My ultimate defense: Form 1357-Q-298-FD: Attack Requisition Form: Class 34 Magi
Must be:
Signed 180 times
Filed in triplicate-no carbon paper
Filed before closing.
If you get to the point where you can level up, you need to figure out which of your 17 planned abilities you'll actually take.
Turn 1
Hire/paper-mindflay an Assasin to kill a higher-up Warlock Remathura. Give him a squad of Critters.
Give him a Command Scroll.
"Coming to kill me, eh? Well, what you don't know is that I'm already here."
Insanity Bolt on the traitorous backstabber.
Launch Mad Rant!
Combat!
((I was not expecting this to happen on turn 0, this must be Bay 12))
Dansmithers attempts to kill off his partner! Remuthra fights back!
Dansmithers hires an assassin for 5 gold! He loses 5 gold, and it goes to the Assassin's guild's treasury.
He creates an Eldritch Scroll for the Assassin and gives him a small band of his personal Critter Entourage.
He loses 1 Phyche for the spell and a small number of followers.
Remuthra Fires off an Insanity Bolt! 4,2 The spell fails to connect, and he loses 1 Phyche for the Cast.
Remuthra Launches his Mad Rant! 2,5,1,6*4 Vs. 3,2. Dansmithers loses 2 Phyche! Remuthra has used his Mad Rant for this battle.
Combat totals:
Dansmithers: -5 gold, -3 Phyche, -some followers, +Assassin, +Eldritch Scroll.
Remuthra: -1 Phyche, Mad Rant used for this battle.
Assassin's Guild: +5 gold
The Warlock's Guild hall is trashed!
'Convince' a rival gang to clear out of their base.
You try to convince a rival gang to buzz off. 5,6*6*5,2,6*6*6*4. You got 7 successes and a freaking double critical, I am convinced that you must cheat at every game I make. They flee for the hills at the sight of your approach!! You take over the entire gang that was taking up space in the middle of your territory and gain 6 new buildings.
Look where all the parties are at. There's gotta be, like, noblemen around here, right?
You spend time around noblemen's parties, making connections. 1,2,5,6*3. You convince a couple of nobles to help you. You gain +2 votes for the Paladins Guild.
Stealthy begin taking buildings from the goblin mafia
You attempt to take over some territory from the Goblins. 1,4,3 They won't listen to you, so you walk around the back and attempt to sneak inside. 1,6*2,5,3,1 You successfully evade detection and make your way to the house holder. 5,5 You successfully Assassinate the Goblin, and the house falls under your control! You take two buildings from the Goblin Mafia. One of which is a Market house.
Move in to a few lesser rivals and bash their heads in if they treat the people badly or invite to join with those that don't. Intents to take said buildings.
You head toward a lesser rival group who settled in the center of your territory. You see that they are (6) actually pretty understanding people. 3,4 They aren't willing to part with their spot, however, so you challenge the leader to a duel. 5,2 Vs. 5,3. He dodges and counter-attacks. 2,3 He misses! You attack again. 3,2 You miss! 2,6*6*1
Critical Vs. 2,5,5. He knocks you down, but fails to injure you. 6*2,3 Vs. 6*5,6*2.
Critical He kicks you back down! 1,2
Fumble He trips himself! 6*3,4. You hit him while he's down! You are the first to land a hit, and he concedes. You take over the small rival group, and add 3 buildings to the Fighter's Guild.
Sneak into one of the buildings on the south-west border of my territory, one currently owned by both Paladins and the Goblin Mafia, but unowned by any mage faction (brown not gray), next to the yellow dots on the map. Trick the current residents into working for me, and then take it over.
((I assume by "yellow dots" you mean the Market stalls in the dark grass"))
You find a pair of buildings that meet your exact specifications, and they are also right on your border, and they are both Market Houses as well, score! You attempt to convince the owners to work for you, seeing a good political opportunity with the other factions already in place. 1,1
Fumble They laugh in your face. You use your Turncoat power! 4,5,3. Well, they sure changed their minds quickly. You gain 2 new buildings, both of which are Market Houses.
Round up a few fine bloodthirsty paladins and take over that little grey building directly to the east from the Rogues' Guild Hall.
You round up some righteous might and take a nice morning walk. 5,1,2,1,3. You break down the front door and proclaim the new ownership. They don't put up a fight. You gain 1 building, which is a Market House.
NPC TURNS:
OREOSOME talks to some goblins across the street from dewboy's assassination attempt. 1,2
Fumble They are unimpressed. 4,4,3. He then fails to strike the Goblin. They remain unimpressed.
The two Warriors try to capture some nearby territory. 2,6*5. One convinces some neutral houses to join them. 2,3. The other fails, and comes out swinging. 3,1,4. He fails still. The Warriors gain 2 houses.
The NPC Fighter attempts to claim a neutral house. 5,6*5. He easily convinces them to join. The Fighters gain 4 houses.
The NPC Rouge tries to capture a neutral house. 3,5 Success! The Rouges gain 2 houses.
The NPC Wizard tries to subvert some nearby Market Houses. 2,6*2. He gains control of 2 Market Houses.
The NPC Sorcerer tries to gain some new Market Houses. 1,2
Fumble He is laughed at. 6*2,3. His attempts at some sly sorcery, however, was nothing to laugh at. He gains 2 Market Houses.
Xantalos the Wizard shall attempt to gain some Market Houses for his Guild. 2,6*6*2. He successfully convert 3 Market Houses to his causes.
Total Turn: Territory Income Treasury Players
Warriors: 82 35 35 None
Fighters: 96 42 42 Maxinum McDreich
Paladins: 74 11 10 Harry Baldman, HmH (+2 Votes)
Rouges: 76 43 43 kj1225
Assassins: 58 15 19 OREOSOME, dewboy
Warlocks: 55 8 8 Remuthra, Dansmithers
Wizards: 71 7 2 Xantalos
Sorcerers: 73 8 4 flabort
Sorry, Xantalos, I had to post this while I could.