((I started this thread all the way back in February, and it's only on turn 20?!?
Let's end this before it hits the four month mark.
I've decided that minions set to guard should use their own combat rating and half of their controller's, rounded down. Sorry for changing the rules partway through, but otherwise IronyOwl would be completely unstoppable and I should have done this earlier but now I've been reminded of being bad at balancing and I just want everyone to have fun and WHY AREN'T YOU HAVING ENOUGH FUN YET? This is all your fault, yes.))
Tiruin:{6} - The elvin aeromancer activates his amulet, which, fortunately, was about to finish charging. It overheats, but works, and he quickly grabs the sword and begins the incantations to create an air elemental. He creates a small yet powerful self-controlling tornado, which shall use sand moving at high speeds to inflict heavy injuries.
Tiruin feels himself unable to control a second minion.
Mcclay:{4}+4 vs {1}+1 - Mcclay realizes that the golemmancer is probably afraid of failure, and sends hollow failure monsters at him. His golem gets in the way, but the fears heavily damage it.
IronyOwl:{4} - IronyOwl absorbs the knowledge of Phobiamancy from his golem, and becomes much scarier.
{6}+1 vs {1}+2
{2} vs {2}+2
{2} vs {6}+2
Difference of six: Counterattack! {3}+4 vs {1}
The golems charge the enemy. The glass golem gets a heavy blow in, but the Two-Halflings-and-a-half golem is completely destroyed by a counterattack.
IronyOwl now has enough free mana to summon another golem. His Hulking Sand Golem may use the free mana to heal slightly, without affecting the other golems. [As a free action, this will happen automatically while there are empty golem slots.]
7/8 HP
Race: Stitched One
Skills:
Golemmancy IV, 10/15 XP
Phobiamancy III, 6/10 XP
Inventory: Clothes, some gold.
Buffs: Sand Powered Armor, 3/3 HP, +1 strength, regeneration 1.
Minions:
Gravelmud golem, 4/4 HP.
Hulking sand golem, 2/9 HP, -1 combat, regenerates(3) by debuffing other golems. [May debuff unused golem slots.]
Bladed glass golem, 4/6 HP, +2 combat. If it strikes, +2 damage and -1 HP to self.
5/10 HP
Race: Jägermonster
Skills: Phobiamancy IV, 13/15 XP
Pyromancy III, 8/10 XP
Chronomancy IV 12/15 XP
Necromancy III 9/10 XP
Fencing I 2/3 XP
Traits: Regeneration I
Inventory: Concealing robes, some gold
8/8 HP
Race: Sylvan Elf
Skills: Aeromancy IV, 10/15 XP
Spells: Weapon of Air(2), Passive Levitation(3), Projectile Ward(3)
Inventory: Clothes, Staff of Protection[3HP]
Amulet of temporal distortion [0/8] [Hot, needs +1 turn to charge]. Can only be used when fully charged, grants +1 action when used.
Silver shortsword +2
Other:Sand defences [1/2 HP]
Minions:
Air Elemental, 5/5 HP, +2 combat