it with fire!



    [ Rolf] Ha ! Looks like we just got a target ! Darkness but those gumps are thick :: looks over to Will with a "Your's or mine ?" grin and nod ::

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Sep 11, 2012 5:17 am 
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    SO, do we kill the overreaching Gump?

    Apparantly we do, why not let the heavies do it?

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