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Poll

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 19336 times)

zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #210 on: November 03, 2012, 04:56:36 pm »

Seems alright but 2 seems like a really small number like with five people that's 12x12 isn't it? I don't know that just seems a bit small for that many troops.
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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,

zomara0292

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #211 on: November 03, 2012, 06:17:39 pm »

Seems alright but 2 seems like a really small number like with five people that's 12x12 isn't it? I don't know that just seems a bit small for that many troops.

Hmmm. . . . math time. 12x12 map means 144 squares, or possible places to have a unit.
We have five players, each with he maximum of 8 units, which means 40 total units
That means, with all units on the field, one has only 104 different places that you can move just one unit.
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The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #212 on: November 03, 2012, 06:23:16 pm »

2N = two squares for every unit on the board.
+2= extra rows of spaces basically padding.

I'd say possibly change to +3 or +4, or have a limited number of terrain that blocks. For instance, walls and lots of vegetation and rocks around are very annoying, and I'm not saying have very clear roads, but general "beaten paths" should stand. I don't even know how are armies even saw each other, or why the hell we chose HERE to fight.

Which reminds me. Terrain is varied enough, but maybe throw in a sand, water, and ruin tile? Ruins take 1 movement and can't be fired through, water can't be walked through but can be shot over, and sand is hard to traverse (hypocrisy, saying I want less like this, but it's artistic)
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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.

zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #213 on: November 03, 2012, 09:01:33 pm »

Maybe turn it to three plus make it so you have some terrain altering abilities might be interesting.
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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 2]
« Reply #214 on: November 03, 2012, 10:13:32 pm »

So essentially Tsuchigumo, what you are saying is that you want me to have the same terrain penalties but add different flavors to them depending on the map?

@Zacen have you read the updated ruleset? I have several units capable [at least one or three] of changing the terrain.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #215 on: November 03, 2012, 10:18:19 pm »

They're small, but they're cramped as well. I feel like I'm stuck in a pachinko machine or something.
Really? I feel like I can't get anywhere. Clearly something past board size needs to change.

So essentially Tsuchigumo, what you are saying is that you want me to have the same terrain penalties but add different flavors to them depending on the map?
There were some other differences, too. Water, most notably--especially as certain units might be able to swim.
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lemon10

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #216 on: November 03, 2012, 10:22:32 pm »

I think its the terrain thats the problem. The difference between being able to move a unit 2 spaces in every direction and being able to shoot spells far off in every direction, and being able to move a unit 1 space in two directions, not move in two others, and not being able to use any ranged attacks at all is huge.

It would be different with more types, and if there was less terrain that blocked ranged attacks and slowed movement.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #217 on: November 03, 2012, 10:25:30 pm »

Range doesn't help any...
How big is a square supposed to be?
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #218 on: November 03, 2012, 10:33:36 pm »

So essentially Tsuchigumo, what you are saying is that you want me to have the same terrain penalties but add different flavors to them depending on the map?

@Zacen have you read the updated ruleset? I have several units capable [at least one or three] of changing the terrain.

I must be blind to have missed that excuse me for a moment while I go face wall.
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,

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #219 on: November 03, 2012, 10:34:58 pm »

So essentially Tsuchigumo, what you are saying is that you want me to have the same terrain penalties but add different flavors to them depending on the map?

@Zacen have you read the updated ruleset? I have several units capable [at least one or three] of changing the terrain.
I must be blind to have missed that excuse me for a moment while I go face wall.
Watch out for tha...wall...
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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.

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #220 on: November 04, 2012, 09:55:16 am »

Good news: Update today.

Bad News: Cleric 1 cannot move to E13 as that space is occupied by Cleric 2. So... Please fix that.
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Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #221 on: November 04, 2012, 10:35:22 am »

So essentially Tsuchigumo, what you are saying is that you want me to have the same terrain penalties but add different flavors to them depending on the map?

@Zacen have you read the updated ruleset? I have several units capable [at least one or three] of changing the terrain.

That was the sand, yeah. Basically what I'm saying is have these types of tiles available:
Easy Movement/Does Not Block Arrows
No Movement/Does Not Block Arrows
Difficult Movement/Blocks Arrows
Easy Movement/Blocks Arrows
and regular walls.
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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.

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #222 on: November 05, 2012, 02:47:38 pm »

Spoiler: Unholy Pact Trap (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:Tsuchigumo
Then: Zacen
After that: Grek

NOTE: There is now a 2 day limit on turns. If you make no corrections or turn during that time I will decide what happens [usually just skipping turns/unit movement.]. This is to keep the game moving. Sorry Wyrm.

TIP: @Tsuchigumo, if you wanna use the same turn just post [Y]
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Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #223 on: November 05, 2012, 04:10:08 pm »

Paladin attacks GWG's K2!
W1 to J9
A2 to K9
W2 to L10
C1 to L11
C2 to L12
A1 to K13
S stays


With a scream rivaling thunder, the Pirate Paladin brings his holy sword full swing through GWG's skeleton!
"Back into the ground with ye, landlubber! Ye were yeller bellied in life, and ye'r yeller bellied now, says I!
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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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #224 on: November 06, 2012, 09:20:52 am »

Spoiler: Tsuchigumo’s Actions (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: Zacen
Then: Grek
After That: Lemon10
« Last Edit: November 06, 2012, 11:55:28 am by Nerjin »
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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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