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Author Topic: Tactical Decision Game 2.4: The Plot Thickens  (Read 15090 times)

Offline MrAbyssal

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Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #175 on: September 27, 2012, 11:01:00 PM »
All sounds good so far. Sorry I haven't had much input. Sometimes it sucks being in a time zone so far ahead of people.

We can probably try and hit the Shades with the killer budgies, but then we'll probably want Wyssan's on the ICK and probably Savage Beast as well so we probably won't have the PD.

Stank can't really do anything except plough through the Harpies but we might get lucky enough to get in on the last turn. Reiksguard will probably need to cut through the forest. Kn2 can move to hit the Shades on the last turn as well.
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 Fandir Nightshade

  • Posts: 10067
Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #176 on: September 27, 2012, 11:09:03 PM »
Hmmm lets wait and see how the move goes and then think about magic I would like the Grandmaster with 7 attacks with the runefang!

 ::heretic:: ::heretic:: ::heretic::

Offline Harshey

  • Posts: 161
Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #177 on: September 27, 2012, 11:41:29 PM »
Stupid hydra. How did we not get any wounds on it before entering combat? We needed one cannonball to hurt it.

Couple of questions:
1. Did the executioners make their fear check?
2. Will the arcane ruins create. -2 penalty to shoot through? I'm assuming yes.
3. Can the vanillan knights charge into the hydra? I'm thinking no.

Thoughts for our next turn:
Steam points: let's go big (5) and hope we either blow up so the HBVGs can get the executioners down into single digits, or we once take one wound and put a serious Hurt on the executioners.

Charges:
If the stank lives through it's steam point phase and has 5 or more steam points, I think we should charge the last Demi into the rear. With that many steam points, we should be able to cut the number of executioners down to 10. They'd still be steadfast, but would lose combat pretty badly and if they fail their test we can catch them (unlikely).

If the stank loses a bunch of steam points or explodes, we let the HBVGs shoot them and keep the Demis where they are.

Other units charge the chaff in front of them.

Vanilla knights: move full speed past the hydra towards the spearman.

After combat, I think we'll want to overrun with anything we can.

Offline Holy Hand Grenade

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Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #178 on: September 28, 2012, 12:07:50 AM »
Stupid hydra. How did we not get any wounds on it before entering combat? We needed one cannonball to hurt it.

Couple of questions:
1. Did the executioners make their fear check?
2. Will the arcane ruins create. -2 penalty to shoot through? I'm assuming yes.
3. Can the vanillan knights charge into the hydra? I'm thinking no.

1.  Yes.
2.  Yes.
3.  No.


 :::cheers:::
HHG
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

Offline Harshey

  • Posts: 161
Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #179 on: September 28, 2012, 12:33:35 AM »
Thanks!

Offline Holy Hand Grenade

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Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #180 on: September 28, 2012, 02:26:56 AM »
TDG 2.5: Die Hard  is up and posted.

See ya over there!   :wink:

HHG
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

Offline Calisson

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Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #181 on: September 28, 2012, 08:17:59 AM »
Combat Versus Team BlueShades attack Archers.  5 hits, 3 wounds.  No hits back.  They run 4.  Get chased down  at 11.”  The Cannon crew and the Archers both make their Panic tests.
Why in the world did the Shades pursue, rather than reform and face the cannon?

Offline Fandir Nightshade

  • Posts: 10067
Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #182 on: September 28, 2012, 08:22:00 AM »

*shrug*

Maybe they failed a leadership test....maybe they wanted to make certain the remaining archers die die die.....maybe he didnīt think about it or thought hatred worked like frenzy forcing an overrun.



Offline Holy Hand Grenade

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Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #183 on: September 28, 2012, 11:00:26 AM »

*shrug*

Maybe they failed a leadership test....

This. 

Shit happens.   :unsure:

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

Offline Fandir Nightshade

  • Posts: 10067
Re: Tactical Decision Game 2.4: The Plot Thickens
« Reply #184 on: September 28, 2012, 11:09:24 AM »
HA! what I am saying forcing as many rolls as possible will lead to some failure eventually....stacking the cards guys...stacking the cards.