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Should unit switching be allowed? [4/7 needed to pass.]

Yes.
- 3 (42.9%)
No.
- 4 (57.1%)

Total Members Voted: 7


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Author Topic: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 5]  (Read 22082 times)

Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #255 on: March 04, 2013, 02:17:26 pm »

Spoiler: Scapheap’s Turn (click to show/hide)



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javierpwn

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #256 on: March 04, 2013, 03:40:56 pm »

Archers! Fire your arrows into this foul beat of war!
Archer 1 fire at K1(K9)
Archer 2 fire at Elephant H9
Archer 3 fire at elephant H9
Archer 4 fire at Elephant H9
Archer 5 fire at Elephant H9
(25-16=9 health left)
Cleric to M7
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #257 on: March 04, 2013, 05:53:52 pm »

Isn't Skeleton 1 in the way?

And wow, combat in close quarters is tough.
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Remuthra

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #258 on: March 04, 2013, 05:56:45 pm »

Archer 1 kills the obstructing skeleton, allowing the others to hit the elephant.

GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #259 on: March 04, 2013, 06:16:06 pm »

Missed that.

...Don't let it fail to stop you from not firing at something other than the elephant, though.
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #260 on: March 05, 2013, 11:24:11 am »

Spoiler: javierpwn’s Turn (click to show/hide)



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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #261 on: March 05, 2013, 11:29:28 am »

Definitely remove slipshot; if needed, lower health. Don't drop damage; archers should be feared but frail.
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RAM

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #262 on: March 05, 2013, 06:05:17 pm »

Berserkers are feared but low health. With 3 damage and poison archers do more damage than berserkers, and their range is better than bloodlust with 2 movement. An archer's only real weaknesses are low health, which can be countered using defenders and blockers, and their minimum range, which can be countered by keeping your archers spread out... I would proably keep archers as they are but with 1 damage, they use slip-knot and poison to do most of their damage. Maybe rename them to blow-gunners or something... Then you can have another unit, maybe crossbowmen, with three damage but no abilities at all and maybe lower health.
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #263 on: March 05, 2013, 06:42:44 pm »

RAM's blowgunners idea sounds good, but some form of archers should exist...
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Remuthra

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #264 on: March 05, 2013, 06:49:15 pm »

Maybe skeletal archers? 1 health, lower damage, basic replenishable ranged unit?

ReDeadEr

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #265 on: March 06, 2013, 01:45:21 pm »

K4 to J8
K3 to I7, attack Criptfiend's K4
Necromancer to H8, Summon skeletons at G7 and H7
G2 to I13
Archer 1 to F9, Poisonous Arrow on Javierpwn's A5
Archer 2 to F8, Poisonous Arrow on Javierpwn's A4
Rogue to E6
Shinobi to G13
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #266 on: March 07, 2013, 05:00:08 pm »

Necromancer cannot move to H8 due to GWG's skeleton. Please fix this action.
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ReDeadEr

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #267 on: March 08, 2013, 12:03:06 am »

Oh sorry, I meant to type G8.
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zacen299

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #268 on: March 11, 2013, 09:11:06 pm »

LIVE THREAD LIVE!!!
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #269 on: March 12, 2013, 08:03:45 pm »

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