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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 19351 times)

zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #225 on: November 06, 2012, 07:47:42 pm »

Archer 2 attacks Barbarian 2 with projectile
Archer 4 does the same to Barbarian 1
Assassin 2 attacks Barbarian 1 and Assassin 1 moves to A7
The other two do nothing.

Both archers scream angrily "WE WILL GET REVENGE!!!!!" before shooting the Barbarians with their strongest arrows. While the Assassin about to stab leaps out trying to snab the Barbarian's neck.
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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,

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #226 on: November 06, 2012, 09:01:30 pm »

I just thought of a new unit: The War Elephant.

It's big, tough, and probably has a bit of damage reduction from its thick hide. Downside: It can be spooked, leading to it randomly trampling any troops it comes across. Including yours.
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Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #227 on: November 06, 2012, 09:21:50 pm »

We could have pikeman on horses or just cavalry as well.

I figurea  good motivator for war in these times is religion- why not religious fighters? I'm talking classic Crusades soldiers, but also like, muscular reverends that swing around giant crosses, Shiva-like mages, assassin miko...

Hmmm. A lot of that is capable of doing through flavor though.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #228 on: November 06, 2012, 09:23:13 pm »

The paladins have holy-warrior covered well enough until we get a better-defined setting.

Calvary and pikemen could he cool, but I like the idea of a unit that could get spooked like that. Plus, elephants are awesome.
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Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #229 on: November 06, 2012, 09:55:27 pm »

Elephant: Melee [ E ]: Trained war elephants: wrinkly, grey and stained with the blood of the innocent
Movement: 2
Range: Adjacent
HP: 25
Attack: 2
Abilities:
[1] Trample: This unit can switch places with an adjacent enemy, doing 5 damage in the process.
[2] Big: Elephants are Big and count for two units.
[3] Easily Frightened: Elephants are spooked by goblins and can only trample in the opposite direction if it starts its turn adjacent to one.

Look good?
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #230 on: November 06, 2012, 10:58:07 pm »

I'd imagine the movement would be higher and/or trampling could be done as part of normal movement. I like how it's afraid of the weakest unit in the game...
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zomara0292

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #231 on: November 07, 2012, 07:15:57 am »

I will be gone this weekend. I may not be able to update. Please excuse my absence for that time.
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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..

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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #232 on: November 07, 2012, 01:58:35 pm »

Spoiler: Zacen’s Actions (click to show/hide)
Spoiler: Surprise (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: Grek
Then: Lemon10
After that: Zomara
« Last Edit: November 26, 2012, 09:33:30 pm by Nerjin »
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Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #233 on: November 07, 2012, 02:37:49 pm »

C4 casts Haste
C3 moves to b5 and casts Haste
C1 moves to b3 and casts Heal on b5
C2 moves to c2 and casts Heal on b5
B2 moves to a7, attacks A2 and then moves again to a8
B3 attacks P2 and then moves to d3
B4 moves to d2
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 2]
« Reply #234 on: November 07, 2012, 03:40:50 pm »

Edit: Nevermind.
« Last Edit: November 07, 2012, 04:47:48 pm by zacen299 »
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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 3]
« Reply #235 on: November 07, 2012, 07:32:14 pm »

Spoiler: Grek’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: Lemon10
Then: Zomara
After that: Greatwyrmgold
« Last Edit: November 07, 2012, 08:00:16 pm by Nerjin »
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #236 on: November 07, 2012, 07:50:10 pm »

UPDATED V.3.0 RULESET

The drums of war herald the arrival of Elephants! These large creatures are capable of trampling others with ease. However there is rumored to be a racial dislike of Goblins within them.


[Please review V.3.0 Rulesets and tell me your thoughts. As I have, hopefully, said before I appreciate any suggestions. ANY at all.]
« Last Edit: November 07, 2012, 07:59:37 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 3]
« Reply #237 on: November 07, 2012, 08:28:58 pm »

The war elephant looks good. I was going to recommend increasing the attack (presumably via tusk?) to be comparable to most humans, but as they'll mostly be trampling it's not much of an issue.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #238 on: November 07, 2012, 08:35:55 pm »

well my next turn is useless I can't backstab with anyone as far as I know and my archers can't fire at that range, this could be very bad.
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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 3]
« Reply #239 on: November 07, 2012, 08:38:37 pm »

I was considering not letting them have an attack at all. However it occured to me that it would make Goblins a lot more powerful [singly] than they should be.

Question: I was thinking of running a game of this [Called Fantasy Tactical Warfare V.2.5] Where the players are on two teams of three instead of every man for himself. THen maybe if that goes well have 2-3 variations of play that players could choose before starting the game. Simple stuff though. Just to add some variation to the game. Sure it may be early on to think of that but I think it might be interesting. Below is a list of game types I was thinking of.

Free-for-All: Each player chooses a team of 8 and aims to be the last player standing. [What we currently have.]

Allies: Each player chooses a team of 6 before being randomly assigned to an Alliance. Each alliance aims to be the last one standing.

Capture the Flag [Allies]: Each player chooses a team of 6 and aims to capture a flag in the center of the map. The first team to pull off 3 captures wins! Dead units are randomly spawned on an Alliances side of the map after two turns.

Random Damnation [FFA and Allies]: Players are given a randomly generated team of 6 in a randomized map.

Territories [FFA and Allies]: Each player starts with a Territory space. The goal of this game is to capture all the territories. Dead units are ressurected adjacent to your territory space in 3 turns. To capture a territory space you need to deal 10 damage to the space. Cannot be captured if the owner's unit is standing next to it. Cannot ressurect if an enemy is next to your territory.



Those are just rough ideas. I'm not sure I'm even gonna go for it at all. Just throwing it out there.
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