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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 19346 times)

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #330 on: November 26, 2012, 03:45:16 pm »

Mage: Arcane [ M ]: Students dedicated to the magical arts they have taken time away from their studies in order to assist their lords.
Movement: 2
Range: 0
HP: 5
Attack: 0
Abilities:
[1] Fatigue [burst: 3]: Causes the afflicted units to take no actions this turn. Friendly fire possible.
[2] Flare [burst:3]: Does 1 damage to every unit in a burst. Friendly fire possible.

Try again Mr. Greatwyrm. Your mages attack is impossible [too far away]
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #331 on: November 26, 2012, 05:56:51 pm »

Dangit. Center it on J11, then.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #332 on: November 26, 2012, 06:36:35 pm »

Spoiler: A Grave Insult (click to show/hide)

 
Spoiler: Kill Count (click to show/hide)

Current Map:



Players:
Next: Tsuchigumo
Then: Zacen
After That: Grek
« Last Edit: November 26, 2012, 07:41:39 pm by Nerjin »
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Tsuchigumo550

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #333 on: November 26, 2012, 07:07:29 pm »

ARR MATEYS, TURN AND BURN! REPEL BOARDERS! CHAAARGE!

W1 attacks T at H10!
A1 fires upon T at H10!
S moves to K10, then cloaks!
C1 to K11
C2 BEATS K3 (at L12) WITH HIS MAGIC STICK OF FACE BASHING
A2 attacks (Can he fire that close?) K4 at K13!
W2 to J9
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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 #334 on: November 26, 2012, 07:09:53 pm »

Couple of problems... Your assassin is not hasted,  Clerics have no attacks whatsoever, Archer cannot fire at enemies who are adjacent to him.
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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 #335 on: November 26, 2012, 07:16:19 pm »

ARR MATEYS, TURN AND BURN! REPEL BOARDERS! CHAAARGE!

W1 attacks T at H10!
A1 fires upon T at H10!
S moves to K10, then cloaks!
C1 to K11
C2 BEATS K3 (at L12) WITH HIS MAGIC STICK OF FACE BASHING
A2 attacks (Can he fire that close?) K4 at K13!
W2 to J9

C2 HASTES S AT K11 BEFORE ANYONE DOES ANYTHING
AND A2 SHOUTS ANGRILY AT EVERYONE
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 4]
« Reply #336 on: November 26, 2012, 07:53:19 pm »

Changes that MAY make it to the next version: [ I want your opinions on these.]

Necromancer nerf: Summoning can only take place within a range as oppose to the unlimited range it has now.
Troll Nerf: Trolls have 25 health instead of 30.
Overall buff: Units are all able to "Defend" meaning they take half damage that turn.
Far reaching buff: All units with 0 attack currently will be given a 1 attack with an adjacent range.
Logged
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 #337 on: November 26, 2012, 07:56:23 pm »

First of all I have a question: Does using the color of the player make interpreting player actions easier or harder? I'd like an honest opinion.
_________________________________________________________________________________________________________


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

 
Spoiler: Kill Count (click to show/hide)

Current Map:



Players:
Next: Zacen
Then: Grek
After That: Lemon10
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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 #338 on: November 26, 2012, 07:57:08 pm »

I like them all, but maybe a -few- units should lack the attack. Like, mages, that don't need a staff, or wouldn't be able to do much. A wand does bugger all against steel armor.

I think yes, as well.
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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 #339 on: November 26, 2012, 08:00:54 pm »

I was actually thinking they'd all just carry small daggers.
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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 #340 on: November 26, 2012, 08:03:46 pm »

OH SHIT I FORGOT TO MOVE MY PALADIN

Eh. My mistake.
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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.

zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #341 on: November 26, 2012, 08:07:51 pm »

Archers do nothing and all assassins refresh their stealth. (the archer by the berserker is dead and the other one can`t do anything due to no-one in range.) Edit WAIT archer 4 shoots Cleric 3 it will do nothing but hey he`s screwed anyways.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #342 on: November 26, 2012, 11:46:26 pm »

Changes that MAY make it to the next version: [ I want your opinions on these.]

Necromancer nerf: Summoning can only take place within a range as oppose to the unlimited range it has now.
Troll Nerf: Trolls have 25 health instead of 30.
Overall buff: Units are all able to "Defend" meaning they take half damage that turn.
Far reaching buff: All units with 0 attack currently will be given a 1 attack with an adjacent range.
The necro nerf makes sense, the buffs make sense, the troll nerf...I'm not sure. Trolls are kinda awesome, but each is 25% of your force, and they lack any range or speed...
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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 #343 on: November 27, 2012, 12:43:19 pm »

@Zacen... Dense Vegitation block the arrow... And so does Bezerker 2... He's an obstruction but he's too close for you to shoot so... I'm including it in some flavor but your tactic doesn't work. UPDATE IN: about 4 minutes.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 4]
« Reply #344 on: November 27, 2012, 12:51:03 pm »

Spoiler: Zacen’s Actions (click to show/hide)
Spoiler: Last Ditch Effort (click to show/hide)

 
Spoiler: Kill Count (click to show/hide)

Current Map:



Players:
Next: Grek
Then: Lemon10
After That: Zomara
« Last Edit: November 27, 2012, 01:39:29 pm 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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