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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 22094 times)

Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #240 on: February 27, 2013, 08:44:37 pm »

That's actually been in since about 2.0. If you check the rules you'll see it under Archer/Abilities/Projectile
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Criptfeind

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #241 on: February 27, 2013, 08:53:44 pm »

Ah my bad. Well. Derp I'm stupid.

Anyway.

Does this work better?:

Archer 1 fire on GWG elephant
Archer 2 fire on GWG elephant
Skeleton on J7 kill ReDeadEr K2
Archer 3 kill GWG elephant
Archer 4 kill ReDeadErs G1
Cleric casts heal on K8
Mage casts Fatigue on H10
Necromancer 1 casts summon skeleton on J5
Necromancer 2 moves to M5
Other skeletons hold
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #242 on: February 28, 2013, 01:49:28 pm »

Spoiler: Criptfeind’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 2]
« Reply #243 on: February 28, 2013, 07:03:26 pm »

The trumpeting of the dead elephant galvanized the troops into action. The forces of the Exiled King advanced...

Skeleton 1: Move to H6
Skeleton 2: Move to H7
Warrior: Move to G6
Necromancer: Move to F6, summon skeletons at H5 and G4
Cleric 1: Move to E5, cast Haste
Cleric 2: Haste at F8 (or just Haste if it's an aura)

All this work?
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javierpwn

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #244 on: March 01, 2013, 06:20:35 pm »

"Archers! Lay waste to the enemy!
Archer 1 fire at elephant H5
Archer 2 fire at elephant H5
Archer 3 fire at elephant H5
Archer 4 fire at elephant H5
Archer 5 fire at elephant H5
For 20 damage!
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scapheap

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #245 on: March 01, 2013, 06:37:12 pm »

"Archers! Lay waste to the enemy!
Archer 1 fire at elephant H5
Archer 2 fire at elephant H5
Archer 3 fire at elephant H5
Archer 4 fire at elephant H5
Archer 5 fire at elephant H5
For 20 damage!
*Look at pic* Bit quick off the mark.
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javierpwn

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #246 on: March 01, 2013, 07:12:45 pm »

Well.... Double turns are easier!
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Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #247 on: March 01, 2013, 07:21:44 pm »

Well.... Double turns are easier!

And triple turns are easier still. But the problem is that Scap goes before you.

No update tonight.
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javierpwn

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #248 on: March 01, 2013, 07:26:03 pm »

Oh...ummmmmm... Oops? Honest mistake!
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Remuthra

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #249 on: March 01, 2013, 07:28:19 pm »

Considering scapheap cannot attack the archers in question, and cannot stop the elephant being hit, I don't think it really matters.

Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #250 on: March 01, 2013, 07:29:33 pm »

Considering scapheap cannot attack the archers in question, and cannot stop the elephant being hit, I don't think it really matters.

Maybe not but rules are rules. Besides you'd be surprised at the clever things people can come up with. I'm a bit of a rule-follower I'm afraid.
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Remuthra

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #251 on: March 01, 2013, 07:32:26 pm »

Considering scapheap cannot attack the archers in question, and cannot stop the elephant being hit, I don't think it really matters.

Maybe not but rules are rules. Besides you'd be surprised at the clever things people can come up with. I'm a bit of a rule-follower I'm afraid.
In any case, the action is just void anyway.

Nerjin

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 2]
« Reply #252 on: March 02, 2013, 11:23:02 pm »

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



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

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #253 on: March 03, 2013, 03:16:43 am »

I think that there could be a place for slip-shot, just not on a unit that can do much else, maybe shift it to inquisitors? Archers currently do more damage than barbarians, and are pretty much better than barbarians in every way except for having a minimum range. Even then, with poison they can just keep running away until something dies, so the minimum range thing is not so bad if they got a hit in first.
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scapheap

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Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Turn 3]
« Reply #254 on: March 03, 2013, 03:32:05 am »

Skeleton 2 attack I10
If elephant at H9 can move, Skeleton 1 to I9 and attack J9(I not sure how stun and haste work together)
other wise Skeleton 1 to I11 and attack J11
Skeleton 3 to I10 and attack J10
If able, Elephant to J9(I know it can't attack)
Cleric 2 to G10 and haste
If able, Cleric 1 haste
Nercosummon Skeleton in attack modeto G11
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