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anyone up for a game?
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Aravynn
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Joined: 27 Apr 2015
Posts: 271
Location: Winnipeg

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PostPosted: Fri Apr 01, 2016 4:34 pm GMT    Post subject: Reply with quote

Right, So... Pretty much every unit type is in a wrong location.

First March: your home: maneuver down to 2

Second March: My home: Maneuver up to 5

Reserve Movement: pull all forces to reserve.

I edited and updated the board above.

EOT.
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danilo
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Joined: 26 Jan 2010
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PostPosted: Sat Apr 02, 2016 1:09 am GMT    Post subject: Reply with quote

well my turn is quick, unopposed maneuver attempt at frontier, up to 7.


Eot
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Aravynn
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Location: Winnipeg

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PostPosted: Sat Apr 02, 2016 8:20 am GMT    Post subject: Reply with quote

Super.

March 1: reserve: Magic action -
Sharpshooter - 2 Melee
Sharpshooter - 4 Bullseye
Eagle Knight - 3 Melee
Eagle Knight - 3 Missile
Enchanter - 2 Save
Enchanter - 3 Melee
Archer - 2 Melee
Archer - 2 Missile
Knight - 2 Save
Knight - 2 Save
Conjurer - 2 Maneuver
Conjurer - 2 Magic
Horseman - 2 Maneuver
Horseman - 1 Missile
Evoker - 1 ID
Evoker - 1 Magic

well that was weak - 4 blue/green. Use breath of life to bring back a bowman.

Reserve move - move all Archers and cavalry units to my home.

EOT.

Turn Sequence: Aravynn, Danilo

************************************************************************
Aravynn
BUA
Aravynn�DUA� Aravynn�Reserve Army� Aravynn�Summoning Pool�
*
Aravynn
Aravynn
Aravynn�Home Army�
Danilo's Home� Frontier� Aravynn's Home�
Danilo
Home Army
Danilo� Burning Hands Danilo
*
Danilo
Reserve Army
Danilo�Summoning Pool� Danilo
DUA
Danilo
BUA
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danilo
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Joined: 26 Jan 2010
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PostPosted: Sat Apr 02, 2016 2:25 pm GMT    Post subject: Reply with quote

first march, maneuver up to 8

magic roll:

1 magic (!)

nice...

Eot
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Aravynn
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Joined: 27 Apr 2015
Posts: 271
Location: Winnipeg

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PostPosted: Sat Apr 02, 2016 9:19 pm GMT    Post subject: Reply with quote

First March: Magic at reserve.

Enchanter - 4 Magic
Enchanter - 4 Magic
Conjurer - 2 Melee
Conjurer - 2 Magic
Evoker - 1 Magic
Evoker - 1 Magic

Thats a better roll. 12 total.

3 to bring back the bowman.
1 wall of ice and 3 watery doubles at my home terrain.

Second march: my home - ranged attack at frontier

Herald - 3 Melee
Herald - 4 Counter
Eagle Knight - 3 Melee
Eagle Knight - 3 Missile
Courier - 3 Maneuver
Courier - 2 Melee
Knight - 2 ID
Knight - 2 ID
Horseman - 1 ID
Horseman - 1 Melee

so 8 total.

turn will continue after that.
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danilo
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PostPosted: Sun Apr 03, 2016 1:36 pm GMT    Post subject: Reply with quote

Sorry but today was a sunny day and we had a pic-nic with some friends... tomorrow I'll be able to play. see you then.

Danilo
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danilo
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PostPosted: Mon Apr 04, 2016 12:18 am GMT    Post subject: Reply with quote

Defense roll:

rise from the ashes
fly
2 x save
1-point-worth ID

Total 11 saves

the rest of the roll was:
2 x seize
2 x wayfare
1 x magic
4 x melee
4 x melee
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Aravynn
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PostPosted: Mon Apr 04, 2016 5:52 am GMT    Post subject: Reply with quote

No problem, I was mostly busy yesterday anyways Smile

technically that defence roll was 22 (double saves from 8th face) Still beats out my damage fairly easily.

reserve move: move the bowman to my home.

EOT.

Turn Sequence: Aravynn, Danilo

************************************************************************
Aravynn
BUA
Aravynn
DUA
Aravynn�Reserve Army� Aravynn�Summoning Pool�
*
Aravynn
Aravynn
Aravynn�Home Army� �Wall Of Ice(BOT), Watery Double x3 (EOT)
Danilo's Home� Frontier� Aravynn's Home�
Danilo
Home Army
Danilo� Burning Hands Danilo
*
Danilo
Reserve Army
Danilo�Summoning Pool� Danilo
DUA
Danilo
BUA
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danilo
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PostPosted: Mon Apr 04, 2016 9:32 am GMT    Post subject: Reply with quote

Ok, my turn:

city Special Location Icon -> not much useful right now.

First march @ frontier magic action

1 wayfare
1 flurry
3 melee
4 melee
4 fly
2 meneuver
4 seize
4 save
4 rise from the ashes
4 cantrip
1 ID

1 ID doubles for 2 blue magic points, so a total of 3 blue and 3 red magic points which I spend for summoning


3 blue for a Dust Devil on your home terrain [1]
3 red for a Firebolt [2] on one of your Bowman at you home

now, as I read this, even if Watery double and Wall of Ice are in place, the bowman must generate saves, but I may be wrong.

Two things let me thing this way:
1 - both Watery double [3] and Wall of Ice [4] talk about army, and you are not rolling your army
2 - the firebolt says the unit must *generate* saves

I think point 1 should be enough, cliff are you watching us?

If I'm wrong, go on nonetheless, that's what I'd do in a live game... so my firebolt would just vanish


EOT




[1] Dust Devil Cost: 3 - Target any terrain. Until the end of your next
turn, halve all missile damage into or out of the target terrain.
Multiple castings target multiple terrains.

[2] Firebolt Cost: 3 - Target any enemy unit. Immediately inflict one
point of damage on the target unit. The target unit must generate
saves against the damage. Multiple castings increase the effect or
target another unit.

[3] Watery Double: 2 - Target any army. Until the end of your next turn, add one save result to the target army. Multiple castings increase the
effect or target another army.

[4] Wall of Ice: 3 - Target any army. Until the beginning of your next turn, add three save results to the target army. Multiple castings
target multiple armies.
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Aravynn
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Location: Winnipeg

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PostPosted: Mon Apr 04, 2016 11:27 am GMT    Post subject: Reply with quote

You are correct on the individual save thing I do beleive - army saves only protect the army, not the individual.

Bowman - 1 Melee

Bye bye bowman...

My turn

March 1 - reserve magic.
Enchanter - 3 ID
Enchanter - 4 Magic
Conjurer - 3 Magic
Conjurer - 2 Maneuver
Evoker - 1 ID
Evoker - 1 Magic

so... 12 total.
I'll do the exact same thing I did last turn - bring back the bowman, 1x wall of ice, 3x watery double.

March 2 - my home: Maneuver up to 6.
No Action

reserve move - move bowman to my home.

EOT.

by the way, I'm at work and can't do the board update at the moment. I'll update it when I get home.
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Aravynn
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Joined: 27 Apr 2015
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Location: Winnipeg

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PostPosted: Mon Apr 04, 2016 5:08 pm GMT    Post subject: Reply with quote

Pretty sure I got everything.

Turn Sequence: Aravynn, Danilo

************************************************************************
Aravynn
BUA
Aravynn
DUA
Aravynn�Reserve Army� Aravynn�Summoning Pool�
*
Aravynn
Aravynn
Aravynn�Home Army� �Wall Of Ice(BOT), Watery Double x3 (EOT)
Danilo's Home� Frontier� Aravynn's Home� �Dust Devil (Danilo EOT)
Danilo
Home Army
Danilo� Burning Hands Danilo
*
Danilo
Reserve Army
Danilo�Summoning Pool� Danilo
DUA
Danilo
BUA
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danilo
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PostPosted: Tue Apr 05, 2016 7:54 am GMT    Post subject: Reply with quote

first action, magic roll

- Medallions:
sortie
sortie
- Monsters:
fly
fly
fly
melee
melee
save
- others:
1 x magic
1 x magic
2 x maneuver


pffff

EOT
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Aravynn
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Location: Winnipeg

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PostPosted: Tue Apr 05, 2016 9:21 am GMT    Post subject: Reply with quote

No luck with that magic...

My turn
march 1: my reserve - magic:
Enchanter - 3 ID
Enchanter - 3 Melee
Conjurer - 3 Magic
Conjurer - 2 Magic
Evoker - 1 ID
Evoker - 1 Melee

so 9.
lets keep my magical defense up.

1x wall of ice, 3x watery double at my home army.

march 2: my home.
maneuver up to 7. EOT.
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danilo
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PostPosted: Wed Apr 06, 2016 1:38 am GMT    Post subject: Reply with quote

- Medallions
TSR ID
Sortie

- Monsters
cantrip
cantrip
create fireminions
smite
rise from the ashes
rise from the ashes

- 6-siders:
3 x missile
magic
magic


for a total of 14 magic.
The dragons were awaiting their moment. It has finally come, later than we wanted, nonetheless here they are: I'd summon both dragons to your home.

And now, since it took me several attempts to have a decent roll result, I need to send some of my troups to your home as well, let's hope those dragons will recognize them as friends...

I'll send the 3 pheonix, 1 medallion and 1 Nightsbane to your home

EOT


It's common agreement that every one rolls their own dice, so here it is my 2 blue dragons roll:


Breath [1]
Treasure [2]


[1] Blue Dragon Breath (Lightning): Five health-worth of units in the target army must save individually or be killed. The
target army can only make save and save avoidance rolls until the beginning of its next turn. All other rolls are either
not allowed, or, if a combination avoidance roll that includes saves, becomes simply and only a save avoidance roll.

[2] Treasure: One unit in the target army may be immediately promoted.
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Aravynn
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PostPosted: Wed Apr 06, 2016 5:51 am GMT    Post subject: Reply with quote

That's the game, then.

Even if I kill the dragons I can't roll maneuver to stop you from taking the 2nd 8th. So good game. Smile
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danilo
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PostPosted: Wed Apr 06, 2016 6:03 am GMT    Post subject: Reply with quote

as you prefer, but I may be victim of a breath as well...

anyway game 2?
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Aravynn
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PostPosted: Wed Apr 06, 2016 7:17 am GMT    Post subject: Reply with quote

Sure. Start up a new thread, I'll try to think of an army.
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danilo
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PostPosted: Wed Apr 06, 2016 7:21 am GMT    Post subject: Reply with quote

here's the new thread

http://sfr-inc.com/bb/viewtopic.php?p=66431#66431
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