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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Tue Jan 08, 2013 10:02 pm GMT    Post subject: Reply with quote

I forgot that Gargoyle had dispel. But I also checked the dispel SAI to be sure, and I don't think it applies.

"Whenever any magic targets this unit, the army containing this unit and/or the terrain this unit occupies,"

So I'm targetting units that are in the same terrain as that unit, but not that unit itself, the terrain, nor the army.

What I'm not 100% sure on is if I say targetted your pony rider and targeted your gargoyle, if dispel would dispel both. I believe it wouldn't, but I'm not 100% sure on that.

Turn Order: Dolus, zcantin

Turn 2 - Dolus

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army

Dolus
Summoning Pool

*
Dolus
Dolus

Dolus
Home Army

Zcantin's Home

(City)
Frontier

(Temple)
Dolus's Home

(Tower)
Zcantin
Home Army

Zcantin
Zcantin

*
Zcantin
Reserve Army
Zcantin
Summoning Pool

Zcantin
DUA

Zcantin
BUA
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Tue Jan 08, 2013 10:06 pm GMT    Post subject: Reply with quote

First March
I'll maneuver the frontier up to 8.

Missile attack on your home.
Infiltrator: 1 Maneuver
Infiltrator: 4 Counter
Assassin: 3 Melee
Scorpion Knight: 2 Maneuver
Scorpion Knight: 2 Maneuver
Dead Shot: 2 Missile
Fusilier: 1 Save
Fusilier: 2 Missile

4 missile results total.

Second March
Maneuver attempt:
Necromancer: 3 ID
Necromancer: 2 Save
Necromancer: 3 Melee
Necromancer: 3 Melee
Warlock: 2 Magic
Warlock: 2 Magic
Adept: 1 Save
Adept: 2 Magic

3 total. I probably won't succeed. Razz
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chuckpint
White Dragon
SFR President
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Joined: 10 Jan 2005
Posts: 9128
Location: Evanston, IL

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PostPosted: Tue Jan 08, 2013 10:50 pm GMT    Post subject: Reply with quote

Gargoyle only gets to roll for Dispel Magic for the following spells: spells that target it, spells that target the army (not units in the army, the entire army), or spells that target the terrain. So if a number of units in the army are targeted, the Gargoyle can do nothing to save them. If other units and the Gargoyle are targeted, and the Gargoyle rolls Dispel Magic, it only Dispels the spells targeting it, not any other units.
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XaX
dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 3:25 am GMT    Post subject: Reply with quote

That makes sense on the gargoyle. I should have done a closer reading on that.

Home:
Gargoyle: 4 Maneuver
Mammoth Rider: 4 Melee
Thaumaturgist: 2 Save
Theurgist: 1 Magic
Wizard: 3 ID
Wizard: 3 Magic
2+3=5
Save Everything

I will not oppose your maneuver at your home
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Wed Jan 09, 2013 8:42 am GMT    Post subject: Reply with quote

No opposition to the maneuver, so I'll move the terrain down to 3 - Magic. And I'll cast magic.

Necromancer: 3 Melee
Necromancer: 5 Magic
Necromancer: 4 Cantrip
Necromancer: 4 Cantrip
Warlock: 2 Magic
Warlock: 2 ID
Adept: 1 Magic
Adept: 1 Magic

12 magic + 2 ID (doubles to 4 black or red) = 16 magic.

I'll summon one black drake to my home for 7 magic and summon a red dragonchamp for 9 magic.

Reserves:
Fusilier from reserves to frontier terrain.

EoT

Turn Order: Dolus, zcantin

Turn 2 - zcantin

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool

*
Dolus
Dolus

Dolus
Home Army


Zcantin's Home

(City)
Frontier
(Dolus)
(Temple)
Dolus's Home


(Tower)
Zcantin
Home Army

Zcantin
Zcantin

*
Zcantin
Reserve Army
Zcantin
Summoning Pool

Zcantin
DUA

Zcantin
BUA


At the start of your turn, the Drake rolls:
Black Drake: 5 Belly

Not quite what I was hoping for. Laughing
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XaX
dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 10:47 am GMT    Post subject: Reply with quote

For some reason I had it in my head that you could only move terrain up, I could have kicked myself javascript:emoticon('Confused')

Swing on Dragon:
Mammoth Rider: 3 ID
Pony Rider: 1 Melee
Pony Rider: 1 Melee
Thaumaturgist: 2 Melee
Thaumaturgist: 2 ID
Theurgist: 2 Magic
Theurgist: 1 Save
3+1+1+2+2= 9 and I only need 5 to kill with belly?
I promote a pony rider to lizard rider.

1st march:
Home goes up to 6.

2nd march:
I do not maneuver
Lizard Rider: 2 ID
Lizard Rider: 3 Maneuver
Lizard Rider: 2 ID
Mammoth Rider: 3 Trample
Thaumaturgist: 3 Magic
Thaumaturgist: 2 Save
Theurgist: 1 Magic
Theurgist: 1 Magic
5+ 4ID (which double?) = 13
I cast dancing lights on your home army (for 6)
I then summon an earth drake on the frontier (for 7)

End of Turn

Gold Drake: Breath
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Wed Jan 09, 2013 10:56 am GMT    Post subject: Reply with quote

This is what I like about playing online. I realize simple things and complex things I've missed or forgotten, and there are many people who will show up and correct or explain it.


For your dragon roll, you should've had 2 lizard riders, not 2 pony riders. But yes, you only need 5 to kill with a belly, and would've killed it without the pony riders anyways.

But this also means you wouldn't have been able to promote a pony rider to a lizard rider. All you have to promote with are your Theurgists. So you can choose to either promote a Theurgist to a Lizard Rider, or not promote. Either way, you either rolled an extra Lizard Rider, or an extra Theurgist when you rolled for magic (depending on whether or not you promoted).



Normally when mistakes happen online, you can either "fix" the mistake and move on, or roll back your turn to where the mistake was made and continue. The mistake wasn't big, and you did get a nice magic roll, so I'd be fine letting you keep your roll and turn exactly how it is. And just deciding whether you want to keep the theurgist, or promote it to a lizard rider. But if you'd rather make that decision and then re-roll your horde army, that's fine too.
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dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 11:09 am GMT    Post subject: Reply with quote

Dang, sorry man. Id rather just redo the whole thing
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Wed Jan 09, 2013 11:11 am GMT    Post subject: Reply with quote

Okay, no problem.
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XaX
dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 11:20 am GMT    Post subject: Reply with quote

Swing on Dragon:
Lizard Rider: 2 Melee
Lizard Rider: 2 Melee
Mammoth Rider: 3 Melee
Thaumaturgist: 2 Save
Thaumaturgist: 3 Magic
Theurgist: 1 ID
Theurgist: 1 Magic
2+2+3+1 = 8, dragon dead
No Promotion

1st march:
Home up to 6

2nd march:
No Maneuver

Lizard Rider: 3 Maneuver
Lizard Rider: 2 ID
Mammoth Rider: 3 Trample
Thaumaturgist: 2 Melee
Thaumaturgist: 2 ID
Theurgist: 2 Magic
Theurgist: 1 Magic
3 + 4ID = 11 Magic
Summon Gold Drake on Frontier (7)
Spark of Life Theurgist to Horde (3)

End
Gold Drake: Jaws
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Wed Jan 09, 2013 11:58 am GMT    Post subject: Reply with quote

Start of Turn/Initial Effects
Temple will have you bury something. (I almost always forget this step when I play online.) Pony Rider or Lizard Rider.

Dragon Phase
Defending against 12 damage.
Infiltrator: 4 Counter (saves and melee)
Infiltrator: 5 Maneuver
Assassin: 3 Missile
Scorpion Knight: 1 Melee
Scorpion Knight: 2 Maneuver
Dead Shot: 2 Melee
Fusilier: 2 Missile
Fusilier: 1 Melee
Fusilier: 1 Save

Melee - 8
Saves - 5
Maneuver - 7
Missile - 5

Saves and Maneuver double since I have an 8th face, then maneuvers are counted as saves since I'm at a highlands.
(5*2+7*2) = 24 saves. I'm safe.

Not enough damage to kill the dragon though (and no ID results!)

First March
I'll try to missile your home army. Hoping for a better roll.
Infiltrator: 4 Counter
Infiltrator: 5 Maneuver
Assassin: 4 Missile
Scorpion Knight: 2 Save
Scorpion Knight: 4 Melee
Dead Shot: 2 ID
Fusilier: 1 Missile
Fusilier: 1 Maneuver
Fusilier: 1 Missile

8 missile results. Better, but still not very good.

Second March
Magic at my home:
Necromancer: 4 Cantrip
Necromancer: 3 ID
Necromancer: 2 Save
Necromancer: 2 Save
Warlock: 2 Magic
Warlock: 2 Melee
Adept: 1 Maneuver
Adept: 1 ID

6 magic + 4 ID. Still enough dead to double the IDs. 14 magic total.

I'll use 12 magic for a 3 point Finger of Death on your Mammoth Rider at your home. (assuming he's still alive after my missile attack. If he isn't, then I'll adjust my spells accordingly).
My remaining 2 magic will cast an ash storm at my home terrain.

I'll wait for your defense roll before doing reserves and ending my turn.

Turn Order: Dolus, zcantin

Turn 3 - Dolus

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool

*
Dolus
Dolus

Dolus
Home Army


Zcantin's Home

(City)
Frontier

(Dolus)
(Temple)
Dolus's Home
(ash storm)
(Tower)
Zcantin
Home Army

Zcantin
Zcantin

*
Zcantin
Reserve Army
Zcantin
Summoning Pool

Zcantin
DUA

Zcantin
BUA


***Pending 1) Bury something with temple 2) Missile 8 attack on zcantin's home, 3) FoD on Mammoth Rider at zcantin's home***
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XaX
dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 12:08 pm GMT    Post subject: Reply with quote

Bury Pony Rider

Gargoyle: 4 Maneuver
Mammoth Rider: 3 Save
Thaumaturgist: 3 Magic
Theurgist: 2 Magic
Wizard: 4 Magic
Wizard: 3 ID
3+3 =6
2 wounds
Theurgist to DUA
And then my Thaumaturgist lives because he takes partial damage?

Mammoth Rider to DUA
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Wed Jan 09, 2013 12:16 pm GMT    Post subject: Reply with quote

zcantin wrote:
Theurgist to DUA
And then my Thaumaturgist lives because he takes partial damage?


No. When you take damage, you must take the maximum damage possible.

So in this case, your thaumaturgist has to die because that is the only way you can take two damage.

As an example, if you didn't have the thaumaturgist, but everything else was still there, you couldn't possibly take 2 damage, but you can take 1, so your theurgist would die, and the extra 1 damage is absorbed.

Let me know if that makes sense. If you want to read more, it's on page 16 of the rulebook under "Damage".

===

So for the rest of my turn, the finger of death will target your mammoth rider.

For reserves, I'll retreat my home army, as well as an infiltrator and a scorpion knight.

EoT.


Turn Order: Dolus, zcantin

Turn 3 - zcantin

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army

Dolus
Summoning Pool

*
Dolus
Dolus

Dolus
Home Army
Zcantin's Home

(City)
Frontier

(Dolus)
(Temple)
Dolus's Home
(ash storm)
(Tower)
Zcantin
Home Army

Zcantin
Zcantin

*
Zcantin
Reserve Army
Zcantin
Summoning Pool

Zcantin
DUA

Zcantin
BUA

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dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 12:37 pm GMT    Post subject: Reply with quote

First March:
Home up to 7th

Second March:

Lizard Rider: 3 Melee
Lizard Rider: 3 Melee
Mammoth Rider: 3 Save
Thaumaturgist: 2 Magic
Thaumaturgist: 2 ID
Theurgist: 1 Save
Theurgist: 1 Save
Theurgist: 2 Magic

4+2ID = 6 - 1 (storm) = 5

Path Mammoth Rider to Home (4)
Reserve Thaumaturgist x2 and theurgist x3

EoT
Gold Drake: Belly
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Wed Jan 09, 2013 12:45 pm GMT    Post subject: Reply with quote

zcantin wrote:
4+2ID = 6 - 1 (storm) = 5


So to make sure you know order of modifiers (which is especially screwy when you count magic doubling).

It's:
Subtract
Divide
Multiply
Racials
Add

So your results:
4+2ID, you subtract 1 ash storm (you should choose regular results before the ID results, since the ID results will double).
So then you have 3 + 2 ID. The IDs double for either red or gold, since you match both colors, for 3 + 4, or 7 total results.

Just in case you wanted to do something more or different than Path.
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dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 12:54 pm GMT    Post subject: Reply with quote

Thanks, forgot about how the order worked.
In that case I'll also summon a red dragon kin foal
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Wed Jan 09, 2013 1:09 pm GMT    Post subject: Reply with quote

Turn Order: Dolus, zcantin

Turn 4 - Dolus

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army

Dolus
Summoning Pool

*
Dolus
Dolus

Dolus
Home Army
Zcantin's Home

(City)
Frontier

(Dolus)
(Temple)
Dolus's Home
(ash storm)
(Tower)
Zcantin
Home Army

Zcantin
Zcantin

*
Zcantin
Reserve Army
Zcantin
Summoning Pool

Zcantin
DUA

Zcantin
BUA




I think this is right for the start of my turn. And of course:

Initial Effects
Temple - Bury something.

And I'll start my turn.
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dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 1:11 pm GMT    Post subject: Reply with quote

Bury pony rider
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Dolus
rare



Joined: 07 Sep 2011
Posts: 1252
Location: San Diego, CA

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PostPosted: Wed Jan 09, 2013 1:17 pm GMT    Post subject: Reply with quote

Dragon Phase
Dragon rolled a belly.

Assassin: 4 Missile
Dead Shot: 4 Missile
Infiltrator: 5 Melee
Scorpion Knight: 1 Melee
Fusilier: 1 ID
Fusilier: 1 Missile
Fusilier: 2 Missile

Wow. Now they roll missiles. Dragon slain. No promotions available.

First March
Magic in reserves:
Necromancer: 3 ID
Necromancer: 3 ID
Necromancer: 3 ID
Necromancer: 2 Save
Warlock: 2 Magic
Warlock: 2 Melee
Adept: 1 Maneuver
Adept: 1 Magic
Infiltrator: 1 Melee
Scorpion Knight: 3 Maneuver

12 total (no doubling magic in reserves)
I'll cast Burning Hands on my Infiltrator for 4
Open Grave on my Frontier army for 6
The last 2 goes to waste.

Second March
Missile attack from frontier targeting your horde.
Assassin: 3 Melee
Dead Shot: 2 Missile
Infiltrator: 4 Counter
Scorpion Knight: 1 Melee
Fusilier: 1 Maneuver
Fusilier: 1 Maneuver
Fusilier: 1 Save

Well, so much for good results.
2 missile.

Reserves
Everything in reserves to your home
No retreats

EoT

Turn Order: Dolus, zcantin

Turn 4 - zcantin

************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool

*
Dolus
(BH)
Dolus (Open Grave)

Dolus
Home Army
Zcantin's Home

(City)
Frontier
(Dolus)
(Temple)
Dolus's Home

(Tower)
Zcantin
Home Army

Zcantin
Zcantin

*
Zcantin
Reserve Army
Zcantin
Summoning Pool

Zcantin
DUA

Zcantin
BUA


*BH = Burning Hands
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dragonsteed



Joined: 04 Jan 2013
Posts: 58
Location: Indiana

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PostPosted: Wed Jan 09, 2013 1:34 pm GMT    Post subject: Reply with quote

Lizard Rider: 2 Melee
Lizard Rider: 2 Save
Thaumaturgist: 2 Save
Thaumaturgist: 2 ID
Theurgist: 1 Save
Theurgist: 1 Magic
Theurgist: 2 Magic

Saved Missiles.

1st March:
I wont move your home
Lizard Rider: 2 Save
Lizard Rider: 2 Melee
Thaumaturgist: 2 Magic
Thaumaturgist: 3 Magic
Theurgist: 1 ID
Theurgist: 1 Magic
Theurgist: 2 Magic

8+ 1ID = 10
Path lizard rider to my home (4)
Cast Transmute Rock to Mud on your horde (5)

2nd March:
Attempt Maneuver to eighth
Lizard Rider: 2 Maneuver
Mammoth Rider: 3 Trample
Theurgist: 1 Melee
Wizard: 3 Save
Wizard: 3 ID

2+3+3 = 8x2 = 16 Maneuvers
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