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Author Topic: Tactical Decision Game 5.0: Empire Tactical  (Read 33262 times)

Offline MrAbyssal

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #50 on: February 01, 2013, 12:16:39 PM »
Your list Eighty. You take lead on tactics and we'll tweak as best we can.
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: Empire Tactical
« Reply #51 on: February 01, 2013, 03:13:01 PM »
Confirm this stuff before I save it and post it on the Community Thread...



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Empire Blooms.  Keeping Spears and Halberdiers near to Acropolips.  Pistoliers out of SH charge arc, long range shots at Dogs.  Wizard moves to corner of Halberdiers.  Both Wizards (bald headed guys w/Swords dressed in White) are over 24" away from the TG and CC.



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Wizard Eye view...
"...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: Empire Tactical
« Reply #52 on: February 01, 2013, 03:40:00 PM »
Pistoliers don't suffer a penalty for moving and shooting, right?  Lets get them out of the Spirit Host's charge arc.

Move them to the other side of the spirit host and prepare to shoot the doggies.

Moving them into the charge arc of the Grave Guard (and fleeing if they charge) is also an option.

Offline Noght

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #53 on: February 01, 2013, 03:43:58 PM »
Pistoliers don't suffer a penalty for moving and shooting, right?  Lets get them out of the Spirit Host's charge arc.

Move them to the other side of the spirit host and prepare to shoot the doggies.

Moving them into the charge arc of the Grave Guard (and fleeing if they charge) is also an option.

Pistoliers are not in SH charge arc, made sure.  Long Range, Multi-shot means 6 to hit.  Close Range is in the SH arc.
I would expect you to move them in front of the Ghouls next turn and flee....
"...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: Empire Tactical
« Reply #54 on: February 01, 2013, 04:04:49 PM »
Pistoliers are not in SH charge arc, made sure.  Long Range, Multi-shot means 6 to hit.  Close Range is in the SH arc.
I would expect you to move them in front of the Ghouls next turn and flee....
Then what you've got looks good.

Offline Noght

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #55 on: February 01, 2013, 05:39:36 PM »
Pistoliers are not in SH charge arc, made sure.  Long Range, Multi-shot means 6 to hit.  Close Range is in the SH arc.
I would expect you to move them in front of the Ghouls next turn and flee....
Then what you've got looks good.

Anyone else?  Yay or Nay?  Before it's finalized and Magic Dice rolled....
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline cisse

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #56 on: February 01, 2013, 06:27:16 PM »
1) I'd like 1 wizard to be able to cast Shem's at the SH. Wounding the 'geist is all good, but killing that annoying ethereal creature (that can with a little luck hold up our flagellants or greatswords) seems totally worth it.

2) Do we want to move the greatswords right up against the forest?
From the current state of the board (and if we can kill/damage the SH), it looks like we can keep the ghouls away from our main blocks to the left of the woods the entire game with a little luck (and some heroic sacrifices from the pistoliers, archers and detachment). And if we move the flaggies up we can threaten their flank if they try to join the main fight... So why not try and move the greatswords to the left as well and overwhelm the units there?

3) Not sure what the range of the terrorgeists' screaming attack is, but can we stay out of their range by not moving up so far with our left units? Another turn to try and get some wounds on 'em would be good.
cisse

No matter how fast you run, your ass will always be in front of me...

Offline librisrouge

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #57 on: February 01, 2013, 07:49:20 PM »
I like it as it is. +1
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

Offline SevenSins

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #58 on: February 01, 2013, 11:27:05 PM »
Looks good, let,s do magic  ::heretic::

Offline Noght

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #59 on: February 01, 2013, 11:44:45 PM »
ok, posting on community...magic incoming...

[14] 13-02-01 16:47:52 MST - tonijoecatie@comcast.net

1d6
2


[13] 13-02-01 16:47:50 MST - tonijoecatie@comcast.net

4d6
4 + 6 + 4 + 4 = 18


[12] 13-02-01 16:47:42 MST - tonijoecatie@comcast.net

Magic Roll: two D6. Followed by Emp channel (4D6), then VC

2d6
5 + 2 = 7


So 8 PD to 5 DD
« Last Edit: February 01, 2013, 11:51:31 PM by Noght »
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Big Brother

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #60 on: February 02, 2013, 02:14:58 AM »
Hmmm...could have used a bigger magic phase, but its not bad. Since both mages are 24"+ from the TG, only going to get one shot at it reliably. My thoughts.

5d6 Shem's on the TG.  This should use up all of the dispel dice.
Then either a 1d6 Shem's on the SH in the house and 2d6 net on the knights or 3d6 one or the other.

Offline zifnab0

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #61 on: February 02, 2013, 02:39:23 AM »
Pretty much exactly what we wanted.

4 dice shems on the TG, then another 4 dice shems on the TG.

Offline Big Brother

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #62 on: February 02, 2013, 04:26:57 AM »
Just a note, 4d6 will only be 66% to cast boosted Shem's with a level 2 (5d6 is 90%). We can't fail the first cast, or we lose all benefits of their Mage being off the board.

Offline cisse

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #63 on: February 02, 2013, 09:42:14 AM »
Just a note, 4d6 will only be 66% to cast boosted Shem's with a level 2 (5d6 is 90%). We can't fail the first cast, or we lose all benefits of their Mage being off the board.
This. Better to have one cast for (almost) certain I think.

Second cast a normal Shem's at the SH1. Net on the knights, not so much: with the character in there they're testing on S5 I think, no?
cisse

No matter how fast you run, your ass will always be in front of me...

Offline MrAbyssal

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #64 on: February 02, 2013, 12:41:11 PM »
Boosted Shem's at Terrorgeist and second non-boosted Shem's at the Spirit Host. I hate having ethereals on the board with minimal magic weapons.
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 b0007452

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #65 on: February 02, 2013, 06:06:59 PM »
Boosted Shem's at Terrorgeist and second non-boosted Shem's at the Spirit Host. I hate having ethereals on the board with minimal magic weapons.

+1 This is what I was thinking. I think this way we will definitely get the spirt host and have a pretty good chance of pulling off a Shem's on the TG.
:) My Slowly Growing Army of Bogenhafen - http://warhammer-empire.com/theforum/index.php?topic=44020 :)

Offline Noght

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #66 on: February 02, 2013, 06:23:40 PM »
Ok, now start fulminating on the number of dice you want to throw at whichever spells and targets of those spells....
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Big Brother

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #67 on: February 02, 2013, 08:56:39 PM »
Definitely 5 dice boosted for the TG. Best chance to cast and beat a dispel. Assuming they use their dispel dice, I think we could 2 dice a non-boosted Shem's on the SH, and leave 1die for a Pha's or prayer.

Offline cisse

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #68 on: February 02, 2013, 11:05:12 PM »
Definitely 5 dice boosted for the TG. Best chance to cast and beat a dispel.
I am voting for a 6-dice cast. Better chance of beating their 5 dispel dice.

Quote
Assuming they use their dispel dice, I think we could 2 dice a non-boosted Shem's on the SH, and leave 1die for a Pha's or prayer.
Followed by a 2-dice cast of a non boosted Shem's at the SH, yes.

And if the second one is dispelled, a 1-dice Net at the hounds. Is the right most unit in range? If not, left unit.
cisse

No matter how fast you run, your ass will always be in front of me...

Offline MrAbyssal

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #69 on: February 03, 2013, 07:06:29 AM »
I'm going to vote for 5 on the boosted and then 3 on the non-boosted. I dislike risking 6 dice, especially when this could be one of our most important magic phases and I want those ethereals off the board.
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 SevenSins

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #70 on: February 03, 2013, 07:31:05 AM »
I'm going to vote for 5 on the boosted and then 3 on the non-boosted. I dislike risking 6 dice, especially when this could be one of our most important magic phases and I want those ethereals off the board.
+1 lets hope nought doesn't share my luck with dice

Offline Noght

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #71 on: February 03, 2013, 03:25:47 PM »
Ok, 5 dice Boosted Shem's it is..

5d6 Boosted Shem's on TG from Spear Wizard

5d6 +2 >= 15
2 + 5 + 2 + 2 + 2 + 2 = 15 ... success

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

Offline Big Brother

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #72 on: February 03, 2013, 03:55:34 PM »
Only 15.  Ouch. Well, lets see what they do.

Offline Noght

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Re: Tactical Decision Game 5.0: Empire Tactical
« Reply #73 on: February 03, 2013, 04:09:00 PM »
5D6 Dispel Dice vs Shem's Burning Gaze

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

Threw all 5 dice.  Dispelled.  You have 3 PD left to Zero.  No scroll in VC Army.
"...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: Empire Tactical
« Reply #74 on: February 03, 2013, 10:38:20 PM »
Oh well... Let's cook some ghosties.
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