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Second online game
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chrisbogert
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PostPosted: Mon Dec 09, 2013 4:57 am GMT    Post subject: Second online game Reply with quote

Danilo ~
I will make an Acolytes of the Eldarim army for the next battle.
I've been wanting to try them out.
I might bring a magic item or two as well as Dragonkin. Is that okay with you?

36points again? Seems like a good size to me.

I can give running the board a try.
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chrisbogert
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PostPosted: Mon Dec 09, 2013 6:07 am GMT    Post subject: Reply with quote

Here is my army:

Build Points: 36
Total Health: 36
Total Mages: 18

Home Army (17)
1 Dragonlord
1 Red Sorcerer
1 Red Enthraller
1 Green Sorcerer
1 Green Enthraller
1 Red Bodyguard

Campaign Army (2)
1 Green Racer

Horde Army (17)
1 Dragonlord
1 Green Disciple
1 Red Disciple
1 Black Disciple
1 Red Devotee
1 Red Racer

Home terrain: Highland Standing Stones
Frontier terrain: Wasteland Standing Stones

Summoning Pool
1 Green Wyrm
1 Red Wyrm
1 Green Dragonspy
1 Green Dragonsentry

Test gameboard

Turn Sequence: chrisbogert, danilo

************************************************************************
chrisbogert
BUA
chrisbogert
DUA
chrisbogert
Reserve Army
chrisbogert
Summoning Pool
*
chrisbogert
chrisbogert
chrisbogert
Home Army
danilo's Home
Frontier
chrisbogert's Home
danilo
Home Army
danilo
danilo
*
danilo
Reserve Army
danilo
Summoning Pool
danilo
DUA
danilo
BUA

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chrisbogert
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PostPosted: Mon Dec 09, 2013 6:15 am GMT    Post subject: Reply with quote

I have a limited supply of Eldarim... hope it doesn't hurt me too much to split my magic like that...

I may have questions as I go a long about this army (Chuck if you are watching).
I really like the idea of taming a dragon and riding it around.
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danilo
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PostPosted: Mon Dec 09, 2013 6:27 am GMT    Post subject: Reply with quote

ok, I'm not able to adjust my army, hence I'll reuse the same setup as the last game,

here's it copied right from the other thread Smile


Home Army (1)
1 Wraith

Campaign Army (1Cool
1 Lich
3 Vampire
1 Heucuva
1 Bronze Medallion

Horde Army (17)
3 Skeletal Steed
1 Gold Medallion
1 Wraith

Home terrain: Highland City
Frontier terrain: Highland Standing Stones

Summoning Pool
2 Black Wyrm
2 Highland Village
2 Highland Woods



here's my horde roll

medallion: wayfare
skeletal steed: ID
skeletal steed: trample
skeletal steed: save
wraith: melee

total 12 maneuver

I've never looked at eldarim in the manual before, I'll need to study a bit
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chrisbogert
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PostPosted: Mon Dec 09, 2013 6:42 am GMT    Post subject: Reply with quote

They are pretty straight forward it looks like.
The only ones that have special rules are the Dragonlords.
I think I have all the rules for them figured out though...
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chrisbogert
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PostPosted: Mon Dec 09, 2013 6:50 am GMT    Post subject: Reply with quote

Let me know if it looks okay thus far.

Now we should roll our horde armies (I will roll the correct one this time ('Mr. Green'))

Maneuver result for horde army:
Devotee - ID = 2
Racer - 4 maneuver icon = 4
Total = 6

Turn Sequence: chrisbogert, danilo

************************************************************************
chrisbogert
BUA
chrisbogert
DUA
chrisbogert
Reserve Army
chrisbogert
Summoning Pool
*
chrisbogert
chrisbogert
chrisbogert
Home Army
danilo's Home
Frontier
chrisbogert's Home
danilo
Home Army
danilo
danilo
*
danilo
Reserve Army
danilo
Summoning Pool
danilo
DUA
danilo
BUA
Mr. Green Mr. Green
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danilo
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PostPosted: Mon Dec 09, 2013 6:58 am GMT    Post subject: Reply with quote

I've already rolled mine, it was 12, so I choose my terrain for the frontier.

You can take your first turn.

ah, first we need to roll the terrain, here's my two:

home:

Highland City: 5 Missile

frontier:

Highland Standing Stones: 2 Magic
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chrisbogert
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PostPosted: Mon Dec 09, 2013 7:03 am GMT    Post subject: Reply with quote

oh, didn't see that. Got it now.

I rolled my terrain and got "4 missile"

Turn Sequence: chrisbogert, danilo

************************************************************************
chrisbogert
BUA
chrisbogert
DUA
chrisbogert
Reserve Army
chrisbogert
Summoning Pool
*
chrisbogert
chrisbogert
chrisbogert
Home Army
danilo's Home
Frontier
chrisbogert's Home
danilo
Home Army
danilo
danilo
*
danilo
Reserve Army
danilo
Summoning Pool
danilo
DUA
danilo
BUA

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Last edited by chrisbogert on Mon Dec 09, 2013 7:12 am GMT; edited 1 time in total
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danilo
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PostPosted: Mon Dec 09, 2013 7:05 am GMT    Post subject: Reply with quote

the frontier should be at 2
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chrisbogert
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PostPosted: Mon Dec 09, 2013 7:11 am GMT    Post subject: Reply with quote

oops, I will change the frontier to 2

ok, my turn

First march: My army at your home terrain will maneuver
Maneuver results:
... racer - one maneuver icon..
Total = 1

You want to oppose that?
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danilo
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PostPosted: Mon Dec 09, 2013 7:16 am GMT    Post subject: Reply with quote

oppose:

Wraith: 2 Maneuver
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chrisbogert
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PostPosted: Mon Dec 09, 2013 7:28 am GMT    Post subject: Reply with quote

wow, lucky roll with the wraith.

so for my action with that army I will take a missile action directed toward your army at the frontier.
missile results:
Black Disciple - ID = 3
Red Disciple - ID = 3
Devotee - ID = 2
Total = 8
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danilo
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PostPosted: Mon Dec 09, 2013 8:18 am GMT    Post subject: Reply with quote

Bronze Medallion: 4 Flurry
Heucava: 2 Magic
Lich: 3 Melee
Vampire: 3 ID
Vampire: 3 Melee
Vampire: 3 Convert

just 3 save, I take 5 damage:

killing heucava and vampire (flurry seems to save only against melee, I guess it's already good enough this way)
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chrisbogert
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PostPosted: Mon Dec 09, 2013 8:36 am GMT    Post subject: Reply with quote

Second march: Army at my home terrain will manuever
maneuver results:
...0
no need to oppose

however I got 4 cantrip on my Dragonlord
4 cantrip on my green sorcerer and 4 cantrip on my red sorcerer.

I believe I can cast spells that are immediately resolved with those as a special immidiate action. I don't think the terrain has to be at magic.. please let me know if this is wrong.

So I will cast summon Dragon with the red sorcerer and Dragonlord cantrip and send it to the frontier terrain.

With the 4 green magic I will do nothing, because no 4 cost are immediately resolving spells I think..
(Chuck if you are watching please let me know if I'm doing this right...)

For my action I will take a missile action against the army at this terrain.
Missile result:
Red Sorcerer - ID = 3
Enthraller - ID = 2
Total = 5
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danilo
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PostPosted: Mon Dec 09, 2013 9:06 am GMT    Post subject: Reply with quote

I think whit your 4 green magic you can cast any of the green basic spell which costs 4 or less (which are:

Watery Double
Casting Cost: 2
Spell List: Basic
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.

Wall of Ice
Casting Cost: 3
Spell List: Basic
Target any army. Until the beginning of your next turn, add three save results to the target army. Multiple castings
target multiple armies.


the fact that you gained magic via cantrips means that those magic spells happen before the effect of the roll they appeared in (i.e. before the missile attack takes place. Before I even roll for defense)

do you want to cast some green magic spell?
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danilo
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PostPosted: Mon Dec 09, 2013 9:09 am GMT    Post subject: Reply with quote

since I suppose you are not going to add additional saves to one of my armies, I think it safe to roll for save, meanwhile:

Gold Medallion: 4 Sortie
Skeletal Steed: 4 ID
Skeletal Steed: 4 ID
Skeletal Steed: 4 ID
Wraith: 1 Save

wow, I've never seen a roll that effective. (nor did I actually _see_ that this time, I've rolled it with the DD Inventory. I'm lazy today Wink)

so 17 saves
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chrisbogert
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PostPosted: Mon Dec 09, 2013 9:10 am GMT    Post subject: Reply with quote

Oh I see what it meant my immediately resolve then.
Yeah okay. I will cast Wall of Ice on this army.

wow, that is an awesome roll for the saves...

Last I will take that unit in the frontier and retreat him to the reserves.

Dragon Roll for the frontier:
Claws - 6 damage

Turn Sequence: chrisbogert, danilo

************************************************************************
chrisbogert
BUA
chrisbogert
DUA
chrisbogert
Reserve Army
chrisbogert
Summoning Pool
*
chrisbogert
chrisbogert
chrisbogert
Home Army
danilo's Home
Frontier
chrisbogert's Home
danilo
Home Army
danilo
danilo
*
danilo
Reserve Army
danilo
Summoning Pool
danilo
DUA
danilo
BUA

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Last edited by chrisbogert on Mon Dec 09, 2013 9:18 am GMT; edited 2 times in total
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danilo
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PostPosted: Mon Dec 09, 2013 9:13 am GMT    Post subject: Reply with quote

but wait!
those cantrip happened during your maneuver roll, they can't be used during that kind of roll

Cantrip: Normal (magic action or magic negation); Unique (non-magic action, save roll, or non-maneuver avoidance)
During a magic action or magic negation roll, Cantrip generates magic results. During any non-magic action, save roll or non-maneuver avoidance roll, Cantrip can be used to purchase spells that are
immediately resolved.


so neither the dragon, nor the green spells can be "bought" with them

it's a shame, I know Wink
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chrisbogert
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PostPosted: Mon Dec 09, 2013 9:18 am GMT    Post subject: Reply with quote

oh... I read the rule wrong. I thought it meant non-magic action including maneuvers, but maneuvers aren't actions are they..
a shame indeed.

Let me fix the board
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chuckpint
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PostPosted: Mon Dec 09, 2013 9:38 am GMT    Post subject: Reply with quote

Well, you figured out that Cantrips don't work during maneuver. A couple of things about Cantrips: If you roll multiple Cantrips and they can cast the same colors, you can combine them for higher-cost spells (like Summon Dragon). White Dragonlords can also be used for multiple colors at once. So you could do 3 green and 1 red for example. You can cast any spells that fit the colors and race of the mage that generated them. It does not matter what the spell does as long as it can be cast in that situation. Note that if you cast spells during your opponent's turn (on a save roll for example), and it expires at the beginning of your turn, it's going to expire really quickly.

Also, if someone rolls zero maneuvers, they could still win the maneuver roll. Since the acting player wins ties, zero-zero ties still go to the acting player. I've seen games won on zero-zero ties (yes, it feels kinda sucky). So there is still a need to oppose....
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