Tactical Decision Game 2.2: Magic, Magic, Magic
***Note- read the following thread to follow along with the Tactical Decision Game 2 storyline:
--Tactical Decision Game 2.0: The Beginning
--Tactical Decision Game 2.1: Strategy & Deployment
-------------------------------------Tactical Decision Games are a fun way to think through tough situations that Empire Generals face. It is all about making tough decisions in tough situations… so the next time you face similar situations- you are ready for them! Check out
Tactical Decision Game 1: Empire versus the Ogrebus if you haven’t seen it yet to get an idea of what a TDG is all out.
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For the rest of the TDG, we are going to refer to the DE General as “Dreadlord.”
Empire gets the first turn! I will work through one team and then the next.
Team Blue Turn OneTeam B fires up the boiler’s in both its STanks- they each generate 4 Steam Points with no issues.
No charges.
STank 2 moves first on 3 dice…but only gets a total of 6! It fails to make the hill.
STank 1 moves next and easily crests the hill, its cannon staring down the Hydra.
Otherwise, the Reiksguard reform and move to support the tanks against the Executioners and the Captasus lands on the edge of the hill to support the right flank.
The Archer diverters move up and the ‘Nilla Knights move back.Team Green Turn One
The Steam Tank fires up the boiler and has no issues.
No charges.
The Steam Tank spends 1 Steam Point to face the Hydra and rumble 2” towards it.
Team Green forces on the west flank and center all align together, while the east flank Knights each move forward to put pressure on the Shades.
TDG 2.2 DecisionsTDG 2.2 Is going to be split up into 2 sets of decisions:
one, what Empire does with its Power Dice in its magic phase; and two, what Empire does with its Dispel Dice in Dreadlord’s magic phase.Empire Magic PhaseEmpire rolled a 3 and a 1 for Power Dice plus 1 channeled. Seal of Grond gives the DE player +1 DD.
That gives you 5 Power Dice to Dreadlord’s 4 Dispel Dice.
What spells do you want to cast, in what order, with how many dice? Why?Team Blue Considerations
--Available spells: Wyssan’s Wildform, Flock of Doom, Curse of Anraheir, Savage Beasts of Horrors
--Your Beast Mage is 34.5 inches away from the Warrior Block with the Death Mage. You are safely out of Spirit Leech range for one turn but can still toss an unboosted 36” range Curse on the unit.
--The Executioners will require a boosted version of the Curse spell (up to 72”)
--A Flock of Doom MM against the Shades will require a boosted version of the spell.
Team Green Considerations
--Available spells: Iceshard, Harmonic Convergeance, Urannon’s T-Bolt, Comet of Cassandra
--Nothing in 24” range, everything can be hit with 48” range.
Counting up the VotesI will calculate the votes for spells like I did in the first TDG:
The spell listed first most often by Team members will be cast first. The amount of dice used will also be whatever the majority list for that spell.
I will then search for the second most popular spell and dice amount and attempt to cast that next.
I will keep working through dice until your Team is out.
I may ask for another round of voting after a spell is cast if figuring out the next spell in line is difficult.
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Remember- vote using your Team's Blue and Green colors!