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Which feature are you looking forward to most for future versions?

Hand Crafted Maps!
- 1 (14.3%)
No more Hasting Bezerkers!
- 1 (14.3%)
All these new units!
- 2 (28.6%)
More Game-Modes!
- 2 (28.6%)
I love everything equally!
- 1 (14.3%)
I hate it all... V.2.0 was the best.
- 0 (0%)

Total Members Voted: 7


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Author Topic: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]  (Read 19306 times)

zomara0292

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #120 on: October 27, 2012, 07:43:58 am »

And a Rogue unit that detects and can disarm traps?
Wait, both of those would create situations in which everyone knows about traps...
Not necessarily. If we go back to the old way of telling the gm our turns, pming him, he can make curtain actions. . . . hidden from public view.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #121 on: October 27, 2012, 07:55:41 am »

And a Rogue unit that detects and can disarm traps?
Wait, both of those would create situations in which everyone knows about traps...
Not necessarily. If we go back to the old way of telling the gm our turns, pming him, he can make curtain actions. . . . hidden from public view.
True.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #122 on: October 27, 2012, 08:01:14 am »

Hm... Well that's one way to go about it. I suppose the Rogue unit could both lay traps and sense them within a large aura [2 spaces out instead of just one] and I'd PM you that information and if you wanted to lay a trap I'd let you do so.

[1]Dungeoneer[Aura:2] This unit can sense traps and does not trigger them when moving over one. You will not be informed what trap it is.
[2]Trapper: This unit can move as normal when using this ability however the first space they touch is now trapped. No more than 3 traps can be laid by a player at any time. The trap laid is random. You will be informed as to what trap it is.

What this would mean is that by activating the Trapper ability the could move from A1 to A3 and in doing so trap A2.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #123 on: October 27, 2012, 08:21:49 am »

Sounds good!
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #124 on: October 27, 2012, 09:41:39 am »

Here is the complete [current] Changelog for Version 3. Feel free to make suggestions, nerf ideas, buff ideas, terrain additions, more traps etc. etc.


Signing up: To sign up pick up to 8 units and a color for your unit tokens.
Starting position: There will be several locations where units can start. When you sign up and the map is created you will be assigned one of these positions. Where your unit starts at in this area is up to you.
Objective: The objective of this game is to be the last player with a standing army. To this end you must select and army and use it to eliminate all competition.
Army Composition: Each army can have a maximum of 8 units. No more than 4 can be Arcane/Ranged.
Turn order: At the start of the game I will roll dice for each player. This will determine what order players armies will act.
Movement vs Attack: A unit can either move or use abilities on its turn. It can not do both. Attacking regularly is considered an ability.
Actions: In order to take your turn you must post it in the forum. This is to encourage more talk about the game.
Spoiler: Terrain (click to show/hide)

Spoiler: Traps (click to show/hide)

Spoiler: Status Effects (click to show/hide)
Spoiler: FAQ (click to show/hide)

Q. What does the number beside “Burst” mean?
A. It is the maximum range of the focal point. 5 means that a spells focal point can be, at most, 5 spaces away from its caster.

Q. What is an aura?
A. Aura’s are Radii abilities that are always on and do not require  this unit to use up their turn to use them.

Q. What does [Token] mean?
A. In the instance that it appears next to the unit name, it refers to how the unit will appear on the battle map.

Q. What does Radii mean?
A. A skill with the Radii tag effects all squares immediately adjacent to the caster. Such as below where O will be empty squares, C will be a cleric, and X will be squares effected by his spell.
Spoiler: Radii example (click to show/hide)
[/spoiler]

 
Spoiler: Unit Stats (click to show/hide)




Spoiler: Units (click to show/hide)
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #125 on: October 28, 2012, 08:20:01 am »

A prod has been sent to Zomara, if he has not posted his turn by 8 PM. today his turn will be skipped.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #126 on: October 28, 2012, 07:39:02 pm »


The Current Map:



Spoiler: Grek’s Army (click to show/hide)

Spoiler: lemon10’s army (click to show/hide)

Spoiler: zomara0292’s army (click to show/hide)

Spoiler: Greatwyrmgold’s Army (click to show/hide)

Spoiler: Tsuchigumo550’s Army (click to show/hide)

Spoiler: zacen299’s Army (click to show/hide)

Next up:
Greatwyrmgold

On deck:
Tsuchigumo
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #127 on: October 28, 2012, 08:34:04 pm »

I added the V.3.0 rules into the OP for those who want to see the entire list, that way I can do posts like these without having to post the entire ruleset.

I've added a new terrain type, a new unit, and a new ability. I've also edited a trap.

Terrain type:

The Pit terrain type is basically just an empty space that cannot be entered. It can be shot through and used as the focal point for a spell.

The pit-fall trap now deals 2 damage and creates a pit on the location of the trap. The unit is moved to the last legal space it occupied.

I've also added the Destroyer skill which allows units [Namely the Ogre] to destroy walls and create empty spaces.

And as you've probably figured out I've added the Ogre unit.

Ogre: Melee [ O ]: Large brute beasts that swing large clubs made from massive trees. Their herculean strength is capable of tearing apart solid rock.
Movement: 2
Range: Adjacent
HP: 20
Attack: 3
[1] Large Unit: This unit counts as 2 units instead of one.
[2] Destroyer: This unit can attack Walls and Dense Vegetation in order to create an open space.
[3] Indefatigable: Is unaffected by an enemies fatigue spell.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #128 on: October 28, 2012, 09:31:22 pm »

Ogres seem like they should be stronger than warriors. Just a thought.

Anyways, turn:
C1 casts Haste centered at E12.
T moves to G10, then if he can move again to I1o.
N summons a zombie at I13
M casts Burst centered at L11, then if he can Fatigues at M12.
W moves to E12
C2 casts Heal centered at E12, then if he can casts Haste centered at E12.

What graphical bug is causing the walls on the actual display to show up lighter than on the thing to the left?
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #129 on: October 29, 2012, 12:17:39 pm »

Haste only allows a movement and an attack. Not two abilities. That only happens with bezerkers. Double Movement is not allowed for other units than Bezerker either.

Furthermore Haste is a Radii ability. It affects the squares around the cleric only.

Please resubmit your turn.
« Last Edit: October 29, 2012, 12:19:35 pm by Nerjin »
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #130 on: October 29, 2012, 05:40:58 pm »

I couldn't remember if you had decided that since people were already doing that that we'd keep doing it for now. I also thought haste was one of those burst abilities. Shouldn't change much.

T moves to G10.
N summons a zombie at H12.
W moves to E12.
M casts Burst at L11.
The clerics cast Heal (centered at E12) and Fatigue the Green Guy's one cleric. Let's say...the one at M10.
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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #131 on: October 29, 2012, 05:56:36 pm »

By the way Fatigue is a Mage skill.

Troll movement is illegal. It moves 4 spaces where it should only move 2.

Mage's flares are illegal. You are casting much further than flare's range.

Please adjust moves accordingly.
« Last Edit: October 29, 2012, 05:59:11 pm by Nerjin »
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #132 on: October 29, 2012, 06:06:11 pm »

D'oh, d'oh, and d'oh.

Okay...Um, Troll to F10 and the others don't have anything to do.
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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #133 on: October 29, 2012, 06:09:37 pm »

Dense vegetation requires 2 movement points to move onto. The closest you can get is E11.

[Note to self: Seriously need to redo map generations.]
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #134 on: October 29, 2012, 06:15:56 pm »

I thought it was 2 to move OFF of.
Warrior to E12
Troll to F11.
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