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Author Topic: Tactical Decision Game 2.2: Magic, Magic, Magic!  (Read 20279 times)

Offline Grazhnakk

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #50 on: September 20, 2012, 03:57:15 PM »

Use the dispel die. 1 die against any success that comes after the PoD means squat, chances are the level 4 sorc will have enough dice to beat whatever we do.

I agree that we should threaten the shades. Don't discount the dark riders though - they definitely can hurt the small knight unit - the most dangerous thing for our plan they can do is charge! It'll hold us up for a turn or more, which is something we can't afford to do - that big sorceress is scary!

Stanks vs executioners should be a good matchup. Look forward to seeing that.

Offline mottdon

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #51 on: September 20, 2012, 04:13:31 PM »
First of all, good job so far Team Blue and sorry for my absence.
I agree with fandir in keeping the die IF the death-witch is in range of anything. Otherwise I'm thinking go for it. 1/6 chance of more or less closing down this magic phase is OK.

+1 to this.

Offline Holy Hand Grenade

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #52 on: September 20, 2012, 04:26:13 PM »
Answering the MAGIC phase questions first:

Quote
--The Metal mage can range your left vanilla Knights, STank, and ICK with Searing Doom
Assuming within Spirit Leech long range also?  If so, let POD through, save the dice for lvl 2 , scroll Searing.?

Yes, the Death Mage can target anything from the Kn1 to the Reikguard.

First of all, good job so far Team Blue and sorry for my absence.
I agree with fandir in keeping the die IF the death-witch is in range of anything. Otherwise I'm thinking go for it. 1/6 chance of more or less closing down this magic phase is OK.


Yes, the Death Mage can reach AD2, ICK, and Kn2.

For future reference-  the large squares are 12" by 12."  That should give you a rough estimation of distances.

----------------------------------

Now for the non-magic related questions (I know, you guys just can't help but think about the next step!):


Official Update Version 1.5; p. 7

Q: Does a Random Move count as a ‘normal’ move for triggering a Dangerous Terrain test? (p74)
A: Yes, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type

What this means is that the STank is not normally going to take Dangerous Terrain tests when it moves.  However, if it comes into contact with an enemy unit during that move, it counts as charging, and all the normal charging rules apply.  BRB page 74.  Therefore, if the STank went through Dangerous Terrain on the way there, it will have to take a test. 

In your case, both STanks will have to take DT tests if they head the Executioner's way AND make contact.

Am I correct that the right hill blocks LOS so our knights don't have the ability to charge his diverters this turn?  That's unfortunate :(

Yes.  Both the Shades and the Harpies are hidden from view and cannot be charged by the Demis or the Knights because of the hill.

Charge range to Hydra with Reiksguard?

It is 19" from the Reiksguard to the Hydra.  You will need a 12 on 2d6 to make it.
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 SevenSins

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #53 on: September 20, 2012, 04:50:57 PM »
Go for the one dice dispel.

Concerning Stanks and executioners run both in (I never have much luck with Stank movement, and this unluck might be contagious)

Offline Friar Metick

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #54 on: September 20, 2012, 09:06:41 PM »

Quote
--The Metal mage can range your left vanilla Knights, STank, and ICK with Searing Doom

I assume impassable ruins is not blocking los to the STank then?

Agree let POD through, save the DD for lvl 2, let's see who and  how bad he hits us with metal before making a decision on scrolling something. Low winds of magic rolls by Delves is not good when they have the stabby dagger.  :icon_frown:
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Offline Holy Hand Grenade

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #55 on: September 20, 2012, 09:43:14 PM »
***Update***

On the Powers of Darkness spell attempt by the Lvl 4 Metal Sorceress:

Team Blue goes for the Dispel.  On 1 die they roll a 4+4=8.  Not enough.

Team Green lets the spell go.

The damn evil witch generates 4 dice on her PoD roll.

The Metal Sorc picks up 2 of the dice and casts a Plague of Rust on Steam Tank 1 on the hill.  She gets 8+4+1=13.

Let it go, Team Blue....or Scroll it?



The Metal Sorc picks up 2 of the dice and casts a Plague of Rust on your ICK.  She gets 10+4+1=15.

Let it go, Team Green....or Scroll it?



---------------------------------

I am going to move fairly fast through these spell choices.  Make sure you are checking the forum often so you don't miss out!

 :::cheers:::
HHG
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 George

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #56 on: September 20, 2012, 10:18:46 PM »
let it go...losing a point of AS hurts, but doesn't do much at this point.....i.e. there are far worse spells coming in our future.
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Offline MrAbyssal

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #57 on: September 20, 2012, 11:03:44 PM »
let it go...losing a point of AS hurts, but doesn't do much at this point.....i.e. there are far worse spells coming in our future.

I'll agree with this. Pity I missed the vote on dispel as I would have voted to leave it (though I haven't counted votes so probably wouldn't have mattered.

With any luck she blow her self up.
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 Holy Hand Grenade

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #58 on: September 20, 2012, 11:07:30 PM »
With any luck she blow her self up.

I don't know why but I found this really humorous.

Think of all the evils thoughts and hope for failure that we send our opponents on almost every roll!   :evil:
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 Friar Metick

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #59 on: September 20, 2012, 11:18:23 PM »
Let it go.
Blessed be those who game.

Friar Metick

Offline Harshey

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #60 on: September 21, 2012, 12:22:38 AM »
let plague of rust go through. We knew they can get it off once, maybe even twice and we'll be ok.

Offline Holy Hand Grenade

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #61 on: September 21, 2012, 12:26:50 AM »
***Update***

I pretty much figured everyone would let the Plagues O Rust go through.  Not going to belabor the point since everyone so far is agreeing.

The sparsely-clad evil she-witch picks up the other 2 dice she channeled and casts:

Versus Team Blue
A boosted Enchanted Blades of Aiban on the Executioners.  She gets 9+4+1=14.  She Sac Dagger a Warrior for +5.  Spell goes off on 19.

Let it go....or Dispel?



Versus Team Green
A Searing Doom on the left Vanilla Knights.  She gets 10+4+1=15.

Let it go...or Dispel?


Along the same lines, if I get a bunch of "let it go" from each team, we will move on yet again.
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 Harshey

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #62 on: September 21, 2012, 12:39:27 AM »
bring the pain

Offline Harshey

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #63 on: September 21, 2012, 12:40:25 AM »
Bring the pain

Offline Noght

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #64 on: September 21, 2012, 12:41:19 AM »
How many PD left?  Sorry, lost track.
"...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 2.2: Magic, Magic, Magic!
« Reply #65 on: September 21, 2012, 12:44:54 AM »
How many PD left?  Sorry, lost track.

1 left from the original Winds O Magic roll.
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 2.2: Magic, Magic, Magic!
« Reply #66 on: September 21, 2012, 12:50:33 AM »
How many PD left?  Sorry, lost track.

1 left from the original Winds O Magic roll.

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

Offline Friar Metick

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #67 on: September 21, 2012, 12:50:48 AM »
Blessed be those who game.

Friar Metick

Offline Holy Hand Grenade

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #68 on: September 21, 2012, 12:54:38 AM »
Bring the pain
ditto

 :biggriin:

Once I get some blue text saying "bring the pain!" we will move on.
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 Harshey

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #69 on: September 21, 2012, 12:56:46 AM »
I can help with that... :icon_evil:



"Let it through."


Offline zifnab0

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #70 on: September 21, 2012, 01:01:39 AM »
Not great, but not worth a scroll.

Let it go.
« Last Edit: September 21, 2012, 01:42:30 AM by zifnab0 »

Offline Empire - Ulric

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #71 on: September 21, 2012, 01:07:56 AM »
Bring the pain.

The plague of rust going through hurt. It means the warriors can actually negate our armor save to a 3+ now

Offline Noght

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #72 on: September 21, 2012, 01:18:35 AM »
Bring the pain.

The plague of rust going through hurt. It means the warriors can actually negate our armor save to a 3+ now


So who's going to fight the Warriors?  :icon_smile:
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline George

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #73 on: September 21, 2012, 01:38:09 AM »
don't have my book handy....what's the spell do?
though I suspect my answer will still be....

"bring the pain"

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Offline Holy Hand Grenade

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Re: Tactical Decision Game 2.2: Magic, Magic, Magic!
« Reply #74 on: September 21, 2012, 01:41:24 AM »
don't have my book handy....what's the spell do?
though I suspect my answer will still be....

"bring the pain"


 :-)  Enchanted Blades of Aiban:  a buff granting +1 to hit, AP, magical attacks.
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

HHG's TDG/TEG Dice Tracker