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Danilo vs. Chris - take 5
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danilo
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PostPosted: Thu Feb 27, 2014 8:05 am GMT    Post subject: Reply with quote

argh, I forgot about the breath, of course I was counting the ID...

so also a fireshadow is killed (and one gold medallion goes... let me check the rules... cool, it get buried)...
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chrisbogert
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PostPosted: Thu Feb 27, 2014 8:08 am GMT    Post subject: Reply with quote

oh, the gold medallion gets buried? Can't the Expeditioner hold it?
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chrisbogert
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PostPosted: Thu Feb 27, 2014 8:09 am GMT    Post subject: Reply with quote

Turn Sequence: Danilo, Chris

************************************************************************
Danilo
BUA
Danilo
DUA
Danilo
Reserve Army
Danilo
Summoning Pool
*
Danilo
Danilo
Danilo
Home Army
Chris's Home
Frontier

Danilo's Home
Mire: Cannot maneuver this terrain
until the end of my next turn.
Chris
Home Army
Chris
Chris
Open Grave
*
Chris
Reserve Army
Chris
Summoning Pool
Chris
DUA
Chris
BUA

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chrisbogert
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PostPosted: Thu Feb 27, 2014 8:15 am GMT    Post subject: Reply with quote

That will be EOT for me.
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danilo
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PostPosted: Thu Feb 27, 2014 8:18 am GMT    Post subject: Reply with quote

If I counted it right, both the expeditioner and a fireshadow got killed by the last missile attack of yours

So there would be only 1 fireshadow at the terrain, which can only hold 1 medallion.

Also one fireshadow got buried by your crush


so on my turn, with my last standing unit I'll do a missile attack:

Fireshadow: 4 Melee
Gold Medallion: Wayfare

EOT ;(
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chuckpint
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PostPosted: Thu Feb 27, 2014 8:44 am GMT    Post subject: Reply with quote

When units in an army leave a terrain, any effects on that army no longer affect the units that have left the terrain. If all the units in an army leave a terrain, all spells and effects on that army immediately end. That's important if somehow units go back to that terrain and form an army again. But except for spells and other effects that affect units, no spell or effect on the army that a unit leaves will still affect a unit that moves from that army to another. Of course, the reverse is also true, if a unit moves into an army with some effect on it that army, that unit is now also affected.
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chuckpint
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PostPosted: Thu Feb 27, 2014 8:46 am GMT    Post subject: Reply with quote

Also, Summon Dragonkin can only summon to the casting army. You cannot summon them to another army.
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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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chrisbogert
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PostPosted: Thu Feb 27, 2014 9:31 am GMT    Post subject: Reply with quote

Ok, so Danilo, you had the extra 4 save then. So you still have 2 units at the terrain. 2 Fireshadows?

I will move the Dragonkin over to the summoning place then.

Thanks again Chuck.
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chrisbogert
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PostPosted: Thu Feb 27, 2014 9:33 am GMT    Post subject: Reply with quote

Does this look right?

Turn Sequence: Danilo, Chris

************************************************************************
Danilo
BUA
Danilo
DUA
Danilo
Reserve Army
Danilo
Summoning Pool
*
Danilo
Danilo
Danilo
Home Army
Chris's Home
Frontier

Danilo's Home
Mire: Cannot maneuver this terrain
until the end of my next turn.
Chris
Home Army
Chris
Chris
Open Grave
*
Chris
Reserve Army
Chris
Summoning Pool
Chris
DUA
Chris
BUA

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danilo
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PostPosted: Thu Feb 27, 2014 10:07 am GMT    Post subject: Reply with quote

ah!
so I need to roll the others two dice for my missile attack as well ( I had rolled these:

Fireshadow: 4 Melee
Gold Medallion: Wayfare

and now I'll add these:

Fireshadow: 4 Counter
Gold Medallion: Wayfare

not much changed anyway, still my turn is over
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chrisbogert
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PostPosted: Fri Feb 28, 2014 6:39 am GMT    Post subject: Reply with quote

First March: Magic action with my army at my home terrain.
Magic Result:
Swamp Wizard - ID = 3 (x2) = 6(3 green)
Wave Rider - ID = 3 (x2) = 6 (3 green)
Marsh Mage - 4 magic icon = 4
Bog Adept - ID = 1 (x2) = 2(1 green)
Total = 15; 8 either and 7 only green

I will cast Summon Dragon and place him at your home terrain.

Then I will cast Palsy x2 on your army. (-1 result)

Second March: I will take a missile action with the army at your home terrain.
Missile Result:
Deluger - 5 missile icon = 5
Stormer - 4 missile icon = 4
Stormer#2 - ID = 2
Sprayer - 2 missile icon = 2
Green True Flyer - 1 missile icon = 1
Black Trebuchet - ID = 4
Total = 18
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danilo
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PostPosted: Fri Feb 28, 2014 12:24 pm GMT    Post subject: Reply with quote

missile attack save:

Fireshadow: 4 Counter
Fireshadow: 4 Cantrip
Gold Medallion: 4 Flurry
Gold Medallion: TSR Logo

TSR logo brings one expeditioner and one sunburst from DUA to army
the plasy "eats" 2 of the cantrip magic

They all roll during this save roll:

Expeditioner: 3 ID
Sunburst: 1 Magic

so it's 3 save, 15 damages remain and only 12 health of units.

it's a game over for me.

thanks for the game.

I must think of something more efficient for the next match, umm Smile
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chuckpint
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PostPosted: Fri Feb 28, 2014 2:18 pm GMT    Post subject: Reply with quote

Palsy does not affect a Cantrip. No spells can modify any SAIs.

You forgot to include the Counter, that is four saves. However, the Palsies do effect the Expeditioner ID, so your net is 5 saves. So that's still 13 damage and only 12 health left of units.

You could cast a Flashfire with your Cantrip, and then reroll a unit. However, you can't reroll the Fireshadow with Cantrip (you used the Cantrip), and you would not want to reroll the other Fireshadow or the Expeditioner since they got the best results they could get. So you could reroll the Sunburst, but since it only get (at best) one save, and that would not be enough to save your army.

So it's game over.... Crying or Very sad
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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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chrisbogert
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PostPosted: Sat Mar 01, 2014 7:35 am GMT    Post subject: Reply with quote

Good game. I think that Mire spell worked well keeping the terrain at missile range. Those Swamp Stalker missile units are heavy hitters..

I'll think up a new army as well. Whenever you are up for another game let me know.
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danilo
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PostPosted: Sat Mar 01, 2014 8:16 am GMT    Post subject: Reply with quote

chuckpint wrote:
Palsy does not affect a Cantrip. No spells can modify any SAIs.

You forgot to include the Counter, that is four saves. However, the Palsies do effect the Expeditioner ID, so your net is 5 saves. So that's still 13 damage and only 12 health left of units.

You could cast a Flashfire with your Cantrip, and then reroll a unit. However, you can't reroll the Fireshadow with Cantrip (you used the Cantrip), and you would not want to reroll the other Fireshadow or the Expeditioner since they got the best results they could get. So you could reroll the Sunburst, but since it only get (at best) one save, and that would not be enough to save your army.

So it's game over.... Crying or Very sad



Thanks Chuck as always, I misread the counter rules, and the palsy vs SAI rule is something nice to know, thank you very much.

Thank you too, Chris, I will study a bit for a new army and try to find time for another match soon
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chrisbogert
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PostPosted: Sat Mar 01, 2014 8:35 pm GMT    Post subject: Reply with quote

Yeah, thank you again Chuck. I didn't know about the no spells can modify any SAI rule either. We learn new things everytime.

I will start to look at building another army as well. Probably something new, but I might try a new version of one of my old armies as well.
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