It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I was pretty sure we can't move once we've attacked. Otherwise we foster even more stalemates.
avatar
swizzle66: Reeling back from the blast of magic to the chest, The Milkman attacks White Elk in a flash of milky white rage.
Arc’Nak’Kar, wanting to join in on the fun, lets loose a dart in White Elk’s direction.
Finally, in a moment of generosity, the Blue team chooses to help the poor Ringmaster.


Milkman attacks White Elk, then moves to a6
Arc’Nak’Kar attacks White Elk, then moves to c6
Sly moves to c6
They help the Ringmaster.
avatar
Rodzaju: Don't moves happen BEFORE attacks?
Technically, for this round, you can do it at any time. That's how the rules were posted. (The rules for the next game have already been changed, but since they are this way now, then... well, let's roll with it.)

Updating the results in a few minutes.
Oof So we gotta take damage without dealing blows all the way down the board!? Then have one of our warriors repeatedly sent three squares back! Thats fatal. We might have a standoff here seeing as it's suicide to advance.
avatar
WhiteElk: Oof So we gotta take damage without dealing blows all the way down the board!? Then have one of our warriors repeatedly sent three squares back! Thats fatal. We might have a standoff here seeing as it's suicide to advance.
i see my team's being busy :D
I am on steam now so I can discuss strats with you guys :D
avatar
WhiteElk: Oof So we gotta take damage without dealing blows all the way down the board!? Then have one of our warriors repeatedly sent three squares back! Thats fatal. We might have a standoff here seeing as it's suicide to advance.
I wouldn't worry too much, have you seen the most recent HP list? You have practically double their remaining HP. I expect this game to be close.

Not to mention, the wild cards!

Oh, and why can't you deal blows back? The only thing that's going to hurt you is repel. Other than that, you can still close range I believe with a single move.

Sorry for the delay on the turn, gimme a few mins.
Post edited June 09, 2011 by stoicsentry
avatar
stoicsentry: Technically, for this round, you can do it at any time. That's how the rules were posted. (The rules for the next game have already been changed, but since they are this way now, then... well, let's roll with it.)

Updating the results in a few minutes.
Why would you change the way it works? It's more tactical this way, you can attack then retreat or come closer then attack, or drink a potion, cast a spell, then run away.
avatar
stoicsentry: Technically, for this round, you can do it at any time. That's how the rules were posted. (The rules for the next game have already been changed, but since they are this way now, then... well, let's roll with it.)

Updating the results in a few minutes.
avatar
fexen: Why would you change the way it works? It's more tactical this way, you can attack then retreat or come closer then attack, or drink a potion, cast a spell, then run away.
Agree.

Due to the changes in move order, where both teams take simultaneous moves.
So you're telling that next round there will be simultaneous turns? This way I agree the move and combat or any other action should be separated.
I suppose in this particular game it is quite not so unbalanced as I initially imagined (based on our party compositions.. though this will change in other games). I just thought we couldn't move after attack. That muffed my reasoning for moving forward as I did. I thought the other team would have the tactical decision to attack OR retreat. Not both. My mistake.

Imagine if the board placement was reversed. My team has two range 2 units. They have one range 2 unit. They advance and one of their units can attack. We counterattack with two units then retreat. They advance again, we counter then retreat. And again and again until we run out of board space. We get two attacks to their one. With three turns of retreat that becomes a substantial advantage.

This gives range units too much power. And it sets up stalemate potential where one side may be unwilling to repeatedly take unanswered blows. I'm sure I'd read in the rules that the attack phase comes last and ends that units turn. This makes perfect sense to me.
Post edited June 09, 2011 by WhiteElk
Both teams have 2 characters with range 2. So if for example one side moves and attacks and the other attacks then retreats, neither side has upper hand. The real advantage is when one character has bigger range than the other. I think it works perfectly, because the higher range weapons are really nerfed.
With our parties weapon composition maybe its not so bad.
But thinking outside our game I'm not in favor of being able to fire and retreat.

I think long range weapons are the opposite are nerfed ;~p I think they've become overpowered. I can't see how being able to fire then retreat is bad thing for range weapons in any way. Range 2 weapons can't advance to within range of retreating range 3 weapons.

I could be missing something here. And my initial shock has worn off lol. But I'm still seeing the retreating range tactic as becoming the "must use" tactic. It was bad enough when my team was pussyfooting around trying to limit the power of your Repel spell. But imagine how its gonna be with range retreating. More dancing, less combat. I think.
Arc’Nak’Kar, wanting to join in on the fun, lets loose a dart in White Elk’s direction.

Arc'Nak'Kar attacks White Elk. 1d6 (6) damage = 6. Ouch, White Elk was TANKED, instead, Exile loses 2HP. Exile now has 31 HP.


Reeling back from the blast of magic to the chest, The Milkman attacks White Elk in a flash of milky white rage.

Milkman attacks White Elk 1d6 (4) + 4 = 8. White Elk now has 20 HP.


Finally, in a moment of generosity, the Blue team chooses to help the poor Ringmaster.

Arc’Nak’Kar to c6
Milkman to a6
Sly moves to c6
They help the Ringmaster.

EDIT: Screwed up turn order, had to make some corrections :P

__________________________________________________________________________

updated potions:

milkman: 1 (25HP), 1 (5HP)
sly cooper: 2 (5HP each)

wanderers: 1 each (10HP)

updated uses:

Arc'Nak'Kar is out of Duplicate Potion uses.
White Elk is out of Arc Lightning.
White Elk has 1 uses of Magic Missile remaining.
Exile has 0 uses of Tank remaining.



Updated HP:

Sly: 24
Arc'Nak'Kar: 24
Milkman: 17
Ringmaster: 20 (Max: 30)

Heroditus: 33
Exile: 31
White Elk: 20
Royal Bowman: 20 (Max: 30)

New map attached.

__________________________________________________________________________
After attacking, Milkman ran to the aid of the Ringmaster.

With two fists clenched, he clobbered the guard on the back of his head.

The Ringmaster dusted himself off, got up and pulled his weapon. "Let me repay the favor!" he exclaimed.

Meanwhile, a member of the King's Guard, a Royal Bowman has entered the fray and begun slinging arrows towards Milkman for his treasonous act.

RINGMASTER JOINS BLUE TEAM!!! You may now control him!

ROYAL BOWMAN JOINS WANDERERS!!! You may now control him!


_________________________________________________________________________

Ringmaster
HP: 20
Attack: 1d6+2.
Range: 1

Uses: Close Ground (3)


Royal Bowman
HP: 20
Attack: 1d6
Range: 2

Uses: Focus (2)


CURVEBALL!!!!
__________________________________________________________________________
Forgot to add: Arc'Nak'Kar has looted 50 gold. (Again, don't worry I will add it up for you all.)

avatar
WhiteElk: With our parties weapon composition maybe its not so bad.
But thinking outside our game I'm not in favor of being able to fire and retreat.

I think long range weapons are the opposite are nerfed ;~p I think they've become overpowered. I can't see how being able to fire then retreat is bad thing for range weapons in any way. Range 2 weapons can't advance to within range of retreating range 3 weapons.

I could be missing something here. And my initial shock has worn off lol. But I'm still seeing the retreating range tactic as becoming the "must use" tactic. It was bad enough when my team was pussyfooting around trying to limit the power of your Repel spell. But imagine how its gonna be with range retreating. More dancing, less combat. I think.
Good stuff. Well, for next game there's the new rules as posted on the blog, with simultaneous moves.. so that's going to require move step FIRST, then attack. That ought to fix it a bit.

Also, when characters can begin leveling up and claiming secondary weapons, so they can switch from ranged to melee that ought to help too.

Heh I just thought about it: "no dancing around and dodging" says the dude with 3 Arc Lightnings and 3 Magic Missiles. You have to admit, that is funny =D
Attachments:
2-1.png (124 Kb)
Post edited June 09, 2011 by stoicsentry
avatar
stoicsentry: Heh I just thought about it: "no dancing around and dodging" says the dude with 3 Arc Lightnings and 3 Magic Missiles. You have to admit, that is funny =D
LoL yep. I've been feeling like a pussyfooter backing away to try and limit the repel spell. Having one third of our force removed off the line is dangerous indeed. We tried to mitigate that ability by pressuring the enemy to come to us. Trying to move the fight so we'd have our backs against the wall had nothing to do with range spells. But I never suspected we'd still be dancing around like this. One open square behind us was plenty. Two was doable. Three is painful.

The choices between the mage going for attack or support spells is a good one. And mages have limited use of these abilities as does every class. Range weapons however, are currently unlimited.
"Ringmaster! This is what happens when you ally with those dastardly cut-throats!!"
Exile moves to C3 & attacks Ringmaster (d6+4)
Heroditus moves to B3 & uses Focus to attack Ringmaster (d6+7)
Royal Bowman moves to A7 & uses Focus to attack Ringmaster (d6+3)
White Elk moves to D3 & uses Magic Missile to attack Milkman (d6+1)
avatar
Rodzaju: "Ringmaster! This is what happens when you ally with those dastardly cut-throats!!"
Exile moves to C3 & attacks Ringmaster (d6+4)
Heroditus moves to B3 & uses Focus to attack Ringmaster (d6+7)
Royal Bowman moves to A7 & uses Focus to attack Ringmaster (d6+3)
White Elk moves to D3 & uses Magic Missile to attack Milkman (d6+1)
Blitzkreig much? Seems just last turn we were talking about a stalemate and I thought Blue team pretty much had this one locked up! LOL. Well now Wanderers have gained a serious advantage as far as the way the board looks, BUT on the other hand the Blue Team has yet to use virtually any of their specials. If anything at least the Ringmaster took away all those uses...

Exile moves to C3 and attacks Ringmaster d6 (4) + 4 = 8.
Heroditus moves to B3 & uses focus d6 (2) + 7 = 9.
Royal Bowman moves to A7 & uses focus to attack Ringmaster d6 (6) + 3 = 9.

Ringmaster takes 26 damage. Ringmaster is... dead? Seriously, he's dead already? Wow.

White Elk casts Magic Missile on Milkman d6 (1) + 1 = 2.

Milkman has 15HP.

updated potions:

milkman: 1 (25HP), 1 (5HP)
sly cooper: 2 (5HP each)

wanderers: 1 each (10HP)

updated uses:

Arc'Nak'Kar is out of Duplicate Potion uses.
Arc'Nak'Kar has 3 uses of Repel remaining.
Milkman has 1 use of Focus and 1 use of Seize.
White Elk is out of Arc Lightning.
White Elk is out of Magic Missile.
Exile has 0 uses of Tank remaining.
Exile has 1 use of Seize remaining.
Royal Bowman has 1 use remaining on Focus.
Sly Cooper has 3 uses of close ground and 2 uses of coat in poison remaining.
Heroditus is out of Focus uses.
Heroditus has 1 Seize use left.

Updated HP:

Sly: 24
Arc'Nak'Kar: 24
Milkman: 15
Ringmaster: DEAD

Heroditus: 33
Exile: 31
White Elk: 20
Royal Bowman: 20 (Max: 30)

New map attached.

We're finally getting somewhere!!!

Blue team goes!!!

(Looting last turn was White Elk: 25 gold. Like I said, I'm keeping track.)

OOH btw, I didn't forget about dodge and block or anything. It's just that the RM didn't have any and so far no one seems to have rolled the save! Must mean there's some lucky defensive rolls coming down the pipe soon!
Attachments:
2-1.png (123 Kb)
Post edited June 10, 2011 by stoicsentry