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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 19313 times)

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #135 on: October 29, 2012, 06:18:45 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.]

For future rulesets, it might be better for difficult terrtain to cost a point to move off of as well as a point to move onto. This will speed up movement somewhat and make things easier to adjuncate.

E: Also, unit idea:

Wanderer: Melee [ W ]: Swift wanderers in search of adventure
Movement: 3
Range: Adjacent
HP: 7
Attack: 2
Abilities:
[1] Pathfinder [aura]: Friendly units within this aura ignore terrain penalties to movement.
[2] Fatigue [burst: 3]: Causes the afflicted units to take no actions this turn. Friendly fire possible.
« Last Edit: October 29, 2012, 06:21:20 pm by Grek »
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #136 on: October 29, 2012, 06:21:18 pm »

Could you explain what you mean a bit more? Update in a few minutes.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #137 on: October 29, 2012, 06:34:48 pm »

Spoiler: GreatWyrmGold’s Turn (click to show/hide)

Current map:



Players:

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: Tsuchigumo

On deck: Zacen
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #138 on: October 29, 2012, 07:28:32 pm »

It also might interest the players to know that Greatwyrmgold triggered a HOly Water trap with his Warrior at E12. It effected no units. I apologize for the over-sight.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #139 on: October 29, 2012, 07:36:55 pm »

"Pfft! What the... This had best not rust my armor!"
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Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #140 on: October 29, 2012, 07:58:34 pm »

Could you explain what you mean a bit more? Update in a few minutes.
Currently, the rule for the various terrains is as follows:

Regular: Costs 1 movement to move onto this tile and 0 to move off this tile.
Rocky: Costs 2 movement to move onto this tile and 0 to move off this tile.
Vege: Costs 2 movement to move onto this tile and 0 to move off this tile. Cannot shoot through this square.
Wall: Cannot move onto this square at all, cannot shoot or cast spells through this square nor on this square.

I recomend changing it to

Regular: Costs 1 movement to move onto this tile and 0 to move off this tile.
Rocky: Costs 1 movement to move onto this tile and 1 to move off this tile.
Vege: Costs 1 movement to move onto this tile and 1 to move off this tile. Cannot shoot through this square.
Wall: Cannot move onto this square at all, cannot shoot or cast spells through this square nor on this square.
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Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #141 on: October 29, 2012, 09:04:42 pm »

Same turn as I had before. I'll post it here in a sec
W1 to 11,5 (assuming it's done like a graph) or 11,10 (if y is inverted)
P0 to 10,3 (graph)
W2 to 11,3
A1 (Labled A2 ) to 12, 5
S0 to 12,4
A2 to 12,3
C1 to 12, 2
C2 shouts "Arrr mateys, GET THE BOOTY."
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There are words that make the booze plant possible. Just not those words.
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.

zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #142 on: October 29, 2012, 10:36:02 pm »

Dude we aren't using dual numbers anymore it's a number letter thing now.
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #143 on: October 30, 2012, 02:27:21 pm »

Furthermore you archers movements are illegal as it costs 2 movement points to enter Dense Vegetation.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #144 on: October 30, 2012, 02:59:55 pm »

Oh gods. This is going to be difficult.

W1 to K9
A to L9
A to L13
C to M11 (top)
C stays (Shout!)
P to J11
S to K11
Logged
There are words that make the booze plant possible. Just not those words.
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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  • A photo is worth 1,000 words... all: Guilty!
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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #145 on: October 30, 2012, 04:01:40 pm »

Spoiler: Tsuchigumo’s Actions (click to show/hide)

Current Map:



Spoiler: GreatWyrmGold’s Turn (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: Zacen
On Deck: Grek
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #146 on: October 30, 2012, 05:28:25 pm »

All assassins stealth
Archer at A7 fires Poisonous Arrow at Barbarian on A5
Archer at B7 fires Poisonous Arrow at Barbarian on B5
Archer at A8 uses Projectile at A5
Archer at B8 uses Projectile at B5


I think that's about good.
Logged
I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

Nerjin

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  • A photo is worth 1,000 words... all: Guilty!
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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #147 on: October 30, 2012, 06:22:25 pm »

Spoiler: Zacen’s Actions (click to show/hide)

Current Map:



Players:
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)


*Take note: I have updated the proposed V.3.0 ruleset to include the path-finder skill, edited Ogres a bit, and added the Wanderer unit, a nomadic desert mercenary capable of traversing rough terrain and allowing his allies to do the same.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #148 on: October 30, 2012, 07:00:37 pm »

So, question. Can I move through the spaces where Zacen's assassins used to be?

E: Or take a swing at where I assume they (still) are?
« Last Edit: October 30, 2012, 07:03:40 pm by Grek »
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #149 on: October 30, 2012, 07:05:33 pm »

For all intents and purposes he has no Assassins. You can attack the terrain they're on but they are immune to damage while invisible. If they turn visible again while you share a square with them they will be forced to move to the closest available legal space they occupied.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.
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