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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 19275 times)

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #555 on: January 03, 2013, 01:02:42 pm »

That's not really true. I have a single unit which you deem immune to assassination. The rest could easily be taken out. Besides, as you pointed out, the troll isn't much threat to your berserkers--they could, presumably, take it out fairly easily.
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Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #556 on: January 03, 2013, 01:34:25 pm »

I'm saying it because it's true. Zacen has good burst damage with his assassins, but he can only do it twice, so his DPS over multiple turns is pretty terrible. Terrible enough that killing a troll or your necromancer will be nearly impossible for him alone. He needs somebody that can duke it out with a troll if he wants to win, and I'm that guy.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #557 on: January 03, 2013, 01:40:07 pm »

My necromancer? He has three, count them three, hit points. How is he less vulnerable to assassination than your 5-HP clerics and 7-HP berserkers?
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Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #558 on: January 03, 2013, 01:58:55 pm »

An assassin has to be in melee attack range to backstab and cannot backstab while it is in the same square as another unit. Thus, if you arrange your units as follows:

. K .
CNC
. K .

He can't get within range of the necromancer to backstab it.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #559 on: January 03, 2013, 02:34:01 pm »

But then he just needs to backstab a skeleton--or shoot it--and then my necromancer's spine is ready to be severed.
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Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #560 on: January 03, 2013, 03:02:20 pm »

He can't shoot it with your other skele blocking the shot, and he can't move into the skeleton's position AND backstab all in the same turn. So he moves into position, you replace the skele and he can't attack because now there's a skeleton on top of him.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 11]
« Reply #561 on: January 03, 2013, 04:02:36 pm »

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

Current Map:


Upcoming Players:
TURN 12 HAS STARTED!!!
Next: Grek
Then: Greatwyrmgold
After that: Zacen

Spoiler: Nerjin’s Thoughts (click to show/hide)
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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 12]
« Reply #562 on: January 03, 2013, 06:57:18 pm »

Actually I think I can backstab when in the same space as another unit I just get shunted out. Either way I wouldn't or my assassin who did it would end up dead. And Grek I've had my plan for a while and I'm not changing them now. Even if I can't win I'm going to make someone else win. And in this case it would be Wyrm. Mainly I can only help due to my assassins killing themselves if they attack.
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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 12]
« Reply #563 on: January 03, 2013, 07:36:30 pm »

Thank you.
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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.

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]
« Reply #564 on: January 04, 2013, 06:58:54 pm »

B4 to i4.
C1 to e3 and casts Haste, effecting B3 and C4.
B3 to h3.
C4 to e1 and casts Haste, effecting C2 and C1.
C3 to g5.
C2 to g2.
B2 to h4.

Tough calls this turn.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]
« Reply #565 on: January 08, 2013, 03:03:05 pm »

Sorry it took so long but Cleric 4's movement is impossible. He cannot move to E1 at all. Please fix that.
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Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]
« Reply #566 on: January 08, 2013, 06:59:24 pm »

Right. Make that D1 instead.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]
« Reply #567 on: January 10, 2013, 02:15:56 pm »

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

Current Map:


Upcoming Players:
Next: Greatwyrmgold
Then: Zacen
After That: Grek
Turn 13 starts.

Spoiler: Nerjin’s Thoughts (click to show/hide)
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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 12]
« Reply #568 on: January 10, 2013, 06:30:15 pm »

Dammit Grek, can't you keep your clerics still for one turn?

Skeleton 4 to D2.
Skeleton 2 to D4. (Nice how these things work out, no?)
Skeletons 1, 3: Suicide
Necromancer: Summon Skeletons at E1 and F5 if LOS permits, else let me know which one(s) don't work and I'll adjust.
Clerics: Heal centered at H11.
Mage: Flare at H4 or move to F8.
Troll: Move to G8.
Warrior: Move to H10.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]
« Reply #569 on: January 11, 2013, 09:34:22 am »

Wow for once those delays were useful my computer blue screened and I'm waiting for it to get out of the shop, and I forgot to come on here anywhere else. (and yes the bluescreen was bad enough to go to the shop because it wouldn't stop blue screening long enough for me to figure out what is wrong)
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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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