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Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #50 on: February 23, 2013, 01:31:40 PM »
Vamps declare charges with Knights and TG2 on Flagellents.  Knights FAIL to charge, TG2 makes it.  Vamps line is in disarray!



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Here is the completed move.
To add insult to injury, the Necro Lord fails his Str test and can't move, flaming away 3 Zombies.

Magic phase, rolled 6+2.  Vamps channel 1 dice.

So 9 PD to 6DD.

BBIAB, off to Starbucks....
"...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 #51 on: February 23, 2013, 08:26:32 PM »
les pantaloons grande !

So what did our glorious general manage for his charge distance?

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #52 on: February 23, 2013, 08:35:38 PM »
les pantaloons grande !

So what did our glorious general manage for his charge distance?

Dice is Dice....

Quote
[80] 13-02-23 06:00:00 MST - tonijoecatie@comcast.net
Vamp Charges. knights then TG 2 at Flags
3d6
1 + 2 + 2 = 5
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline Hoffa

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #53 on: February 23, 2013, 09:57:04 PM »
And what did the vamps need to roll ?
My dice has again betrayed me

Offline zifnab0

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #54 on: February 23, 2013, 10:04:13 PM »
To add insult to injury, the Necro Lord fails his Str test and can't move, flaming away 3 Zombies.
Did you remember the lore attribute?

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #55 on: February 23, 2013, 10:29:32 PM »
To add insult to injury, the Necro Lord fails his Str test and can't move, flaming away 3 Zombies.
Did you remember the lore attribute?

Of course!  :icon_smile:

Quote
[84] 13-02-23 06:12:36 MST - tonijoecatie@comcast.net
Hits on Zombies
2d6
1 + 4 = 5

[83] 13-02-23 06:11:37 MST - tonijoecatie@comcast.net
Zombie/Net Str test
1d6
6
"...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 #56 on: February 23, 2013, 10:45:23 PM »
To add insult to injury, the Necro Lord fails his Str test and can't move, flaming away 3 Zombies.
Did you remember the lore attribute?

Of course!  :icon_smile:
Seemed low.  Just wanted to make sure.

How are we going to play Net with regard to spellcasting?

Option 1: If you fail the test that wizard can't cast for the rest of the phase.
Option 2: If you fail the test you lose power dice, may try to cast other spells.
Option 3: If you fail the test you can't cast that spell, may try to cast other spells.
Option 4: If you fail the test you only suffer wounds, may try to cast the same spell again.

I think Option 1 or 3 are the most fair for both sides.

Offline Big Brother

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #57 on: February 23, 2013, 11:11:33 PM »
I always thought it was #3.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #58 on: February 23, 2013, 11:21:19 PM »
How are we going to play Net with regard to spellcasting?

Option 1: If you fail the test that wizard can't cast for the rest of the phase.
Option 2: If you fail the test you lose power dice, may try to cast other spells.
Option 3: If you fail the test you can't cast that spell, may try to cast other spells.
Option 4: If you fail the test you only suffer wounds, may try to cast the same spell again.

I think Option 1 or 3 are the most fair for both sides.

Good question.  Nothing in FAQ.  I suspect it's 1 or 3.  Three seems most likely, other choices seem to be making assumptions about additional effects of the Net (like lost PD or DD for example).

In this case the Necro/Zombies failed a Str test and were unable to move.  I suspect he could keep nominating differant spells, testing each time.

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

Offline librisrouge

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #59 on: February 24, 2013, 04:53:46 AM »
#3 seems the most likely since you test per action (not necessarily per phase) so you could test for "casting such and such spell" and fail that, so you'd then test for "casting different such and such spell" until you run out of spells to try or dice to try with.
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #60 on: February 24, 2013, 08:08:56 PM »
Dicelog Beatdown on Vamps.  Here you go, read up from the bottom...

If you're keeping track, that's 4 blown Str tests, No movement, 17 Zombies and 3 Spells prevented.  Not bad for the Net....

Quote
[102] 13-02-24 13:06:40 MST - tonijoecatie@comcast.net
4 dice Medium Nehak from Skeleton Vamp
4d6 +1 >= 12
3 + 4 + 2 + 6 + 1 = 16 ... success

[101] 13-02-24 13:05:09 MST - tonijoecatie@comcast.net
1d6 >= 3
1: 1 ... failure
2: 4 ... success
3: 3 ... success
4: 5 ... success
5: 2 ... failure
6: 2 ... failure
7: 5 ... success
sum: 22, average: 3.14, success: 4/7 57%

[100] 13-02-24 13:04:59 MST - tonijoecatie@comcast.net
2d6 hits on Zombies
2d6
3 + 4 = 7

[99] 13-02-24 13:02:23 MST - tonijoecatie@comcast.net
Str test to cast Wind of Undeath
1d6 <= 3
6 ... failure

[98] 13-02-24 13:01:49 MST - tonijoecatie@comcast.net
1d6 >= 3
1: 4 ... success
2: 3 ... success
3: 6 ... success
4: 6 ... success
5: 2 ... failure
6: 1 ... failure
sum: 22, average: 3.66, success: 4/6 67%

[97] 13-02-24 13:01:39 MST - tonijoecatie@comcast.net
2d6 hits on Zombies
2d6
2 + 4 = 6

[96] 13-02-24 13:01:09 MST - tonijoecatie@comcast.net
Str test to cast Curse of Years on Halbs
1d6 <= 3
5 ... failure

[95] 13-02-24 13:00:30 MST - tonijoecatie@comcast.net
1d6 >= 3
1: 3 ... success
2: 1 ... failure
3: 4 ... success
4: 5 ... success
5: 3 ... success
6: 6 ... success
7: 1 ... failure
8: 3 ... success
9: 2 ... failure
10: 2 ... failure
sum: 30, average: 3.00, success: 6/10 60%

[94] 13-02-24 13:00:15 MST - tonijoecatie@comcast.net
2D6 hits on Zombies
2d6
5 + 5 = 10

[93] 13-02-24 12:59:50 MST - tonijoecatie@comcast.net
Str test to cast Danse
1d6 <= 3
5 ... failure


[92] 13-02-24 12:56:22 MST - tonijoecatie@comcast.net
2 Dice Miasma on Halberds
2d6 +1 >= 5
2 + 1 + 1 = 4 ... failure

[91] 13-02-24 12:53:33 MST - tonijoecatie@comcast.net
3 Dice Dispel on Soulblight
3D6 +2 >= 9
3 + 6 + 4 + 2 = 15 ... success
« Last Edit: February 24, 2013, 08:18:57 PM by Noght »
"...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 #61 on: February 24, 2013, 08:19:01 PM »
Net might be my new favorite spell.  :D

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #62 on: February 24, 2013, 09:50:17 PM »
***UPDATE*** End of Vampire Counts Turn 2.
Magic Phase Recap:

9 PD to 6DD
3 PD on Cursed Book, Soulblight, Dispelled with 3 DD.
2 PD on Miasma, Failed.
3 Str Attemps failed with Netted Necro resulting in 3 failed spells and 17 Burned Zombies.
4 PD Nehak from Vamp Hero raises 9 Zombies back (Empire failed 3 Dice Dispel).

Shooting Phase:
Wounded TG takes off 2 Flagellants
Charging TG takes off 6 Flagellants

Combat Phase:
Flagellants roll 2 hits on martyr roll, 2 die (too bad these guys aren't rolling for the Master Necro), so re-roll hits and wounds.
Gheist hits two, kills 2.
Flagellants hit 7 of 18, re-roll and hit 7 more, so 14 Hits.
Flagellants roll 6 wounds, re-roll the other 8 and get 4 more, so a total of 10 wounds (5+ to wound, remember), Gheist regens a wound and disappears in a puff of mist.
Infested Explosion, 12 hits, 4 more dead Flagellants.

So the Master Necro Zombies are at 22.  Everything else is full.  Remaining TG has a single wound left.




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Dicelog of Doom?  Let's see...

Out of town until Tuesday Night, heading to Lafayette IN.  Empire's up!

« Last Edit: February 26, 2013, 11:11:45 PM by Noght »
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline librisrouge

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #63 on: February 25, 2013, 01:32:22 AM »
Dear Net and Lore of Light in general,
I know that I've said bad things about you in the past. I can't justify my actions. They were the short sighted actions of a man to young to know better. That being said, I'm sorry. You are a good lore. You are a pretty lore and, no, that dress does not make you look fat. If you'll take me back I'll be better, I promise. We can be good together you and I.
-librisrouge.
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #64 on: February 27, 2013, 12:40:52 PM »
Empire Movement:



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Magic Rolls:

Quote
[127] 13-02-26 20:21:50 MST - tonijoecatie@comcast.net
3d6
6 + 3 + 2 = 11

[126] 13-02-26 20:21:46 MST - tonijoecatie@comcast.net
4d6
4 + 6 + 5 + 3 = 18

[125] 13-02-26 20:21:40 MST - tonijoecatie@comcast.net
Magic 2d6, channel Emp, channel VC
2d6
3 + 6 = 9

FYI, the here is the halbs charge.  They needed an 8 to complete it.  Fortunate the Miasma didn't get cast....

Quote
[122] 13-02-26 20:11:06 MST - tonijoecatie@comcast.net
Halberdiers charge
2d6
2 + 3 = 5


"...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 #65 on: February 27, 2013, 05:07:46 PM »
I made a mistake. A big mistake. The end of last magic phase the vampire hero successfully cast a spell buffing the zombie unit resurrecting nine zombies. In addition that buff also was in range of the corpse cart. As a result All units within 6 inches corpse cart has the ability of always strike first.

So sorry. If you want to redo your charge phase I totally understand.
"...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 #66 on: March 02, 2013, 01:18:11 PM »
Empire, Turn 3 Recap:

Magic
10 PD to 7DD
  • 3 Dice Banishment, failed.
  • 3 Dice Pha's on Halberdiers, IF.  1 Wound on Wizard, 8 Dead Halberdiers on Explosion.
  • Lose 6 PD, phase over.

Shooting
  • 17 Archers shoot at Terrorgheist, some long and some short.  2 Hits, no wounds.

Combat
  • Flagellants vs Skeletons
    • Martyr Roll, 6 S3 Hits, ZERO wounds.
    • One Flagellant Beguiled.
    • Vamp Hero kills 3 Flagellants
    • Flagellants kill 4 Skeletons
    • Skeletons kill 4 Flagellants, ONE remains
  • Spirit Host vs Pistoliers.  SH kills one, loses two to CR
  • Greatswords vs Ghouls.  GS pass Fear test
    • WP kills a Ghoul
    • 8 Ghouls wound WP, makes AS
    • 32 Ghoul attacks, 13 hits (41%), 8 wounds (6 were Poison), 5 Armor Saves.  3 GS die.
    • 30 GS attacks, 20 hit (67%), 5 re-rolls hit (50%), 17 Wounds.
    • Ghouls lose another 17 due to Crumble.  5 left.
  • Halberdier Horde vs Black Knights
    • Halberdiers fail their Re-Roll Screaming Banner fear test, WS 1.
    • Black Knight Champion issues challenge, Empire refuses, Wizard sent to the back.
    • Vamp Lord makes way, directs 6 attacks on AL, 1 on BSB (Sword of Anti-Heroes = 7 S7 attacks).
    • Vamp Lord hits Arch Lector 6 times, wounds 5 times, AL makes an AS and dies.  3 Wounds for CR VC.
    • Vamp Lord hits and wounds BSB, fails AS.  1 Wound for CR VC.
    • BSB fails to hit any Black Knights.
    • 9 Halberdiers hit VL twice, fail to wound.  12 Halberdiers hit Knights twice, do an unsaved wound.  1 wound CR Emp.
    • Knight and Steeds wiff.
    • 3 Knights crumble due to CR.  Emp = 3 Ranks, banner, charge, flank, BSB, wound for 8CR.  VC = 4 Wounds, banner for 5CR.
    • Vamp fails reform test.



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WHEW!  That was wild, I made on mistake on Dicelog.  I had the Knight reroll his attack on the BSB, who made his AS anyway.  Sorry.  If you want to see the rolls let me know.  WARNING:  They are long!


« Last Edit: March 02, 2013, 06:56:52 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 #67 on: March 02, 2013, 02:27:20 PM »
Long view of Battlefield:



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Stuff happening in the NW corner of the board:



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Around the Ruins in the SW corner of the board:



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The Eastern Front:



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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 #68 on: March 03, 2013, 12:14:55 AM »
Vamps declare charges with Corpse Cart (rear) and Zombies (flank).  Both succeed.

Terrorgheist flys 10" to aim a scream at Wizard.



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Magic Phase:

Roll was 4 + 2
Vamps channel 2
Emp channel 0

8 PD to 4 DD  (I made an error and rolled 4 Emp channels rather than 3, elected to let it go as no 6's were rolled.

Quote
[204] 13-03-02 16:59:29 MST - tonijoecatie@comcast.net
4d6
1 + 4 + 2 + 2 = 9

[203] 13-03-02 16:59:24 MST - tonijoecatie@comcast.net
3d6
3 + 6 + 6 = 15

[202] 13-03-02 16:59:18 MST - tonijoecatie@comcast.net
Magic phase, 3 channel VC, 4 channel Emp
2d6
2 + 4 = 6

Vamps sacrifice 2 PD to the Cursed Book, get Soulblight and elect to cast it on Halberdiers.  Empire, dispel option on 9+.


"...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 #69 on: March 05, 2013, 01:38:48 PM »
Vampire turn 3 Recap:

Magic
  • 8 PD vs 4 DD
  • Cursed Book, 2 PD fee for Soulblight on Halberdiers, Empire fails to Dispel with 2 DD.
  • 2 Dice Nehak from Necro Lord, Empire lets it go.  8 Zombies grown, 4 Black Knights resurrected.  Heal Terrorgheist for 1 with Attribute.
  • Vamp Lord fails 6+ Nehak with 2 PD.
  • Necro Lord casts Danse on Corpse Cart, Empire Scrolls it.

Shooting
  • Terrorgheist screamed @ 5 + 2 Wounds remaining, fails to kill Lone Wizard.

Combat
  • Flagellant martyrs himself.
  • Greatswords lose 4 to 5 Remaining Ghouls (30 kill 3, 5 kill 4, go figure), remove Ghouls.  GS reform facing West.
  • Spirit Host kills another Pistolier, crumbles another wound, one remaining.
  • Halberdier Horde vs Everyone.  Pha (-1 to hit Vamps), Soulblight (-1 S/T)
    • Empire makes it's Screaming Banner Fear roll.
    • Corpse Cart Impacts for 3 Str 4 Hits, kills 2 Halberdiers.  2 CR Vamps.
    • Vamp Lord directs 4 attacks at BSB, hits once, BSB makes AS.  Whiffs 2 attaks on Halberdiers.
    • BSB hits 3 Knights, fails to Wound.
    • Knight wiffs, 2 Horses kill a Halberdier. 1 CR Vamps.
    • Halberdier Attacks:
      • 4 attack Zombies in flank, killing 4.  4 CR Empire.
      • 3 attacks + Wizard attack CC, whiff.
      • 8 attacks on Black Knights, 5 Hits, 1 wound, AS made.
      • 9 attacks on Vampire Lord, 4 Hits, 1 wound, failed AS, Vamp takes a wound.  1 CR Empire.
    • Zombie Attacks:
      • Corpse Cart, 8 attacks, 4 at Wizard, 2 hits, 2 wounds.  1 CR Vamps.
      • Corpse Cart, 4 remaining on Halberdiers, 1 hit, 1 wound. 1 CR Vamps.
      • 9 Zombies and Master Necro into Flank, 2 hits, 2 wounds.  2 CR Vamps.
    • Combat Resolution: Empire has 6:  5 Wounds + BSBVampires have 13:  7 Wounds + Charge + Rear (2)+ 3 Ranks.
    • Empire needs re-rollable Insane Courage, fails and flees (4") from the Zombies in the flank, gets caught by both Zombies (12") and CC (8").  Black Knights Hold.

Chronicler, pics incoming:



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"...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 #70 on: March 05, 2013, 02:03:33 PM »
This is a crazy game so far. Don't suppose the spirit host passed a reform test? ld 4 or something?

Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #71 on: March 05, 2013, 02:29:28 PM »
This is a crazy game so far. Don't suppose the spirit host passed a reform test? ld 4 or something?

Rolled a 4, but -1 CR, almost.

Out East:


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Out West:


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« Last Edit: March 05, 2013, 02:54:16 PM by Noght »
"...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 #72 on: March 05, 2013, 06:31:48 PM »
 The vampire lord straightens on his fell steed and roars to the spearmen in bad Reikspeak.

 " Did you see how your glorious leader died, my friends? ah how Sigmar abandoned him this day. He was not worthy to be called an opponent, let alone worthy to carry your faith." 

"Hear me, see me, fear me, your general is dead, his blood invigorates me even as i speak. His standard lays in tatters on the gore soaked ground, and for what? the blood of your comrades surrounds you and the only thing that remains for you this day is death!"

"Hah, but alas, its not death that awaits you. You shall not rest in peace in the company of your loved ones watched over by your foolish god. No you shall join our ranks and become part of that which you seek to destroy, a fitting use for such futile and pathetic creatures."

The vampire points at a spearmen as if to suggest that he is coming for them personally.



Offline Noght

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Re: Tactical Decision Game 5.0: Community Thread
« Reply #73 on: March 06, 2013, 12:48:11 AM »


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Magic:  (Perfect roll)

6 PD to 3 DD

Quote
[268] 13-03-05 17:47:08 MST - tonijoecatie@comcast.net
3d6
2 + 2 + 3 = 7

[267] 13-03-05 17:47:05 MST - tonijoecatie@comcast.net
2d6
4 + 3 = 7

[266] 13-03-05 17:47:00 MST - tonijoecatie@comcast.net
Magic, Emp 2 channel, VC 3 channel.
2d6
3 + 3 = 6

"...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 #74 on: March 06, 2013, 01:43:33 PM »
Empire Turn 4:

Magic
  • 6 PD vs 3 PD
  • 6 Dice Shem's at CC, goes off, VC fails to dispel.  5 S6 Hits, 4 S6 wounds.  Cart destroyed.

Shooting
  • Archer Detachment hits Terrogheist twice, fail to wound.
  • Unit of Archers hit Terrorgheist 6 times, fail to wound.

Combat
  • Spirit Host kills another Pistolier, loses combat by CR and crumbles.



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Vamps are up.  I might just make the simple moves and we'll just make community decisions on Magic.


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