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Author Topic: Tactical Decision Game 5.0: Community Thread  (Read 15221 times)

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #25 on: February 07, 2013, 08:57:08 PM »
Shem's at Spirit Host in House. 

[17] 13-02-07 13:52:25 MST - tonijoecatie@comcast.net

Shem's at Spirit Host in House

2d6 +2 >= 5
5 + 4 + 2 = 11 ... success

[18] 13-02-07 13:52:45 MST - tonijoecatie@comcast.net

number of S4 Hits

2d6
1 + 6 = 7


[19] 13-02-07 13:53:57 MST - tonijoecatie@comcast.net

7 S4 hits

1d6 >= 3
1: 5 ... success
2: 6 ... success
3: 2 ... failure
4: 6 ... success
5: 3 ... success
6: 1 ... failure
7: 2 ... failure

sum: 25, average: 3.57, success: 4/7 57%

So 4 wounds kills the Spirit Host! (Barely)




"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #26 on: February 07, 2013, 10:41:45 PM »
[20] 13-02-07 15:41:08 MST - tonijoecatie@comcast.net

Pha's on Spearmen(somebody)

1d6 +2 >= 6
2 + 2 = 4 ... failure

Empire Magic Phase done.  Shooting up next
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #27 on: February 08, 2013, 02:40:05 AM »
***UPDATE***
Magic Phase Recap:
8 PD to 5 DD.
  • Boosted Shem's, 5 Dice, at Terrorgheist, making it on a 15.  Vamps dispel with all 5 Dispel Dice.
  • Normal Shem's, 2 Dice, at Spirit Host.  Cast for 7 Hits, 4 Wounds.  Spirit Host dies again.
  • Small Pha's, 1 Dice, failed

Empire Shooting Phase-

  • Two units of 5 Archers shoot at Western Mutts.  Four hits, one wound.
  • Five Archers on Eastern Mutts.  Two hits, two wounds.
  • Five Pistoliers on Eastern Mutts.  Two hits, one wound.
  • Twelve Archers on Eastern Mutts (needing 7's).  No hits.

Here is how it looks in the end:


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"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #28 on: February 10, 2013, 10:02:17 PM »
In case anyone is interested.

Here is the link to the Dicelog I'm using. 

https://dicelog.com/joinlogdice

You need to sign up to access it obviously.  I'm using Dicelog 1272 if anyone is interested.  If you can't access it you may have to PM me and I'll add you to the permissions.

***WARNING***
If you get added to the Permissions, you can roll dice.  I don't care if you do but PLEASE note it in the Dialouge box before you do so new people "checking" the rolls know what's going on and don't see a bunch of randomly generated rolls that could be confusing.

FYI:  I've "rolled" 27 bunches of dice so far. 

So when you see the Number before the copied dice roll, that's the roll I'm on.  So in this sequence, Empire rolled 5 Dice + 2 (for Lvl) >= 15 for a successful Boosted Shem's (roll #15).
Vamps then dispeled rolling 5d6 +1 (for lvl 1 Lord) >= 15 (roll #16)
Successful Shem's on Spirit Host (roll #17)
Number of Hits on Spirit Host (roll #18)

Quote
[18] 13-02-07 13:52:45 MST - tonijoecatie@comcast.net

number of S4 Hits

2d6
1 + 6 = 7


[17] 13-02-07 13:52:25 MST - tonijoecatie@comcast.net

Shem's at Spirit Host in House

2d6 +2 >= 5
5 + 4 + 2 = 11 ... success


[16] 13-02-03 09:07:39 MST - tonijoecatie@comcast.net

5D6 Dispel Dice vs Shem's Burning Gaze

5d6 +1 >= 15
5 + 4 + 6 + 2 + 1 + 1 = 19 ... success


[15] 13-02-03 08:24:34 MST - tonijoecatie@comcast.net

5d6 Boosted Shem's on TG from Spear Wizard

5d6 +2 >= 15
2 + 5 + 2 + 2 + 2 + 2 = 15 ... success
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #29 on: February 11, 2013, 12:25:53 PM »
Spirit Host declared a charge on the Archers, who fled successfully.  No other charges.

I'll post the remaining moves for the Vamps later today and get to magic.  I'll pick up the pace here in a bit....
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #30 on: February 12, 2013, 12:15:42 AM »
Here is the Vamp Move.



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Magic Phase

[35] 13-02-11 16:50:34 MST - tonijoecatie@comcast.net

4d6
4 + 1 + 5 + 2 = 12


[34] 13-02-11 16:50:30 MST - tonijoecatie@comcast.net

3d6
3 + 4 + 3 = 10


[33] 13-02-11 16:50:23 MST - tonijoecatie@comcast.net

Magic, 2 dice, VC channel with 3 dice, empire channel with 4 dice.

2d6
3 + 5 = 8

So Vamps have 8 PD, to 5 DD.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #31 on: February 12, 2013, 03:15:38 AM »
Some Pics...



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"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #32 on: February 15, 2013, 12:10:42 PM »
End of Vampire Counts, Turn 1:

Magic Phase Recap:
8 PD to 5 DD.
  • Cursed Book, 1 Dice, Curse of Midnight Wind on Spearmen
  • Curse of Years (3 Dice) Dispelled by Empire (5 Dice)
  • Miasma on Flagellants 2, -2 Movement
  • Vanhel's Danse on the Corpse Cart, move 8" closer.

Vampire Shooting Phase:
  • Terrorgheist shreik at the nearest Archer detachment.  Each Detachment takes 4 Wounds
  • Center Archers pass Panic on Re-roll 9.
  • West Archers fail Panic, flee through Spearmen, who pass their Panic

Note:
Blue Bullseyes are Hexes (Flags 2 and Spearmen)
Red Bullseyes are Buffs (Units within 6" of Corpse Cart - Always Strike First)


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"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #33 on: February 15, 2013, 01:46:06 PM »
Quick rules question:

Vamp Lord has "Aura of Dark Majesty".  So -1 LD penalty (cumulative in AB).  Only the Western Detachment is within 6" of the Vamp Lord.
The AL has LD 9, so the calculation was 2D6 + 6 (wounds from TG) - 9 (Leadership from AL).  Do I add the -1?  I suspect I do.

If so the Western Arch Detachment is wiped out.  Everything passes the Panic.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline zifnab0

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #34 on: February 15, 2013, 02:25:51 PM »
Quick rules question:

Vamp Lord has "Aura of Dark Majesty".  So -1 LD penalty (cumulative in AB).  Only the Western Detachment is within 6" of the Vamp Lord.
The AL has LD 9, so the calculation was 2D6 + 6 (wounds from TG) - 9 (Leadership from AL).  Do I add the -1?  I suspect I do.

If so the Western Arch Detachment is wiped out.  Everything passes the Panic.
Hm, different than what I thought:

Q. If an enemy unit is affected by the Doom and Darkness spell,
and the unit is within the general’s Inspiring Presence radius, does
the Leadership value conferred by Inspiring Presence suffer the
modifier even if the General is not affected? (Reference)
A: Yes.

From the BRB FAQ.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #35 on: February 15, 2013, 02:35:29 PM »
Quick rules question:

Vamp Lord has "Aura of Dark Majesty".  So -1 LD penalty (cumulative in AB).  Only the Western Detachment is within 6" of the Vamp Lord.
The AL has LD 9, so the calculation was 2D6 + 6 (wounds from TG) - 9 (Leadership from AL).  Do I add the -1?  I suspect I do.

If so the Western Arch Detachment is wiped out.  Everything passes the Panic.
Hm, different than what I thought:

Q. If an enemy unit is affected by the Doom and Darkness spell,
and the unit is within the general’s Inspiring Presence radius, does
the Leadership value conferred by Inspiring Presence suffer the
modifier even if the General is not affected? (Reference)
A: Yes.

From the BRB FAQ.

That's what I think to.  So removing the Western Archers.  No other changes.
« Last Edit: February 15, 2013, 02:43:05 PM by Noght »
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #36 on: February 15, 2013, 02:46:20 PM »
Away from Chronicler....

Heading out this evening for a Valentines Getaway and visit my Son at College.  I will be available to roll dice (march tests, etc) and answer questions but won't be able to update stuff until at least Sunday afternoon, most likely Monday morning....

So, I'll email anyone who has Battle Chronicler the file if they want to mess around.

THEN:
I will be gone from Monday evening until Friday evening, back all day Saturday and Sunday, gone again Mon-Tues (2/25 and 2/26), back again on Wednesday, whew....

Sorry, RL getting in the way of Games....
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline zakalwe

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #37 on: February 15, 2013, 05:19:56 PM »
What is this REAL LIFE you speak of? it it some kind of sadistic computer game?

Have a good weekend.


The empire won't hold their ground for long. Not after we start resurrecting those fallen archers to fight against them.
Join us brave captains of the empire, your troops are worthless, your resistance futile. Come taste the succour of everlasting life and fight as victors at my side.

Offline Holy Hand Grenade

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #38 on: February 17, 2013, 01:38:44 PM »
My hat is off to the Vamp team for that last turn.

Well played.

But it ain't over until the fat lady sings....and I tied her up in the back of War Altar because we aren't going down without a fight.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline zakalwe

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #39 on: February 17, 2013, 02:50:51 PM »
Ah, there is a Buxom wench in the war altar luggage, i knew you priests were as pious as us at heart.

Indeed their is much carnage for us to  create, the beauty is, we will have you eventually. All men are weak and the flesh will succumb to time if my blade doesn't find you first.
I am merely a facilitator, aiding your journey to the destiny that awaits you all.

This fat lady shall make a fine Banshee, then she can sing forever. That is unless the ghouls find her first, they do like the fat ones.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #40 on: February 17, 2013, 05:46:00 PM »
FYI:  heading home, if the Empire Team finalizes a plan I'll get it executed late today or early tomorrow.

Then we can blow through the magic and combat and the Vampire Team can get set up while I'm gone next week.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline MrAbyssal

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #41 on: February 18, 2013, 01:59:53 AM »
Hm, different than what I thought:

Q. If an enemy unit is affected by the Doom and Darkness spell,
and the unit is within the general’s Inspiring Presence radius, does
the Leadership value conferred by Inspiring Presence suffer the
modifier even if the General is not affected? (Reference)
A: Yes.

From the BRB FAQ.

Hmm... Perhaps I should check the FAQ more often. That would have helped me yesterday.
There are three things each man judges another man by;

1. The size of his codpiece
2. The amount of skulls he carries
3. The length of his feather

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #42 on: February 18, 2013, 05:55:23 AM »
Ok, back.  Went to the Luke Bryant concert (rock n roll ain't dead, it's moved to Nashville apparently) with the Wifey.

I'll move stuff tomorrow...

« Last Edit: February 18, 2013, 06:08:55 AM by Noght »
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #43 on: February 18, 2013, 01:33:32 PM »
Ok, executed the Empire Moves.  BC updated in a sec.

Spearmen failed the Reform test x2 and backed up 2" instead.  Everything else as planned.

Magic Phase

Empire has 8 PD (7 + 1 Channel), VC has 4 PD.

Quote
[59] 13-02-18 06:30:48 MST - tonijoecatie@comcast.net
3d6
2 + 2 + 5 = 9

[58] 13-02-18 06:30:43 MST - tonijoecatie@comcast.net
4d6
5 + 6 + 5 + 1 = 17

[57] 13-02-18 06:30:38 MST - tonijoecatie@comcast.net
Magic. Emp Channel. VC Channel.
2d6
3 + 4 = 7

Here is the Map:


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« Last Edit: February 18, 2013, 01:44:37 PM by Noght »
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #44 on: February 18, 2013, 03:55:58 PM »
Empire, fires a Boosted Shem's at Terrorgheist 1.

Quote
63] 13-02-18 08:51:09 MST - tonijoecatie@comcast.net
Eight hits, four to wound
1d6 >= 4
1: 6 ... success
2: 5 ... success
3: 6 ... success
4: 2 ... failure
5: 2 ... failure
6: 4 ... success
7: 6 ... success
8: 3 ... failure
sum: 34, average: 4.25, success: 5/8 63%

[62] 13-02-18 08:50:20 MST - tonijoecatie@comcast.net
2d6 S6 hits
2d6
5 + 3 = 8

[61] 13-02-18 08:49:06 MST - tonijoecatie@comcast.net
Dispel 4 dice
4d6 +4 >= 15
4 + 2 + 2 + 2 + 4 = 14 ... failure

[60] 13-02-18 08:47:54 MST - tonijoecatie@comcast.net
5d6 Shem's boosted at T1
5d6 +1 >= 15
1 + 3 + 2 + 6 + 2 + 1 = 15 ... success

Nice turn, 15 gets through barely, does 5 wounds to the Terrorgheist.  Empire has 3 PD left, Vamps have 0 DD.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #45 on: February 18, 2013, 04:32:17 PM »
Net on Zombies successful, barely....

Quote
[64] 13-02-18 09:30:33 MST - tonijoecatie@comcast.net
Net on Zombies
3d6 +1 >= 10
2 + 2 + 5 + 1 = 10 ... success

On to Shooting and Combat, then final map for Empire 2.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #46 on: February 18, 2013, 06:41:34 PM »
Empire Turn 2:

Magic Phase
8 PD to 4 DD
  • 5 Dice Shem's cast on 15, Vamps roll 4 dice to dispel and Fail.  Eight S6 hits on the Terrorgheist, 5 unsaved Wounds
  • 3 Dice Net on Zombie and Master Necro

Shooting
  • Seventeen Archers on Wounded Terrorgheist, no hits.
  • Ten Pistolier shots on Ghouls, no hits.

Combat
  • Lone Archer dies to Black Knights.
  • Halberdiers kill the blocking Dogs and reform to face Knights, everything remains in it's front arc.
  • Greatswords kill the blocking Dogs and overrun 5", still remain in the Forest, out of Corpse Cart charge arc though.



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"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Holy Hand Grenade

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #47 on: February 21, 2013, 12:18:00 PM »
Did we shake the undead into inaction?  Is that fear I smell?

Glory for the Empire!
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #48 on: February 21, 2013, 12:57:49 PM »
Nah, the Admin for this battle is sitting in a Hotel room in Louisville until Friday night.

The Vamps are finalizing their strategy, turn will be done Saturday morning I expect including magic.  (I'm guessing you guys will dispel Curse of Years or Winds of Undeath, really going out on a limb aren't I?)
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline grifter

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #49 on: February 22, 2013, 08:37:55 AM »
What fear can those know who are already dead? It must be your own besmirched undergarments you smell, fleshling. No worry, we shall soon free you from the cursed prison that is your weak flesh...