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New monsters battle - for SCIENCE!
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DialFforFunky
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Joined: 11 May 2010
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Location: Groningen

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PostPosted: Fri Apr 25, 2014 11:44 am GMT    Post subject: Reply with quote

Actually, I made a weird mistake by removing too little dice. I've removed 4 health now, but it should be 5. Do you mind if we leave the turns as they are and I roll to see if one of my Bog Runners gets buried?

Save roll:


It stays in the DUA

Counter maneuver:



Result: 12 maneuver, doubles to 24, and the Death Mages maneuver get doubled again, making 30. Ok, perhaps the TRtM was overkill...


Save Roll:



Result: 4 cantrip 6 saves

4 green - Watery Double x 2 on my army at my home

6 x 2 = 12, 12 + 3 = 15 saves.


Against my better judgement, I will counterattack. I haven't brought along two Cannibals to cast magic all day...




Result: Sleep, Net, 13 melee

The Infiltrator with Burning Hands gets put to sleep. Another Infiltrator and an Adept have to avoid getting caught by the Net.


Sleep! Its one of my favourite SAIs and I finally get to see it in action, wooh!


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cliffwiggs
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PostPosted: Mon Apr 28, 2014 8:27 am GMT    Post subject: Reply with quote

yeah, I'm fine with leaving the turns as they are.

Sleep takes such a long time to resolve, one infiltrator with firey hands gets sleepy for a long time.

Another Infiltrator and an adept...

Infiltrator - 1 Melee
Adept - 2 Magic

... fail to avoid the net and fall to the ground.


Anyone who is left gets to save against 13.

Lurker in the Deep - 4 ID
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Volley
Lurker in the Deep - 4 Fly
Infiltrator - 5 Maneuver
Infiltrator - 5 Maneuver
Infiltrator - 4 Counter

Wish i were in the highlands with all those maneuver...

But 4 counter back at ya, but if I'm counting correctly 3 WD's reduces that to one.


But the Lurkers do what they should and I get 16 saves.


I know that I'm in a losing position. This was a one trick army and the initial terrain roll killed me.

I'll keep everyone here at the terrain and make it a slow slow loss.
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chuckpint
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PostPosted: Mon Apr 28, 2014 8:39 am GMT    Post subject: Reply with quote

Not to quibble too much, but a Goblin Cantrip can't cast Watery Double. It can cast Stone Skins, which are the same except for the duration....
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DialFforFunky
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PostPosted: Mon Apr 28, 2014 6:04 pm GMT    Post subject: Reply with quote

Thanks for the correction Chuck, I hadn't caught it and it does make a difference! I guess I've gotten a bit too used to playing green races.

Another Bog Runner gets sent to the DUA

That should make the board look like this at the start of my turn (I left out the Net)


Turn Sequence: Cliffwiggs, DialFforFunky

Turn 5

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
(BH)(Sleep)
TRtM
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier

(Funky Temple)
Deadlands
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

Watery Double
Stoneskin x 2
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA

BH = Burning Hands
TRtM = Transmute Rock to Mud


  • Spell and effect expiration: All sorts of things expire at this point (TRtM, Stoneskin, Net).
  • Initial Effects Phase:
    Eighth face special location icon abilities: I force you to bury your Infiltrator in the DUA
  • Dragon Attack Phase: none


  • First March: @ the Frontier
    Maneuver: nope
    Action: Me slow-rolling to victory doesn't teach either of us anything new, so I'm going for melee! After all, we are doing science.



    Result: Sleep, 4 Poison, 8 melee.

    I'll make a Lurker in the Deep go to sleep, and Poison the sleeping Infiltrator, along with an Adept.


  • Reserve Phase: If the combat does not end up going horribly wrong, I do nothing and end my turn.
  • Spell and effect expiration: Watery Double expires.

End my turn


Board before your save roll:

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
(Poison)
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
(Sleep) (Poison)
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier

(Funky Temple)
Deadlands
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

Watery Double
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA

BH = Burning Hands
TRtM = Transmute Rock to Mud


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cliffwiggs
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PostPosted: Fri May 02, 2014 9:57 am GMT    Post subject: Reply with quote

ok, I'm a bit lost. so if I resolve something wrong just let me know.

The sleeping Infiltrator can't roll against the poison so he dies, but no effects follow you into the DUA. so he can save against the burial... but he fails and is buried.

The poisoned adept: Tries to run from the poison, but dies and then get's buried as well.

So now saving against 8 melee with what I think is left Smile

Lurker in the Deep - 4 Volley
Lurker in the Deep - 4 Cloak
Lurker in the Deep - 4 Cloak
Infiltrator - 3 ID
Infiltrator - 5 Melee
Infiltrator - 5 Maneuver
Infiltrator - 5 Maneuver

Two cloaks, so 8 magical saves to this army. plus the volley and ID make everything a save. but nothing to hit you back.

Now to counter attack:(and here are all my counters...)
Lurker in the Deep - 4 ID
Lurker in the Deep - 4 Counter
Lurker in the Deep - 4 Maneuver
Infiltrator - 3 ID
Infiltrator - 5 Melee
Infiltrator - 1 Melee
Infiltrator - 4 Counter

21 melee

You should save that easily, but I'll let you roll it.
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DialFforFunky
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PostPosted: Fri May 02, 2014 1:33 pm GMT    Post subject: Reply with quote

Sorry if I wasn't clear, but you got everything right none the less.


Save Roll:




Result: Cantrip, 9 x 2 = 18 saves

3 green - Wall of Ice

18 + 4 (wall of ice, watery double) = 22 saves, both Bog Adepts are sent to the DUA which is enough to save everyone.


Turn Sequence: Cliffwiggs, DialFforFunky

Turn 6

************************************************************************
Cliffwiggs
BUA
Cliffwiggs
DUA
Cliffwiggs
Reserve Army
Cliffwiggs
Summoning Pool
*
Cliffwiggs
Cliffwiggs
(Sleep)
Cliffwiggs
Home Army
DialFforFunky's Home

(Standing Stones)
Frontier

(Funky Temple)
Deadlands
Cliffwiggs's Home

(Standing Stones)
DialFforFunky
Home Army
DialFforFunky

Wall of Ice
DialFforFunky
*
DialFforFunky
Reserve Army
DialFforFunky
Summoning Pool
DialFforFunky
DUA
DialFforFunky
BUA

BH = Burning Hands
TRtM = Transmute Rock to Mud

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Last edited by DialFforFunky on Fri May 02, 2014 1:40 pm GMT; edited 1 time in total
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cliffwiggs
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PostPosted: Fri May 02, 2014 1:37 pm GMT    Post subject: Reply with quote

You are fine. I'm just sleepy because I stayed up late watching spiderman 2, so my brain is sluggish today.

but I'm not sure why you killed the bog adapts.
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DialFforFunky
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PostPosted: Fri May 02, 2014 1:39 pm GMT    Post subject: Reply with quote

At least you've got an excuse Wink. I have no idea why, but I thought you dealt 24 damage. I'll fix the board, those should be alive.

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cliffwiggs
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PostPosted: Fri May 02, 2014 1:53 pm GMT    Post subject: Reply with quote

since we're stopped anyway...

I don't see it being as horrible as all the reviews are making it.

I didn't like the last 5 minutes. They were trying too hard to hint at the future.

I'm fine with a movie ending on a 'downer', tacking an upbeat happy action ending on it is so 'american'. Do what every other comic book movie does and END the movie and then put the future facing (slap in the face, not even a hint) in the middle of the credits.

note: you should stay to watch the credits, but not for anything spiderman related.
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DialFforFunky
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PostPosted: Sat May 10, 2014 8:11 pm GMT    Post subject: Reply with quote

Sorry for the long wait. I thought I'd wait a bit for your reply, but then my computer broke down, making the wait take twice as long. Anyway, is this game still on?


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cliffwiggs
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PostPosted: Mon May 12, 2014 7:52 am GMT    Post subject: Reply with quote

sorry, didn't realize it was my turn. Let me review the board and see where we are at (but you are going to win eventually, so we can call it if you want)
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cliffwiggs
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PostPosted: Mon May 12, 2014 8:00 am GMT    Post subject: Reply with quote

ok, my turn's should be pretty easy. I'm just banging my head against the wall.

Only march

Maneuver attempt:
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Maneuver
Lurker in the Deep - 4 Volley
Infiltrator - 3 ID
Infiltrator - 5 Melee
Infiltrator - 5 Melee
Infiltrator - 1 Maneuver

8 maneuver (if by SOME chance I get it, turn down)

Attack!

Lurker in the Deep - 4 ID
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Fly
Infiltrator - 3 ID
Infiltrator - 1 Maneuver
Infiltrator - 1 Maneuver
Infiltrator - 1 Melee

8 melee.

You have too many SAI, so I can't preroll my saves.
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DialFforFunky
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PostPosted: Wed May 14, 2014 4:26 pm GMT    Post subject: Reply with quote

Sorry for the delay, I'm suddenly swamped with work and I have to attend to a wedding Friday. I'll try to post my responses on Saturday.

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PostPosted: Thu May 15, 2014 7:23 am GMT    Post subject: Reply with quote

NP

or you can call it whenever you want

or start over with new armies.
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DialFforFunky
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PostPosted: Sun May 18, 2014 4:20 pm GMT    Post subject: Reply with quote

The battle is probably almost done. If nothing weird happens, this turn is probably the tipping point. The 8 maneuver is still a bit of a relief though, as those Lava Elves can be fickle.

Counter Maneuver:



Result: (3 x 4) + (9 x 2) = 30 maneuver, attempt thwarted.


Save Roll:



Result: 4 cantrip

4 Gold - Stoneskin x 2 on my army at the frontier.

(10 x 2) + 2 = 22 saves, no damage taken.


Counter Attack:



What a bizarre roll. 21 melee, no SAIs.



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PostPosted: Mon May 19, 2014 3:16 pm GMT    Post subject: Reply with quote

Interesting.

saving against 21

Lurker in the Deep - 4 Cantrip
Lurker in the Deep - 4 Magic
Lurker in the Deep - 4 Fly
Infiltrator - 1 Maneuver
Infiltrator - 1 Melee
Infiltrator - 1 Melee
Infiltrator - 4 Counter

ugh.

4 cantrip - ???
4 back at you via counter

then I saved: 8, which leaves 13

I can't think of a spell to change the world.

So I'll call it.

good game.
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DialFforFunky
rare



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PostPosted: Thu May 22, 2014 6:30 am GMT    Post subject: Reply with quote

Good game indeed. Thanks for the game!

Some initial conclusions:
- Sleep lasts loooong.
- The Cannibal has some great SAIs, but produces lousy numbers. It was mostly useless in dragonfights and holding the 8th. It seems to love smaller 'skirmishes'.
- Making use of disabling SAIs is still a tricky thing to do. Unless you accidentally follow up with Swallow, you will usually end up with a targeted Smite for the price of 2 SAIs. I'm not sure if that is always worth it.
- The Lurker seems a great generalist, almost the opposite of the Cannibal. It seems to produce decent numbers, but its results rarely spike out.

Also:
- Cantrips saved my rear end.


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