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Poll

What should the limit of players be?

Eight is the perfect number! It's one more than seven, the number of dwarves we start with! Do Eight!
- 0 (0%)
Ten is the perfect number! It is psychologically satisfying to my decimal system love! Do ten!
- 0 (0%)
Four is the perfect number! That's how many times a dwarf drinks a year. Do Four!
- 0 (0%)
Six is the perfect number! It's the number of units we start with!
- 0 (0%)

Total Members Voted: 0

Voting closed: October 07, 2012, 05:59:46 pm


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Author Topic: Fantasy Tactical Warfare V.1.0 [Max's Ascension] COMPLETE!  (Read 4781 times)

Nerjin

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Fantasy Tactical Warfare V.1.0 [Max's Ascension] COMPLETE!
« on: October 03, 2012, 05:18:32 pm »

I'd like to test out a Medieval Fantasy Tactical game. It's a little rough since this is it's first test phase. Anyway the rules are

Spoiler (click to show/hide)

Turn List: [5/5]
Tsuchigumo550: 5 Warriors, 2 Archers, 1 Cleric Killed by Warlord Grek
Grek: 8 Warriors
Elfeater: 4 Warriors, 2 Archers, 2 Clerics
evilcherry: 4 Warriors, 3 Mage, 1 Cleric Killed by Warlord Grek
GreatWyrmGold: 4 Warriors, 2 Archers, 1 Mage, 1 Cleric
Maxinum McDreich: 4 Warriors, 2 Archers, 2 Clerics
« Last Edit: October 29, 2012, 07:14:34 pm by Nerjin »
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GreatWyrmGold

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Re: Fantasy Tactical Warfare - Test One
« Reply #1 on: October 03, 2012, 05:29:25 pm »

I'll give this game a shot. Give me three four warriors, two archers, a mage, and a pair of cleric.
« Last Edit: October 03, 2012, 05:31:11 pm by GreatWyrmGold »
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Nerjin

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Re: Fantasy Tactical Warfare - Test One
« Reply #2 on: October 03, 2012, 07:02:44 pm »

I'm thinking of limiting the first test to about 4-6 people. What do you think?
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Elfeater

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Re: Fantasy Tactical Warfare - Test One
« Reply #3 on: October 03, 2012, 07:05:11 pm »

Four Warriors 2 archers 2 clerics
Four to six sounds good
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Grek

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Re: Fantasy Tactical Warfare - Test One [2/4-6]
« Reply #4 on: October 03, 2012, 07:59:05 pm »

Sign me up for 8 warriors. No magic, no bows, axes for the win.
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Tsuchigumo550

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Re: Fantasy Tactical Warfare - Test One [2/4-6]
« Reply #5 on: October 03, 2012, 09:17:25 pm »

Two archers one cleric and 5 warriors.

START EVERY BATTLE WITH THE SCREAMING OF EXPLETIVES
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
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Nerjin

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Re: Fantasy Tactical Warfare - Test One [Started]
« Reply #6 on: October 04, 2012, 04:15:42 am »

Okay well we'll start either later today or tomorrow depending on how much time I get for flavor. Existing players feel free to PM me your actions now.
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evilcherry

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1 warrior, 3 archers, 3 Mages, 1 Cleric
« Last Edit: October 04, 2012, 04:33:22 am by evilcherry »
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Nerjin

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Army Composition: Each army can have a maximum of 8 units. No more than 4 can be Arcane/Ranged.

1 warrior, 3 archers, 3 Mages, 1 Cleric

1 Melee, 3 range, 4 arcane. Can't do that mate. That puts you 3 over the arcane+range limit.
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evilcherry

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Army Composition: Each army can have a maximum of 8 units. No more than 4 can be Arcane/Ranged.

1 warrior, 3 archers, 3 Mages, 1 Cleric

1 Melee, 3 range, 4 arcane. Can't do that mate. That puts you 3 over the arcane+range limit.
Scrap Rangers to be Warriors then.

Nerjin

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Re: Fantasy Tactical Warfare - Test One [Started [Still Possible to join 5/6]]
« Reply #10 on: October 04, 2012, 11:38:21 am »

The five lords stare across the fertile fields of “Centria” a land long rumored to hold the secrets of immortality. For centuries the five great nations have held an uneasy peace as they have searched for the secrets. Then one day it was found.

The great nations all moved to claim Centria for themselves. The land, long empty of humans, grew more and more lush as they neared the center. Each lord approached with their armies, more than prepared to kill for what they wanted.

From the rich lands of Wyrmadon. Lord GreatWyrmGold lead his shining army towards his destination, the golden symbol of power, a large dragon, flashing in the sun.

From the south-east marched the Dwarvern armies of one whose true name had long been lost to time and madness. His subjects knew him only as Elfeater. His desire for the secrets of immortality, it is said, stemmed from his jealousy of the long living elves. With it he would eventually become strong enough to destroy every last one of them.
From the North traveled the Nomadic Barbarian tribes of Grek the Bloodthirsty. Their savage battle-axes thirsting for blood. It has been said that Grek did not truly seek out immortality, but rather the glory of a long prophesized battle that is said to determine the fate of the world.

The Eastern Warlord Tsuchigumo, the 550th lord of his bloodline, led his army forward from the great plains. Fierce stories of his bravery in battle have pervaded every land throughout the known world. It has been said that he once wrestled two full grown elephants into submission without being harmed in the slightest.

Lastly, the Great Wizard evilcherry led his apprentices and assorted body-guards from his secluded study in the Deep Mountains. Their power in the offensive magics has no equal. Long ago, it is said, evilcherry was the one who actually developed the “Secrets of Immortality” and now he is fighting to prevent another from gaining a power that has long belonged soley to him.
One last wind blows across the plains as the assembled lords pick out their targets. Finally, in a single instant, peace is shattered as the lords lead their armies into battle!

[Okay now onto the mechanical stuff]
[Turn order: Tsuchigumo550, Grek, Elfeater, evilcherry, GreatWyrmGold]
[Alright kiddos, once everyone has PM’d me their action the second turn will start.]
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Nerjin

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Re: Fantasy Tactical Warfare - Test One [In Progress: Turn One]
« Reply #11 on: October 04, 2012, 05:51:56 pm »

Okay this bears mention, there is no map currently. Currently the game plays sort of like a pokemon or similar turn based RPG. However since we've just barely started I'm thinking a map may be a good idea. So I'm curious: Would this game be more enjoyable as is or with a map where your people must move around?
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GreatWyrmGold

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Re: Fantasy Tactical Warfare - Test One [In Progress: Turn One]
« Reply #12 on: October 04, 2012, 06:01:41 pm »

It's simpler as-is, but more detailed and potentially interesting/neat/strategy-based with a map. Your choice. Bear in mind that movement speeds, ranges, and likely an area for the mage's flare spell would be needed.
Of course, with a map, you could add in units that, say, have a powerful, short-range attack and move fast but are fragile and need to closely approach enemies, or a faster but flimsier cleric.
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Tsuchigumo550

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Re: Fantasy Tactical Warfare - Test One [In Progress: Turn One]
« Reply #13 on: October 04, 2012, 06:09:01 pm »

I'd say do a map but for zones of control.

Basically, you have to inhabit the same spot to fight, and there are six spots: one nearest each player and the center. You can move your army to a new area once per turn to an adjacent area, and for the first turn, we'd arrive in the spots closest to our proposed starting location.

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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Nerjin

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Re: Fantasy Tactical Warfare - Test One [In Progress: Turn One]
« Reply #14 on: October 04, 2012, 06:17:59 pm »

So... Something like this is what you're suggesting?

                                                               - T -
                     E - e
                     W - G
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