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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 19342 times)

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #315 on: November 25, 2012, 01:00:28 pm »

Spoiler: Lemon10’s Actions (click to show/hide)
Spoiler: Kill Count (click to show/hide)

Current Map:



Players:
Next: Zomara
Then: Greatwyrmgold
After That: Tsuchigumo
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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 4]
« Reply #316 on: November 25, 2012, 01:52:13 pm »

I'm surprised at how long the skeletons are lasting.
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[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.

Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #317 on: November 25, 2012, 04:19:07 pm »

If my paladin could do... anything, they wouldn't be >.< Terrain is also murdering me.
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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 4]
« Reply #318 on: November 25, 2012, 04:23:30 pm »

It would appear I made another clerical error... Paladin's Holy Aura ability has killed Skeleton 2 and 4...
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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 4]
« Reply #319 on: November 25, 2012, 04:25:03 pm »

Spoiler (click to show/hide)
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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 4]
« Reply #320 on: November 25, 2012, 05:26:41 pm »

Is it a bird? A dragon? A dwarf? A goblin? Archer, Inquisitor, Paladin? It can be any one of them! Dopplegangers are now available during army creation! Randomly assuming the stats of another unit at the beginning of a battle they are useful for when you're not sure what you want to fill your army with.

Doppleganger: Shape shifters who change their shape once a day. Not even they can determine what they’ll become. Some rare breeds of Dopplegangers are able to split their form to assume the shape of smaller creatures. These two halves will rejoin at the end of the day.
Affinity: ?
Immunity: ?
Movement: ?
Range: ?
HP: ?
Attack: ?
Abilities:
[1] Shape Shifter: At the beginning of the game this unit assumes the form of another unit at random. It receives all strengths and weaknesses of its new form. They will automatically reshift if the new unit they would become puts you over the limit.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

zomara0292

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #321 on: November 25, 2012, 05:51:46 pm »

Sorry that i have been gone for a long while. I have been I and out of town a lot seeing my grandfather.  Please just move my cleric one door to the left.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
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..

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #322 on: November 25, 2012, 07:13:37 pm »

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

 
Spoiler: Kill Count (click to show/hide)

Current Map:



Players:
Next: Greatwyrmgold
Then: Tsuchigumo
After that: Zacen
Logged
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 4]
« Reply #323 on: November 25, 2012, 07:22:32 pm »

I totally know what my next army is. ALL DOPPELGANGERS ALL THE TIME
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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 4]
« Reply #324 on: November 25, 2012, 07:48:37 pm »

I figured you'd like it [I didn't]

Hey, you there... Yes you... I hear you play or watch Fantasy Tactical Warfare..... Well guess what? I'm changing the name. I'm thinking that "Lords of Centria" would be a good name for it. Considering it takes place mostly in Centria and what lore there is makes plentiful reference to Centria. I figured I'd ask you, the playtesters, about the name switch.
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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 4]
« Reply #325 on: November 25, 2012, 08:45:00 pm »

UPDATE:

+Summaries added for each unit describing what they're good at.
-Lowered Bezerker health from 7 to 6.
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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 4]
« Reply #326 on: November 25, 2012, 09:27:39 pm »

Update:again....


+Added two new game modes to the already new game modes: Blood Bath and Painkiller.

Both are variations of Battle Ground [Original's new name] where you compete, but not to be the last one standing, for a specific objective.

In Blood Bath the goal is to kill as many enemies as possible. The player with the highest kill count wins! [This is regardless of whether their army is still alive or not at the end of the game.]

In Painkiller the goal is to inflict the most damage to enemies. The player who inflicts the most overall damage wins! [This, too, is regardless of whether their army is still alive or not at the end of the game.]
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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 4]
« Reply #327 on: November 25, 2012, 11:41:58 pm »

Why did I open my mouth?
I can't think of any reason to use doppleangers. If you took off the bit of rerolling if they went over the limit and made them 1.5 or 2 units...but as-is, no. No predictable strategy, probably clashing abilities and such...

Anyways, turn.

Mage: Flare at L11.
Troll: Move to H10.
Skeleton 1: Move to H11.
Necromancer: Summon Skeletons at I13 and L12.
Skeleton 4: Attack Cleric 2. Not the friendly C2, mind you.
Cleric 2: Heal centered on self.
Warrior 1: Move to I11. Insult paladin.
Cleric 1: Move to G12.
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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 4]
« Reply #328 on: November 26, 2012, 04:37:20 am »

I'll do that when I get home.

Doppleganger is really just for people who want to try different things but don't know what to try.
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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 4]
« Reply #329 on: November 26, 2012, 04:42:45 am »

Crap I leave for a couple of day and things have gotten even worse for me. Fuck it those archers are useless. I have devoted the rest of my turns to making Grek's life a living hell let's see how much fun you have when your clerics find blades up their nostrils (and no they currently are not where you're probably thinking they are) btw I think i realized something that needs to be fixed for assassins next version. There is nothing saying on my next turn that I can't tell the assassins to refresh their invisibility I could if I so wanted tell them to and they'd stay invisible until I choose to attack... WELP I have a way to win this 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,
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