Darkness Rising - Charlie's Mission #1

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Re: Darkness Rising - Charlie's Mission #1

Postby MarbitChow » Wed Dec 19, 2012 7:08 pm

Nnelg wrote:If there's no objections, can we go ahead and start the battle now?
Since there are 7 players involved in this scenario, as soon as 3 of them post their approval of your setup, we'll get under way.
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Re: Darkness Rising - Charlie's Mission #1

Postby CroverusRaven » Wed Dec 19, 2012 10:11 pm

I'm ready to fry some iron dwarves.
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Re: Darkness Rising - Charlie's Mission #1

Postby WhirdCheese » Wed Dec 19, 2012 11:10 pm

Planning takes to long. Holding and Blocking is all he needs to know.
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Re: Darkness Rising - Charlie's Mission #1

Postby bob the 6th » Wed Dec 19, 2012 11:33 pm

looks good.
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Re: Darkness Rising - Charlie's Mission #1

Postby Werebiscuit » Thu Dec 20, 2012 7:19 am

Since no-one it appears understood the idea and now we end up with Chester & Jaeger in seperate stacks anyway. Let's go with the most recent simpler idea of NNelg's
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Re: Darkness Rising - Charlie's Mission #1

Postby BLANDCorporatio » Thu Dec 20, 2012 1:13 pm

Why can't we all just get along?

(OOC: meaning, fire away, let's do this!)
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising - Charlie's Mission #1

Postby MarbitChow » Fri Dec 21, 2012 2:06 pm

Turn 17 - Round 0, Phase 1

Image

Full Battlefield View:
Spoiler: show
Image


Cirque Du Folie (And Allies) Units:
Spoiler: show
Zed-Too (BLANDCorporatio): Warrior {Level 1, 4xp} [5 Combat / 8 Defense / 22 Hits. 8 {8} Move. Assault. Special: Military, Well-protected, Beefy, Skilled] (Lesser Boost:2) (Ward-16)
Sekan (ETheBoyce): Archer {Level 1, 0 XP; 2 AP Unspent} [7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Special: Military] (Ward-16)
Anex (Werebiscuit): Archer {Level 1, 4xp} [10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Special: Military, Well-Armed, Skilled] (Lesser Boost:2) (Ward-16)
Thomas the Tank (bob the 6th): Spearman {Level 1, 0 XP} [ 8 Combat / 6 Defense / 20 Hits / 8 {8} Move. Strike. Specials: Heavy, Military] (Ward-16)
Blackbeard (WhirdCheese): Warrior {Level 1, 0 XP} [5 Combat / 11 Defense / 18 Hits / 8 {8} Move. Assault. Specials: Heavy, Military] (Ward-16)
Jaeger (Nnelg): Spearman {Level 1, 0 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Leadership, Military] (Ward-16)

Gobwin Spearman (GS-1) : Spearman {Level 1, -5 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Military] (Ward-16)
Gobwin Spearman (GS-2) : Spearman {Level 1, -5 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Military] (Ward-16)
Gobwin Spearman (GS-3) : Spearman {Level 1, -5 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Military] (Ward-16)
Gobwin Spearman (GS-4) : Spearman {Level 1, -5 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Military] (Ward-16)
Gobwin Spearman (GS-5) : Spearman {Level 1, -5 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Military] (Ward-16)
Gobwin Spearman (GS-6) : Spearman {Level 1, -5 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Military] (Ward-16)
Gobwin Spearman (GS-7) : Spearman {Level 1, -5 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Military] (Ward-16)
Gobwin Spearman (GS-8) : Spearman {Level 1, -5 XP} [ 5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Specials: Military] (Ward-16)

Chester Napier: Caster {Lvl 5} [ 15 Combat / 1 Defense / 20 Hits / 8 {8} Move. 40 Juice. Special: Shockamancy (Hoboken, Grounding, TooGeeWonCee, Ickypron, Hobobarbie)] Restore Juice (Restore 20) x2
Golem Guard 1 (BG-1) : Golem Warrior {Lvl 2} [ 5 Combat / 5 Defense / 66 Hits / 8 {8} Move. Strike. Specials: Bodyguard, Heavy]
Golem Guard 1 (BG-2) : Golem Warrior {Lvl 2} [ 5 Combat / 5 Defense / 66 Hits / 8 {8} Move. Strike. Specials: Bodyguard, Heavy]


Iron Giant Dwarven Units:
Spoiler: show
Scout (SC-1) : [1 Combat / 2 Defense / 4 Hits. 12 {16} Move. Special : Crypsis (self only).]


Results:
Spoiler: show
Squads:
Jaeger: Napier, Anex, Sekan, Zed2, Blackbeard, BG-1, BG-2 ( + 1 Leadership )
GS-3 : GS-4, GS-5, GS-6, GS-7, GS-8
Thomas: GS-1, GS-2

=========
= Turn 0 =
=========

Phase 2
------------
Napier spot check succeeds - SC-1 is revealed!
Jaeger spot check succeeds - SC-1 is revealed!
Equilateratoria is now underway. New players are welcome to join at any time! (Rules)
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Re: Darkness Rising - Charlie's Mission #1

Postby Nnelg » Fri Dec 21, 2012 4:34 pm

"Mist! Ein Scout! Take it down, but silently."


If I'm correct in my understanding of the Foolamancy rules, then Jaeger and Napier are the only units that can act this round. Or was it this phase?

Either way, Napier shouldn't waste any juice on it. (Or alert the enemy with a noisy Shockamancy spell...) We should take it down with Fire actions. (From Anex and Sekan, if at all possible.)


Also, shouldn't everyone have delayed moves/actions?
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Re: Darkness Rising - Charlie's Mission #1

Postby MarbitChow » Fri Dec 21, 2012 6:11 pm

Nnelg wrote:Or was it this phase?
It's this phase. Assuming everyone had delayed actions, only those people who saw it could act on the same phase.

Nnelg wrote:Also, shouldn't everyone have delayed moves/actions?
Yes. You're the defenders - you all start w/ readied actions. I just didn't bother to write them in for this phase; everyone can act on Phase 0. I'll start listing delayed actions after the scout is resolved.
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Re: Darkness Rising - Charlie's Mission #1

Postby WhirdCheese » Fri Dec 21, 2012 8:08 pm

Just have chester fire at it. HE WILL ONE SHOT IT!
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Re: Darkness Rising - Charlie's Mission #1

Postby ETheBoyce » Fri Dec 21, 2012 8:10 pm

Having Chester fire would be a waste, have Sekan or Anex Fire so Chester can act twice in round 1
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Re: Darkness Rising - Charlie's Mission #1

Postby Nnelg » Fri Dec 21, 2012 9:42 pm

"Herr Napier, hold your fire! Archers, fell it with arrows. We do not want to let on that we have a Shockamancer yet.


Korporal Thomas, perhaps you should send dein Gobwins to sneak a peak around die bend..."


If we send the two spare gobwins along the north side of the path, they'll be able to sneak a peak down it. If the enemy is there, the Gobwins can draw them into the jaws of the ambush. If not, they can drag the body to where it might not be seen.

But those Gobwins are under Thomas' command. So, it's bob the 6th's call.
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Re: Darkness Rising - Charlie's Mission #1

Postby bob the 6th » Fri Dec 21, 2012 11:15 pm

"Got it chief."

Thomas starts chugging over to the scouts corpse, trying not to make a whistling sound.

Thomas will move to (5,-3) with his delayed move then (13,-3) with his normal move phase 8. He will set the stacks order to rally point (24,-1), and target(any) at the start of the next round... if I understand the new rules. Should reach the body on round 3...
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Re: Darkness Rising - Charlie's Mission #1

Postby MarbitChow » Fri Dec 21, 2012 11:38 pm

Note that the enemy plays by the same rules that the players do: once a unit in the hex spots enemy units, all enemy units in the hex are made aware of those units as well. All stats are revealed for any units in RLOS.
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Re: Darkness Rising - Charlie's Mission #1

Postby Nnelg » Fri Dec 21, 2012 11:59 pm

MarbitChow wrote:Note that the enemy plays by the same rules that the players do: once a unit in the hex spots enemy units, all enemy units in the hex are made aware of those units as well.

Oh, then we might need to get creative...


MarbitChow wrote:All stats are revealed for any units in RLOS.

So, does that mean the majority of the enemy will be unaware that Chester is a Shockamancer?



For now, let's see what they do. Thomas needs to be especially careful. (He needn't go out on his own, for instance. He can direct the Gobwins safely from behind cover.)

Hopefully, they'll come to us and we'll slaughter them... If not, we'll have to go to them. Don't worry, I have a plan in mind already...

Fast forwards until we have LOS to another enemy, then?
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Re: Darkness Rising - Charlie's Mission #1

Postby bob the 6th » Sat Dec 22, 2012 12:41 am

Well, it was more an issue of expedients... when I could assume we could hide the corpse. But might as well move out to see anyways...
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Re: Darkness Rising - Charlie's Mission #1

Postby WhirdCheese » Sat Dec 22, 2012 12:43 am

We need to assume the worst. They know we have a shockamancer now. So they'll come around the corner spread out and start shooting at chester. Assuming these guys are level 1 the bodyguards should hold for a few rounds.
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Re: Darkness Rising - Charlie's Mission #1

Postby Nnelg » Sat Dec 22, 2012 12:48 am

WhirdCheese wrote:We need to assume the worst. They know we have a shockamancer now. So they'll come around the corner spread out and start shooting at chester. Assuming these guys are level 1 the bodyguards should hold for a few rounds.

I'm planning for both the worst and the best now. If they know we have a high-level shockamancer, there's no way that they're coming around that corner. If they don't, we might still be able to lure them around it.

Either way, we need to check and find out.
"The Wizard is Charlie!"
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Re: Darkness Rising - Charlie's Mission #1

Postby bob the 6th » Sat Dec 22, 2012 12:50 am

or we have the forces to smash them as they go around the corner. Might eliminate the chance of it devolving into a shoot out... but might cost us some troops.
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Re: Darkness Rising - Charlie's Mission #1

Postby Nnelg » Sat Dec 22, 2012 2:43 am

bob the 6th wrote:or we have the forces to smash them as they go around the corner. Might eliminate the chance of it devolving into a shoot out... but might cost us some troops.

A shoot-out is what we want; Napier's Shockamancy guarantees that we'd win any ranged engagement. So, that's why we'd like to get them to come around the corner if possible... If not, then we'll probably form up on the north edge of the path, and slowly creep our way forwards.

Either way though, we need to see what's out there. (Thomas doesn't have to go himself; just send the gobwins.)
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