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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 19279 times)

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #525 on: January 01, 2013, 11:09:45 pm »

Understandable. Still a little annoying.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #526 on: January 01, 2013, 11:11:26 pm »

Well considering how quick they fall in a fight they are a little weak. Perhaps 3.5 will have buffed skeletons of higher [4 or 5 MAX. I mean it.] quanitites. As they stand now they are superbly weak. But you folks over in the 3.0 department have already discussed that a bit.
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Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #527 on: January 01, 2013, 11:14:58 pm »

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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.

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #528 on: January 01, 2013, 11:17:30 pm »

Hm, I'm not sure you're still alive after this turn unless you do some REAL fast talking. But either way I'll take that into account tomorrow.
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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 11]
« Reply #529 on: January 01, 2013, 11:18:12 pm »

IIRC, skeletons only deal one point of damage, so your assassin is still JUST alive.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #530 on: January 01, 2013, 11:30:42 pm »

Skeleton: Melee [ K ]: Undead minions of the Necromancers. While fragile their ability to appear in numbers is their true power.
Movement: 3
Range: Adjacent
HP: 1
Attack: 2
Abilities:
[1] Defender [aura]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Indefatigable: Is unaffected by an enemies fatigue spell.
[3] Summon: There can be no more than four summons on your team at any time. If the necromancer who created this unit dies, this unit dies along with it.


Just to ruin that "IIRC" [Which means what exactly?] and point out that your skeleton's attack will kill the Assassin.
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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 11]
« Reply #531 on: January 01, 2013, 11:33:46 pm »

IIRC is If I Remember Correctly.


Eh, I figured I'd die sooner than this anyway :P
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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.

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #532 on: January 01, 2013, 11:54:39 pm »

Skeleton: Melee [ K ]: Undead minions of the Necromancers. While fragile their ability to appear in numbers is their true power.
Movement: 3
Range: Adjacent
HP: 1
Attack: 2
Abilities:
[1] Defender [aura]: Friendly arcane and ranged units within this aura are invulnerable to damage. Any damage that would go to them now goes to this unit.
[2] Indefatigable: Is unaffected by an enemies fatigue spell.
[3] Summon: There can be no more than four summons on your team at any time. If the necromancer who created this unit dies, this unit dies along with it.


Just to ruin that "IIRC" [Which means what exactly?] and point out that your skeleton's attack will kill the Assassin.
If I Recall Corre...wait, I can have four skeletons? Why did I think I could only have 3? FORESTALL SKELETAL SUICIDE!
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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.

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #533 on: January 01, 2013, 11:57:42 pm »

Yeah, I forgot that too. Wanna resubmit your turn in full or just change it here?
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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 11]
« Reply #534 on: January 02, 2013, 12:07:20 am »

I'll be honest, I sort of expected Grek to go on a Slaughter-fest and have little interest in you until the end.
GWG and I made an agreement at the start that we'd kill off everyone else before facing eachother. I'm kinda curious as to what his tactic is going to be. Flare spam? Long range skele summonings?
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #535 on: January 02, 2013, 12:15:20 am »

Yeah, I forgot that too. Wanna resubmit your turn in full or just change it here?
Nah, I just edited it.

I'll be honest, I sort of expected Grek to go on a Slaughter-fest and have little interest in you until the end.
GWG and I made an agreement at the start that we'd kill off everyone else before facing eachother. I'm kinda curious as to what his tactic is going to be. Flare spam? Long range skele summonings?
Now why would I tell you?
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #536 on: January 02, 2013, 05:05:36 am »

Wyrm I'm moving that archer as fast as I can go but there are so many freaking -2 move spaces. It's part of what is making getting my assassins around hell.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #537 on: January 02, 2013, 09:46:40 am »

Sorry to bother you then. I wasn't sure if you were or not (because I've mostly been focused on my and Tsuchigumo's turns).
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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.

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #538 on: January 02, 2013, 02:27:55 pm »

Spoiler: Boatload of Dead (click to show/hide)

 
Spoiler: Kill Count (click to show/hide)

Current Map:


Upcoming Players:
Next: Zacen
TURN 12 STARTS
Then: Grek
After That: Greatwyrmgold

Spoiler: Nerjin’s Thoughts (click to show/hide)
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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 11]
« Reply #539 on: January 02, 2013, 02:40:48 pm »

I submit that Zacen should assassinate the mage first, since he's the only one that can attack the assassins while they're stealthed.
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