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Poll

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 22110 times)

Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 1]
« Reply #180 on: February 19, 2013, 01:18:27 pm »

Not so. Only A4 can go UP-Left, Up-left. Everyon else does something similar to Up-left, left, left, up-left.
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Criptfeind

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 1]
« Reply #181 on: February 19, 2013, 01:20:35 pm »

Wait, why is that a issue? I shot that goblin on a down-left down-left left left left. Certainly you can't mean archers can only shoot in eight exacting directions? That would be really weird and inconsistent.
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 1]
« Reply #182 on: February 19, 2013, 01:24:38 pm »

Oh... so you did. Crap... well I suppose for the rest of this game as long as the "Arrow" can move there withing five movements it'll be fine. I'll have to work out how I want arrows to work in the future.
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javierpwn

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 1]
« Reply #183 on: February 19, 2013, 02:37:54 pm »

Oh boy, abusive diagonal arrow shots.....
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scapheap

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 1]
« Reply #184 on: February 20, 2013, 03:59:36 pm »

Spoiler (click to show/hide)
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 1]
« Reply #185 on: February 20, 2013, 09:10:32 pm »

Update tomorrow. Sorry guys.
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #186 on: February 21, 2013, 12:06:12 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 2]
« Reply #187 on: February 21, 2013, 12:42:52 pm »

Fire orders:
Archers: A2,A3,A4,A5 Fire at Elephant H9 for 16 damage
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #188 on: February 21, 2013, 02:19:57 pm »

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



Spoiler: Nerjin’s Thoughts (click to show/hide)
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Criptfeind

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #189 on: February 21, 2013, 02:28:06 pm »

Why not archer 1?
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #190 on: February 21, 2013, 02:28:59 pm »

Lack of discipline has always plagued armies throughout the ages... and he probably just forgot.
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javierpwn

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #191 on: February 21, 2013, 04:24:34 pm »

I forgot about diagonal shots for arrows!!

Leave me be!
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GreatWyrmGold

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #192 on: February 21, 2013, 05:42:23 pm »

I thought units provided other units with cover.
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ReDeadEr

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #193 on: February 21, 2013, 09:20:56 pm »

What's the range for summoning skeletons again? I had assumed [Range: 2] meant anywhere within 2 squares of the Necromancer but I may be interpreting Range incorrectly.
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #194 on: February 22, 2013, 12:49:23 pm »

I thought units provided other units with cover.

[2] Projectile: Cannot hit units without a direct line of sight. Friendly units do not obstruct sight although enemy units, dense vegetation, and walls do.

May change that last bit in the next version to lower Archer powers.

What's the range for summoning skeletons again? I had assumed [Range: 2] meant anywhere within 2 squares of the Necromancer but I may be interpreting Range incorrectly.

You are correct sir.
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