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Dolus vs Loligarchy - Game 1
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loligarchy
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Joined: 01 Oct 2012
Posts: 251
Location: Fresno, CA

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PostPosted: Wed Jan 23, 2013 3:10 pm GMT    Post subject: Reply with quote

Turn Sequence: Dolus, Loligarchy

Turn 13 - Loligarchy
************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool
*
Dolus
Dolus
Dolus
Home Army
Loligarchy's Home
(Loligarchy)
(Deadlands)
Frontier
City

Dolus's Home
Temple

Loligarchy
Home Army
Loligarchy
Loligarchy
*
Loligarchy
Reserve Army
Loligarchy
Summoning Pool
Loligarchy
DUA
Loligarchy
BUA


First March
Annihilator: 2 Save
Annihilator: 3 ID
Bog Adept: 1 ID
Bog Adept: 1 Magic
Bog Runner: 1 Save
Bog Runner: 1 Save
Marsh Mage: 4 Magic
Marsh Swimmer: 2 Maneuver
Marsh Swimmer: 2 Save
Swamp Giant: 4 Maneuver
Swamp Wizard: 4 Cantrip
Swamp Wizard: 2 Melee

4 ID 5 Magic 4 Cantrip
4 ID doubles black to 8, use that and the 4 Cantrip to bury your Mammoth Riders
Use the Standing Stones to Path my reserve Bog Runner back to the Frontier

Second March
Tick the Frontier up to 4

Reserves
Bog Runner jaunts his happy ass back to the reserves

End Turn
Turn Sequence: Dolus, Loligarchy

Turn 14 - Dolus
************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool
*
Dolus
Dolus
Dolus
Home Army
Loligarchy's Home
(Loligarchy)
(Deadlands)
Frontier
City

Dolus's Home
Temple

Loligarchy
Home Army
Loligarchy
Loligarchy
*
Loligarchy
Reserve Army
Loligarchy
Summoning Pool
Loligarchy
DUA
Loligarchy
BUA
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loligarchy
common
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Joined: 01 Oct 2012
Posts: 251
Location: Fresno, CA

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PostPosted: Wed Jan 23, 2013 3:12 pm GMT    Post subject: Reply with quote

Dragon Attack:
Black Wyrm: Treasure

Maybe I shouldn't have made the Smaug remark, it was just asking for Halfling Hijinks
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Dolus
rare



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

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PostPosted: Wed Jan 23, 2013 3:21 pm GMT    Post subject: Reply with quote

Another nitpick (which I may just be wrong on, but Chuck will pop in if I am). Path says "Target any of your units at any terrain." Terrain being the keyword. So I don't think you can target your reserve unit.

But you can just as easily target a Bog Runner at your home. Then during reserves, reinforce your home from reserves, and send your frontier army to reserves. The end result is exactly the same, the process of getting there is ever so slightly different.


Dragon Phase
Promote Theurgist to Patroller.

Wizard: 3 ID
Wizard: 2 Melee
Thaumaturgist: 2 Magic
Theurgist: 1 ID
Theurgist: 1 ID
Patroller: 2 Maneuver

5 ID
2 Melee

Not enough to do anything.

I'll maneuver up to 4 - missile.

EoT[/i]
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loligarchy
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Joined: 01 Oct 2012
Posts: 251
Location: Fresno, CA

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PostPosted: Wed Jan 23, 2013 3:42 pm GMT    Post subject: Reply with quote

Oh very interesting. I will make note of that. I enjoy knowing minutia so that's good to know.
Yeah it says Terrain which always unless otherwise stated refers to units at a Major Terrain die so as far as I can see you are absolutely correct. I'll adjust my turn to that.
Its actually especially good to know as I have a friend that only plays armies with Gold magic and hitherto has been making use of Pathing a unit from Reserves to terrains which is apparently most illegal and so definitely good to know.

Turn Sequence: Dolus, Loligarchy

Turn 14 - Loligarchy
************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool
*
Dolus
Dolus
Dolus
Home Army
Loligarchy's Home
(Loligarchy)
(Deadlands)
Frontier
City

Dolus's Home
Temple

Loligarchy
Home Army
Loligarchy
Loligarchy
*
Loligarchy
Reserve Army
Loligarchy
Summoning Pool
Loligarchy
DUA
Loligarchy
BUA


First March
Magic

Annihilator: 5 Melee
Annihilator: 4 Smite
Bog Adept: 1 Magic
Bog Adept: 1 ID
Bog Runner: 1 Save
Bog Runner: 2 Maneuver
Marsh Mage: 4 Magic
Marsh Swimmer: 2 Melee
Marsh Swimmer: 4 Maneuver
Swamp Giant: 4 Maneuver
Swamp Wizard: 2 Save
Swamp Wizard: 2 Save

1 ID and 5 Magic
Summon my Drake to your Home

Reserves
Move my Bog Runner back Home

End Turn

Turn Sequence: Dolus, Loligarchy

Turn 15 - Dolus
************************************************************************
Dolus
BUA
Dolus
DUA
Dolus
Reserve Army
Dolus
Summoning Pool
*
Dolus
Dolus
Dolus
Home Army
Loligarchy's Home
(Loligarchy)
(Deadlands)
Frontier
City

Dolus's Home
Temple

Loligarchy
Home Army
Loligarchy
Loligarchy
*
Loligarchy
Reserve Army
Loligarchy
Summoning Pool
Loligarchy
DUA
Loligarchy
BUA


Dragon Attack
Black Drake: Tail, Jaws
Black Wyrm: Tail, Claws

24 Incoming Damage
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Dolus
rare



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

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PostPosted: Wed Jan 23, 2013 4:09 pm GMT    Post subject: Reply with quote

loligarchy wrote:
Oh very interesting. I will make note of that. I enjoy knowing minutia so that's good to know.


Then you are like me. Very Happy I like knowing the minutia to best take advantage of it. Wink

24 damage incoming. I might not recover from this one.

Wizard: 4 Cantrip
Wizard: 3 ID
Thaumaturgist: 2 Melee
Theurgist: 1 Melee
Theurgist: 1 Save
Patroller: 2 Maneuver

So I have 12 health of units, and can save against max 6 damage, which would kill everything.

I'll path my wizard to the frontier. Everything else dies.

First March
Maneuver frontier down to 3 - missile
Missile your home army:
Wizard: 3 ID

3 missile results (oh I wish that was magic)

Reserves
Retreat to reserves

EoT

On your turn, I know you're going to attempt your racial, so here's my defense against it:
Wizard: 3 ID

Safe in reserves. Smile So far.
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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: Wed Jan 23, 2013 5:16 pm GMT    Post subject: Reply with quote

Two things. First you are right that you can't Path a unit from reserves.

Second, that Wizard that Pathed away from the dragons at home to the frontier, now has to face the dragons at the frontier. You are still in the dragon attack phase, so if you have a second army at a terrain with dragons, then they attack.....
_________________
You can never have too many dice.
First Place at the first ever Daemon Dice™ sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice™, 20,000 Daemon Dice™, and others (too many to count).
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Dolus
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PostPosted: Wed Jan 23, 2013 5:24 pm GMT    Post subject: Reply with quote

Whoops. Forgot that, should've pathed to his home.

Gold Wyrm: 1 Treasure
Gold Wyrm: 3 Tail 3 Tail 3 Tail 6 Claw (Wow!)

So promotion from treasure! Very Happy

I get nothing.

15 damage incoming. Hrmm...

Wizard: 3 Save


Woohoo! I only take 12 damage. Let's see... I'll take, 1 Wizard.


Good game. Smile
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loligarchy
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Joined: 01 Oct 2012
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Location: Fresno, CA

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PostPosted: Wed Jan 23, 2013 6:54 pm GMT    Post subject: Reply with quote

Your Wizard sure did get a whole lotta tail right there.

Ok well that was a lot of fun. Thank you for helping me learn how to run these boards.
I have come to the conclusion that there are definitely times when manually editing them is still easier having worked with html in the past.
I'm not sure if I like Swamp Stalkers all that much.
When I was younger they had just come out right before we stopped collecting and its interesting how I did not see how game breakingly overpowered their mutation was in that incarnation but now with the change they seem a little odd. I mean when you have an advantage you can press sure they are pretty insane but it almost feels like they're really only good at kicking a dead horse and not dying in the meantime. Not sure, may be just that I haven't played them enough to find anything else.

Again, thank you so much for playing and assisting me
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Dolus
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PostPosted: Thu Jan 24, 2013 10:31 am GMT    Post subject: Reply with quote

Anytime. And thank you for a good game as well. I see I definitely have a lot to work on with Dwarves.

I haven't played SS yet, but I would like to. They definitely discourage opponents from turtling up at their reserve, which I like. And at a swampland, especially with the cavalry, they have so many maneuvers that I couldn't come up with a good way to kill your guys off without casting a lot of TRtM. Especially with a lack of offensive magic from the Dwarves.

I don't know all of how rules and racials have changed over time. How did the Swamp Stalkers use to operate?
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loligarchy
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PostPosted: Thu Jan 24, 2013 10:55 am GMT    Post subject: Reply with quote

SS use to get a mutation side board equal to half of their units for free. Otherwise it worked more or less the same, it was just that any time anyone went into the reserves they would try to pluck a few of the reserves out and bring in units from the sideboard. They also still had the manuevers to saves in the swamp Neutral
Of course this was back when black magic could only resurrect commons and doubled by burying you or your opponents units. So as soon as anyone put anything in the reserves they'd just kill off a couple dice and then immediately bury them and then start casting their magic.

I recently got an old swamp stalker rulebook too and they also had a black spell called bloodlust that made an opponents army attack themselves: they rolled a combination roll and if their melee was higher than their saves they had to kill units. They also flat out ignored all IDs

I think I saw on the forums around here somewhere that for a while before SFR overhauled the rules the only armies that won worlds were SS or Goblin armies composed entirely of commons and I can definitely understand why.

I love knowing how games and such change and evolve over time, its really interesting to me. One of these days I'd like to get my hands on one of the old Scalder and Frostwing booklets to finish out my collection of them.
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TheLazyhase
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PostPosted: Thu Jan 24, 2013 11:00 am GMT    Post subject: Reply with quote

Slightly off-topic : can you explain what the old rule were for charge ? I don't know much about thoses, excepts that UD couldn't do it and the rule was dropped because it was too powerful.
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Dolus
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PostPosted: Thu Jan 24, 2013 11:27 am GMT    Post subject: Reply with quote

That's very interesting. IDs doing nothing sounds pretty negative. And if I recall correctly, at one point didn't unused black magic hurt your army?



The old rule for charge is pretty much the same as if you rolled a Behemoth and got a charge result. You would just choose to charge instead of skirmish in a melee roll. Out of laziness and trying to make sure I don't say anything wrong, here is Charge SAI text:

Quote:
This SAI has no effect during the counter attack phase. When rolled during the Acting Player’s Melee Attack phase, the attacking army must count Maneuver results as if they were Melee results (Maneuver becomes Melee during the Racial Abilities step of the dice modifiers). Additionally, the defending army will not make a counter attack. Instead they will make a combination melee/save roll instead of the normal save roll. The save results will reduce the damage of the attacking army as normal. The melee results will be damage against the attacking army, only magical saves protect against this damage.


One reason why I heard charge was overpowered was that I could do this with say Goblins:

1st March, cast open grave on my army
2nd March, charge. I am inflicting massive damage on you. Anything you kill will go to my reserves.

Reserves phase:
Anything that died and went to reserves goes back to the army.

I heard there were other issues as well, but I don't know what they all are.
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loligarchy
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PostPosted: Thu Jan 24, 2013 2:38 pm GMT    Post subject: Reply with quote

TheLazyhase wrote:
Slightly off-topic : can you explain what the old rule were for charge ? I don't know much about thoses, excepts that UD couldn't do it and the rule was dropped because it was too powerful.

Pretty much what Dolus said, only every army could choose to do so as a melee action. It also let you do say, Mammoth Riders with Speed Slippers, have super good manuevers and still do big damage consistently.

A note: Undead were incapable of charging for the most part. The original incarnation of Restless Dead however allowed them to charge, not that it was all that terribly effective on them anyways. Thus as part of the rules revamp they changed it to a bonus to manuevers.
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