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Waking from their rejuvenating naps, the Blue team mans up and attacks!
The Milkman goes to e7 attacks exile and uses seize on him.
Arc'Nak'Kar goes to e7 attacks exile and uses repel on heroditus.
Sly uses close ground and goes to e6 and attacks exile.
Post edited June 13, 2011 by swizzle66
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swizzle66: Waking from their rejuvenating naps, the Blue team mans up and attacks!
The Milkman goes to e7 attacks exile and uses seize on him.
Arc'Nak'Kar goes to e7 attacks exile and uses repel on heroditus.
Sly uses close ground and goes to e6 and attacks exile.
Sly to e6 with close ground, attacks Exile from range of 1: PREVENTED WITH BLOCK!

Milkman to e7, attacks Exile using Seize. 1d6 (2)+4= 6. Damage landed! Exile is SEIZED and cannot attack or use a special ability next turn.

Arc'Nak'Kar to e7. Attacks Exile. 1d6 (6) = 6 damage. Heroditus repelled north.

updated potions:

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

wanderers: 1 each (10HP)

updated uses:

Arc'Nak'Kar is out of Duplicate Potion uses.
Arc'Nak'Kar has 2 uses of Repel remaining.
Milkman is has no more uses of anything remaining.
White Elk has no remaining uses of anything.
Exile has 0 uses of Tank remaining.
Exile has 1 use of Seize remaining.
Sly Cooper has 1 use 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: 20
Ringmaster: DEAD

Heroditus: 33
Exile: 19 (SEIZED!)
White Elk: 20
Royal Bowman: DEAD


_________________________________________________________________________

Wanderers turn! Exile may not attack/use specials (seized).
Attachments:
012.png (86 Kb)
Post edited June 13, 2011 by stoicsentry
I attacked too.
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fexen: I attacked too.
Who? You didn't say :) OOPS yes you did.. DUH lolol my bad

Updated now!
Post edited June 13, 2011 by stoicsentry
Oof didn't you tell Rod that seize could only be used if the target was no more than one tile away?


If Repel is back to being unlimited, then the wise thing for my team to do is another blasted 9 rounds of flarb dancing. Move up, be repelled, retreat, wait for the repelled unit to catch up then do this twice more. It's certain defeat to do otherwise. But there has been so much pussyfooting around that we were just going to get this done. But the understanding was that the mage couldn't use repel until there was a unit within one square of him. That at least helped press action. Oy. That blasted spell....
Post edited June 13, 2011 by WhiteElk
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WhiteElk: Oof didn't you tell Rod that seize could only be used if the target was no more than one tile away?
No.

You have to be in range, obviously.

You also have to land the blow (it can't be dodged or blocked).

Other than that, maybe you are referring to our initial conversation about attacking at a diagonal?
Post edited June 13, 2011 by stoicsentry
Well repel won the game on round one so we might as well enjoy playing it out. Blue team can't retreat anymore ;~p So frab it. Lets finish this predetermined battle!
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WhiteElk: Well repel won the game on round one so we might as well enjoy playing it out. Blue team can't retreat anymore ;~p So frab it. Lets finish this predetermined battle!
Bummer. :(

Imagine if someone took SIX uses of it!
Post edited June 13, 2011 by stoicsentry
I didn't choose Repel for its overpowered cheese factor (up to 9 turns of sending a guy out of action.... for all intents and puposes its as bad as an "insta kil" spell would be. But there was one worse: Arc Lightening with Restore. That allows 12 uses of Lightening; as opposed to 3 (6 if you'd chosen it twice). Thats 24 points of damage to each player. A total of 72 points for all. Is much too much. And like Repel, it promotes flarb dancing ;~p So I didn't choose that one either. Though it is perfect counter to repel.
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WhiteElk: I didn't choose Repel for its overpowered cheese factor (up to 9 turns of sending a guy out of action.... for all intents and puposes its as bad as an "insta kil" spell would be. But there was one worse: Arc Lightening with Restore. That allows 12 uses of Lightening; as opposed to 3 (6 if you'd chosen it twice). Thats 24 points of damage to each player. A total of 72 points for all. Is much too much. And like Repel, it promotes flarb dancing ;~p So I didn't choose that one either. Though it is perfect counter to repel.
Repel is better in the sense that you can still attack with it, Arc requires you to skip your attack. So does restore.

So we're talking 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns. Yes, you can deal that much damage, but in 16 turns. Good luck :)

I mean, god knows how much damage Longsword can do in that time... lol
Post edited June 13, 2011 by stoicsentry
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WhiteElk: Oof didn't you tell Rod that seize could only be used if the target was no more than one tile away?
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stoicsentry: No.

You have to be in range, obviously.
What is the range? It's not one. For future I think it should be. Acts as an offensive defense for the Mage. Blow target back 1-2 squares. Target mus be adjacent to mage. Deals x damage.
The discussion was about Repel.
I asked what range it had & was told "none".
I interpreted this as meaning you have to be adjacent to use it.
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stoicsentry: No.

You have to be in range, obviously.
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WhiteElk: What is the range? It's not one. For future I think it should be. Acts as an offensive defense for the Mage. Blow target back 1-2 squares. Target mus be adjacent to mage. Deals x damage.
Range for what? Seize? The range for Seize is your attack range. But a 1 range does sound like a good idea, given how crazy powerful it is.

As I see it, we have two overpowered abilities right now: Repel and Seize. I disagree with you on Arc Lightning, I don't see it as all that ridiculous right now. It's a guaranteed 6 damage, which is good, but, it's spread across three targets. If there are only two left, it's 4 damage, only one, 2 damage. It prevents ganging up, it uses your attack, etc. Plus damage never increases so when you gain some HP it won't be as powerful
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Rodzaju: The discussion was about Repel.
I asked what range it had & was told "none".
I interpreted this as meaning you have to be adjacent to use it.
Ah, I see, I meant, no range necessary. Clearly Repel needs to be tweaked, and it will be.
Post edited June 13, 2011 by stoicsentry
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WhiteElk: I didn't choose Repel for its overpowered cheese factor (up to 9 turns of sending a guy out of action.... for all intents and puposes its as bad as an "insta kil" spell would be. But there was one worse: Arc Lightening with Restore. That allows 12 uses of Lightening; as opposed to 3 (6 if you'd chosen it twice). Thats 24 points of damage to each player. A total of 72 points for all. Is much too much. And like Repel, it promotes flarb dancing ;~p So I didn't choose that one either. Though it is perfect counter to repel.
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stoicsentry: Repel is better in the sense that you can still attack with it, Arc requires you to skip your attack. So does restore.

So we're talking 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns. Yes, you can deal that much damage, but in 16 turns. Good luck :)

I mean, god knows how much damage Longsword can do in that time... lol
If you've a mage with that much ranged damage, you dance around the board and avoid combat as you can. Your other units are capable of fighting. But better to deal the unlimited range damage where you can. Position does not matter. But when the mage casts restore, ideally he is in range to sling a stone.

And speaking of that... shouldn't use of ANY spell preclude any other action?
What range is Repel? It's not one we know that now! You inferred it is not unlimited by saying target must be in range. So what is that range?


_________________________________ (darn the auto-merge feature :~)


I wasn't saying that Arc Lightening was overpowered. I think it fits nice with the defensive and healing options. It is the Restore spell that I thought overpowered. Be it with arc or missile or potion or whatnot. Normally a magic user has up to 6 uses of a spell. Restore doubles that 12. Thats unbalancing I think.
Post edited June 13, 2011 by WhiteElk
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stoicsentry: Repel is better in the sense that you can still attack with it, Arc requires you to skip your attack. So does restore.

So we're talking 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns, 1 for restore, 1, 2, 3 turns. Yes, you can deal that much damage, but in 16 turns. Good luck :)

I mean, god knows how much damage Longsword can do in that time... lol
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WhiteElk: If you've a mage with that much ranged damage, you dance around the board and avoid combat as you can. Your other units are capable of fighting. But better to deal the unlimited range damage where you can. Position does not matter. But when the mage casts restore, ideally he is in range to sling a stone.

And speaking of that... shouldn't use of ANY spell preclude any other action?
That's true, indeed, it does advocate avoidance.

(He can't sling a stone, restore makes you skip your attack.)

Regarding your second question - no. You would think so. The problem with that is that it means all spells/skills must be de facto superior to an attack, otherwise they are useless. Given that some force you to skip an attack whereas others doesn't allows for flexibility in skill/spell power.

Otherwise, and you can picture this in your head, the complaint would be "Blahhh X spell is useless, now that we're engaged in combat. Why would I ever want to replicate potion when I'll just end up taking more than 5 damage anyway, etc"