Duvors Posted October 9, 2013 Posted October 9, 2013 (edited) "Again!" Throlar's troops repeat their actions. Edited October 9, 2013 by Lord Duvors Quote
Chromeknight Posted October 9, 2013 Posted October 9, 2013 Do not waver, they cannot hurt you while you use the cover of the building. Battle Order Knights of Patuqun attack Pongcanis spearmen D Knights of Patuqun attack Pongcanis spearmen D (or Pongcanis swordsmen B if Spear D are defeated) Elven Warriors B attack Pongcanis Spearmen C Resistance Spearmen A move southeast Resistance Spearmen B move southeast Resistance Spearmen C attack Pongcanis Swordsmen B Elven Warriors A attack Pongcanis spearmen C (or move northeast if spear C are defeated) Faction Leaders hold (or move northeast if spear C are defeated) Quote
Wedge09 Posted October 10, 2013 Posted October 10, 2013 Elven Warriors B attack Pongcanis Spearmen C. Quote
Chromeknight Posted October 10, 2013 Posted October 10, 2013 Nerwen looked into the sky, trying to judge the time. She knew it was late in the year, saimhann was drawing near. Her hand gripping the staff yearned to strike some of the beasts before them. And she longed to see Lady Calaryl in action also. The Patuqun knight that had joined their party was a might warrior, unmatched by any hero from the hall, and the Duke was surely better and Shawe and the Mistress of the elves equally so. Yet, there were too many foes before them for even such might warriors to do more than scratch the formations before them. Nerwen wondered where all these Pongcanis had come from and whether what they were doing was genocide of a sort. Quote
Brickdoctor Posted October 11, 2013 Author Posted October 11, 2013 Results of Round Seven of the Hunt for the Pongcanae: Knights of Patuqun vs. Pongcanis Spearmen D — Hit ((2*2)-3=1 Damage) Knights of Patuqun vs. Pongcanis Spearmen D — Extra Critical Hit ((2*3*2)-3=9 Damage) Elven Warriors B vs. Pongcanis Spearmen C — Miss Resistance Spearmen A move south-east. Resistance Spearmen B move south-east. Resistance Spearmen C vs. Pongcanis Swordsmen B — Hit (7-2=5 Damage) Elven Warriors A vs. Pongcanis Spearmen C — Miss Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân do nothing. Pongcanis Crossbowmen A do nothing. The Enemies: Pongcanis Swordsmen B Footsoldier *In a Building* Level: 5 Health: 1/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 25 Gold Pongcanis Crossbowmen A Ranged *In a Building* Level: 3 Health: 8/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold Pongcanis Spearmen C Footsoldier *In a Building* Level: 2 Health: 10/10 Defense: 3 4 Passive Special: Footsoldiers gain a +1 Level flanking bonus whenever their target is adjacent to one of their allies. Drops: 20 Gold The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers *Flanking* Power: 6 7 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers Power: 6 Health: 6/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers *Flanking* Power: 6 7 Health: 5/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged Power: 4 Health: 10/10 Defense: 3 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted Power: 2 Health: 9/10 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats Power: 1 Health: 45/45 Defense: 2 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Party leader, choose the order of actions. All combatants, choose your targets for your troops. Also mention if you want to try to move or attempt something else outside the box. Unless otherwise specified, all units can move one hex or attack an enemy in an adjacent hex. Footsoldiers deal double Damage to Ranged units. Ranged units deal double Damage to Mounted units. Mounted units deal double Damage to Footsoldiers. Scouts always take and deal normal Damage. Any city walls cannot be crossed. If you move into a building, you end your turn no matter how many moves you have left, but you receive +1 Defense while in the building. Any diplomats who don't reach the headquarters conscious will no longer support you. Any enemy not targeted will get a Free Action which may or may not be in the form of a Free Hit after everyone has acted. Quote
Chromeknight Posted October 11, 2013 Posted October 11, 2013 The inability of the elves to kill the foe before them concerned Nerwen. Perhaps they were not sufficiently skilled to defend their home. She called loudly, Wipe them out! All of them! Battle Order Knights of Patuqun attack pogswordB Knights of Patuqun attack pogswordB or move SE Elven Warriors B attack pogspearC Resistance Spearmen A attack pogspearC or move SE Resistance Spearmen B move SE Resistance Spearmen C attack pogswordB or move SE Elven Warriors A attack PogspearC or move NE Faction Leaders move SE Feel free to order something different, but we're clearly past the breakpoint of the battle (unless there are lots of Pogs on the other side in the fog letting their mates get slaughtered). Also, Doc, I expect the objective hex is marked but still in fog? It'd be annoying if you hadn't marked it... Quote
Brickdoctor Posted October 11, 2013 Author Posted October 11, 2013 Also, Doc, I expect the objective hex is marked but still in fog? QM Note:Correct. Quote
Sandy Posted October 11, 2013 Posted October 11, 2013 Ellaria's troops continue to move south-east. Quote
Flipz Posted October 11, 2013 Posted October 11, 2013 Arthur's troops also move Southeast. OOC: So, so sorry! I could have sworn I'd already posted, and then I was SUPER sick all day yesterday and didn't think to check. Quote
Brickdoctor Posted October 12, 2013 Author Posted October 12, 2013 QM Note: Elven Warriors A can't move south-east because Resistance Spearmen A moved into that hex upon defeating the Pongcanae. I swapped Elves A and the diplomats in the Order so that Elves A could move south instead. If you want to give me some general actions as far as how you want to approach the buildings remaining under the fog of war and where you want to position your troops, I'll go ahead and run those. (provided you stay outside the crossbow's range, of course, otherwise I'd have to do strict Rounds.) Results of Round Eight of the Hunt for the Pongcanae: Knights of Patuqun vs. Pongcanis Swordsmen B — Critical Hit ((2*2*2)-2=6 Damage) Knights of Patuqun vs. Pongcanis Swordsmen B move south-east. Elven Warriors B vs. Pongcanis Spearmen C — Extra Critical Hit ((4*3)-4=8 Damage) Resistance Spearmen A vs. Pongcanis Spearmen C — Critical Hit ((7*2)-4=10 Damage) Resistance Spearmen B move south-east. Resistance Spearmen C vs. Pongcanis Swordsmen B move south-east. Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân move south-east. Elven Warriors A vs. Pongcanis Spearmen C move south. Pongcanis Crossbows A do nothing. The Enemies: Pongcanis Crossbowmen A Ranged *In a Building* Level: 3 Health: 8/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers Power: 6 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers Power: 6 Health: 6/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers Power: 6 Health: 5/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged Power: 4 Health: 10/10 Defense: 3 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted Power: 2 Health: 9/10 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats Power: 1 Health: 45/45 Defense: 2 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Party leader, choose the order of actions. All combatants, choose your targets for your troops. Also mention if you want to try to move or attempt something else outside the box. Unless otherwise specified, all units can move one hex or attack an enemy in an adjacent hex. Footsoldiers deal double Damage to Ranged units. Ranged units deal double Damage to Mounted units. Mounted units deal double Damage to Footsoldiers. Scouts always take and deal normal Damage. Any city walls cannot be crossed. If you move into a building, you end your turn no matter how many moves you have left, but you receive +1 Defense while in the building. Any diplomats who don't reach the headquarters conscious will no longer support you. Any enemy not targeted will get a Free Action which may or may not be in the form of a Free Hit after everyone has acted. Quote
Sandy Posted October 12, 2013 Posted October 12, 2013 OoC: I didn't order an attack on the Pongcanis, but wanted to move south-east... Quote
Chromeknight Posted October 12, 2013 Posted October 12, 2013 Spearmen, form up in the green space in the middle of the buildings. The elves will take out that crossbow unit. Sirs, My lady, if you would move up with the spearmen, they will keep you safe from any other enemies. Quote
Wedge09 Posted October 12, 2013 Posted October 12, 2013 (edited) Elven Warriors B moves forward. Sorry for being so distracted but this is a busy time for me, sorry again Edited October 12, 2013 by Wedge09 Quote
Duvors Posted October 12, 2013 Posted October 12, 2013 Elven Warriors B attack Crossbow poncvanis B. (OCC;Wedge, you have to be within two hexes of the enemy to do that.) Quote
Flipz Posted October 13, 2013 Posted October 13, 2013 OOC: Eh, better the way it worked out, Sandy. Also, sorry everyone for not being around, I'm still CRAZY sick and barely coherent. "The Elves should move into the building, directly South and Southeast of where I am. From there, they're completely untouchable by the enemy's crossbows, but can attack the enemy crossbowmen at will until they are dead." "My troops, and the rest of the Resistance troops, should move as far due East of my troops' current position as possible, until we spot enemy combatants--staying out of range of the enemy Crossbowmen at all costs. The Knights should move five units South of my troops' current position, and should copy the 'move due East as possible' strategy from that point." "For ease of coordination, the Elves should be the last to move into position, so that our troops can scout out more of the area without having to wait for reports on combat engagements." Quote
Chromeknight Posted October 13, 2013 Posted October 13, 2013 QM Note: If you want to give me some general actions as far as how you want to approach the buildings remaining under the fog of war and where you want to position your troops, I'll go ahead and run those. (provided you stay outside the crossbow's range, of course, otherwise I'd have to do strict Rounds.) Arthur, Nerwen called across the compound, the knights should circle around from where they are rather than coming this way. Knights of Patuqun SE+NE, pause, pause, NE+SE Elven warriors A NE, NE, NE, SE (stop for within range if crossbows, stop in building) Elven Warriors B (Alexander) SE, NE, NE, SE (stop for within range if crossbows, stop in building) Resistance Spearmen A (Ellaria) N, NE, pause, SE Resistance Spearmen B (Arthur) NE, pause, pause, pause Resistance Spearmen C (Throlar) pause, pause, pause, SE Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (Nerwen) pause, pause, N, NE Ellaria, you will spend a period of time next to Throlar's unit. Could your roots of life restore some health to them all? There is nothing to fear from enemies attacking, it would be just like healing outside of combat, you could concentrate fully on it. Arthur, you have some time where your unit is not moving, could you try some of that deceptive light magic? See if you can sneak a little closer and find out how many more of them there are? Or use your telescope and magic compass if you have to. Boomingham, I expect the Paragon, Sir Kadarphazân is with you. Perhaps you might question him more closely about his job traits. Especially Command and Aura of honour which I expect would apply to your unit at the very least. Four rounds. I also believe that, with pauses, no one occupies the same square at the same time. Quote
Flipz Posted October 13, 2013 Posted October 13, 2013 Arthur's troops follow their new orders. Also, Doc, consider an action from Chrome to be an action from me--I have no idea if I'll be able to get online again. Arthur himself, during the phases in which his troops are pausing, uses his Magic Compass to locate which hex Indiacca is in, then uses his Telescope to examine that hex and the hex Northeast of Pongcanis Crossbowmen A. Quote
Sandy Posted October 13, 2013 Posted October 13, 2013 OOC: Eh, better the way it worked out, Sandy. OoC: But that wasn't my action. I wanted to move south-east with your troops to keep the flanking bonus as we investigated further. Now I killed an enemy that was surrounded by two other troops, and effectively blocked their path. Ellaria keeps moving her troops south-east. Quote
Chromeknight Posted October 13, 2013 Posted October 13, 2013 Ellaria! You can go that way, you're in charge of your troops, but beware of the crossbowmen in that direction. I have given suggested orders for an extended timeframe, what will you do next after you move that way? I suggested earlier that your unit take on the Pongcanis spearmen as your spearmen are stronger in a close up fight than the elven units. I believe we are close to ending the Pongcanis threat, do exercise caution. Also Sandy, what do the paragon job traits command/i] and aura of honour do? Quote
Zepher Posted October 13, 2013 Posted October 13, 2013 "Well, assuming of course that the second Pongcanis force is anything like the first, I think we'll probably be a-okay." Boomingham waves his troops forward, taking them south east and then north east from there. "You heard the lovely lady. I want a report from you fellows. I asked for it before, but the battle started so I let it slide. Tell me a little bit about yourselves. It's unfair for me to lead men I don't know into battle." Quote
Brickdoctor Posted October 14, 2013 Author Posted October 14, 2013 QM Note: Ah, my bad, sorry, Sandy. Although in regards to the movement, if you don't attack, then Elven Warriors A have to attack instead of moving, and they're not powerful enough to kill the Pogs in one hit, so instead of the situation you have now, you'd just have your troops a little farther south-east and the Pogs still alive, and it'd take longer to maneuver into position even without your blocking CK's men. In any case, I'm going to auto-move a bunch of troops now, so it doesn't really matter. Sorry, again! Quote
Brickdoctor Posted October 14, 2013 Author Posted October 14, 2013 "It looks like we have them surrounded." "We've run up against the city wall; there aren't any more of the beasts here." "There's the commander of the guards, with crossbows waiting. Lord Feraev, Lady Nerwen, shoot them down!" The Enemies: Pongcanis Commanders Footsoldiers *In a Building* Level: 5 Health: 10/10 Defense: 3 4 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: 50 Gold Pongcanis Crossbowmen A Ranged *In a Building* Level: 3 Health: 8/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold Pongcanis Crossbowmen B Ranged *In a Building* Level: 3 Health: 10/10 Defense: 1 2 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Drops: 30 Gold The Alliance to Restore R'kilf: Resistance Spearmen A (commanded by Sandy) Footsoldiers *In a Building* Power: 6 Health: 10/10 Defense: 1 2 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen B (commanded by Flipz) Footsoldiers Power: 6 Health: 6/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Resistance Spearmen C (commanded by Lord Duvors) Footsoldiers Power: 6 Health: 5/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Elven Warriors A (commanded by Chromeknight) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Elven Warriors B (commanded by Wedge09) Ranged *In a Building* Power: 4 Health: 10/10 Defense: 3 4 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away, they cannot take Damage. Knights of Patuqun (commanded by Zepher) Mounted Power: 2 Health: 9/10 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Sir Isaac Shawe, Lady Calaryl, and Duke Bârbêthân (commanded by Chromeknight) Diplomats Power: 1 Health: 45/45 Defense: 2 Passive Special: Diplomats must reach the objective without being Knocked Out, or their armies will disband. Below 30 HP, control of the Knights of Patuqun will be lost, below 15 HP, control of the elves will be lost, and at 0 HP, control of the resistance soldiers will be lost. Party leader, choose the order of actions. All combatants, choose your targets for your troops. Also mention if you want to try to move or attempt something else outside the box. Unless otherwise specified, all units can move one hex or attack an enemy in an adjacent hex. Footsoldiers deal double Damage to Ranged units. Ranged units deal double Damage to Mounted units. Mounted units deal double Damage to Footsoldiers. Scouts always take and deal normal Damage. Any city walls cannot be crossed. If you move into a building, you end your turn no matter how many moves you have left, but you receive +1 Defense while in the building. Any diplomats who don't reach the headquarters conscious will no longer support you. Any enemy not targeted will get a Free Action which may or may not be in the form of a Free Hit after everyone has acted. Quote
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