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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 19324 times)

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #165 on: October 31, 2012, 12:54:08 am »

There's no rule specifying a specific order for move and attack, so the assumption is that attack then move is equally valid as move then attack. Or attack move move, move move attack, attack move attack, move attack move, attack attack move, and move attack attack when you have hasted barbarians. The only combinations that are forbidden are Attack Attack, Move Move, Attack Attack Attack and Move Move Move.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #166 on: October 31, 2012, 08:11:24 am »

I'd just run in with a single cleric.

You can do that now.


Wait but if I can't backstab that means my unit is useless and it's not like I could've really moved him without dooming myself to death the one that can backstab you are the ones that you boxed in. If I can't he can kill me screwing me over just as much so in other words one of us is screwed here and really not being allowed to use my units attack because they couldn't move is kinda unfair. Really I'm only referring to S1 standing at A6 plus with the way the description backstab describes is that the backstab itself pulls them out of the invisibility meaning they have to be there to attack like that. Again I'm only referring to one the others are fine just S1. He couldn't do anything without dieing from the damage would do or cloaking. Finally I can't remember but attacks can't be diagonal correct?

I'm sorry about that but I plan on buffing the assassin greatly for the next game. I was worried in V.1.9 that the Assassin would be overpowered but it appears I was vastly mistaken. Also no you cannot attack diagonally as of this version. I'm considering changing that.

Okay I get that but two things 1. If that happens you will have more than enough time to kill my archers because they can't attack at range 1 meaning they can't attack you 2. It's not my fault you bum-rushed him on the first turn making me do this I would've done other things but he's kinda stuck between one murderous barbarian and another murderous barbarian. Or in other words this happening means my army is screwed. Unless Archers can attack diagonally assuming it would count as two spaces instead of one. Edit: Also that assasin will die when he attacks as well he has I think one health the attack takes two when you do it therefore he will die.

Both of these points are true. It's just that you got really unlucky when I placed people. Archers cannot attack diagonally either. Again I may change that in the future. Furthermore yes your assassin will die when he back-stabs. The assassin was meant as a sort of support unit and not a main line sort of guy. Perhaps I should add a new category for that. Arcane, Ranged, Melee, Support... Something like that.

There's no rule specifying a specific order for move and attack, so the assumption is that attack then move is equally valid as move then attack. Or attack move move, move move attack, attack move attack, move attack move, attack attack move, and move attack attack when you have hasted barbarians. The only combinations that are forbidden are Attack Attack, Move Move, Attack Attack Attack and Move Move Move.

Yeah don't get used to that tactic though. It's removed in V.3.0

NOTE: I'm posting this from college so you'll have to wait for the update.

Also NOTE: I'll play around with the Point vs. Unit-based systems. For now though we remain Unit-based.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #167 on: October 31, 2012, 01:35:14 pm »

So will my assassin be able to attack next turn or not? Really I'm kinda screwed either way and at this point it isn't that great but a ruling would be nice, and Grek I'm thankful you remained civilized and had a good debate over the rules I've had many people scream at me before for similar things. :3
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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 #168 on: October 31, 2012, 01:50:10 pm »

They are capable of attacking yes. However they are not able to if another unit is on top of them. I think I'll change that to The enemy unit moves to it's last legal space in future games but right now seems a little late for that.

By the way I'll be updating here in seven or so 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 #169 on: October 31, 2012, 02:14:35 pm »

Spoiler: Grek’sActions (click to show/hide)
Spoiler: Grek’s charge (click to show/hide)
Spoiler: Kill Count (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: Lemon10
On Deck: Zomara


[I'd like to apologize for some accounting mistakes where I confused the location of Cleric 4 and Bezerker 4 of Grek. Also I'd like to ask whether I should keep the [location] in the unit stats since the map improvement sort of makes them unneccesary.]
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The demon code prevents me from declining a rock-off challenge.

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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #170 on: October 31, 2012, 04:56:21 pm »

I understand that we're sticking to the unit-based system for now. Point-based offers advantages, and that's all I was bringing up.

-----

Say, can you include team colors somewhere in the once-an-update status thing?
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #171 on: October 31, 2012, 04:58:16 pm »

I'll do it on the next map-update.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #172 on: October 31, 2012, 05:04:46 pm »

Thanks a lot.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #173 on: October 31, 2012, 05:38:37 pm »

Welp I'm boned. :3 Next time I must not be an idiot and pick a better team I'M SO KILLING SOMEONE BEFORE I DIE!!!
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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,

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #174 on: October 31, 2012, 11:19:26 pm »

So, question. Does Defender prevent the damage from necromancers making skeletons?
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #175 on: November 01, 2012, 07:20:14 am »

No. That would be a little silly if you ask me. Why do you ask?
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #176 on: November 01, 2012, 10:30:13 am »

You shall now pass! Enlist a Balrog today! These fiery demons are a nightmare against those without holy training or melee combatants. They have the Fiery Flesh and Unholy Origin abilities.


Balrog: Melee [ Z ]: Fiery Demons from the dark depths whose true purpose is unknown. Why they have been seen working with mortals is a terrifying prospect.
Movement: 3
Range: Adjacent
HP: 45
Attack: 5
Abilities:
[1] Fiery Flesh: Melee units who attack this unit take 1 damage. When this unit enters a space with Dense Vegetation they do not suffer a movement penalty. The Dense Vegetation is then turned into a Empty Space. This unit is unaffected by Flare, Fire Blast, or Fiery Flesh.
[2]Unholy Origin: This unit take 5 damage from a Cleric’s Heal Ability, 3 from a Cleric’s cure ability, and 2 from a Paladin’s Holy Aura.
 [3] Gargantuan Unit: This unit counts for 4 units instead of one.

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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #177 on: November 01, 2012, 05:05:39 pm »

Looks cool. I'd like to see some sort of ability that makes it unable to hurt clerics and paladins as much. Maybe paladins, at least, have an ability that protects them from certain abilities of evil creatures?

Geez, with all of these new abilities you might need to start adding in new tags. Like, some attacks could be "flame" attacks, and the Balrog is immune to all "flame" attacks. Or the necromancer's abilities and some of the balrog are "dark," and clerics have an ability which causes all "dark" abilities to have a 50% chance of failure if the unit is within a couple spaces if him.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #178 on: November 01, 2012, 06:30:37 pm »

Maybe. I don't know though, it would make it easier I suppose.
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Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #179 on: November 01, 2012, 07:14:19 pm »

A standard set of status effects would possibly be better- like blinding (anti ranged), silencing (anti magic), paralysis (anti melee), fatigue (turnskip), burn,poison,bleeding (damage per turn).
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