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Eldariel

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  1. (CN Wood Elf Wizard of Nuitari) Masteries: Wis, Int || Cards: Intx2,Wis, Cha Action 1: Move to Rocky Path. Actions 2-4: Initiate Conflict with the Vile Champion rolling 3 dice.
  2. Sorry it took so long! I didn't realize this got updated. Okay, let's do this. I'll post my turn today. So we basically need to deal with the last two vile champs and get the last flag to win? Moricarn's cards are HORRIBLE for this particular task. I guess I have the Wis reroll ability and just Dimension Door to get past one of the Vile Champs? Also, is it possible to go over 6 tokens with Tactics? That is, could I add tactics to our archery line on the left flank to gain offense?
  3. I've been waiting for my turn over a month, hell yes I'd still like to play :D
  4. Not really that big an impact. Pick whatever, I think. The biggest point is, I guess, that we don't want to pick a line where we'd want numeric advantage down the line.
  5. Sorry for my inability to contribute 😕 Thanks for the game! Holidays ironically have me playing less, not more :(
  6. Thanks! "Blue Training Ground"-post is still locked for us, I think though?
  7. Depends on which flank becomes active. Commander powers typically only activate on the side that's active, so if we get left flank active, we can rely on Darrett's power, but we'll have to face Grikan Khar's equal power and face a massive numeric advantage on the Dragon Army side.. That said, in combat, there's a concept called "attacking". For each line (mounted, missile, melee), the side with more units gets to attack; turning Dragon Army units shaken doesn't really help there. That's why I hope we get right flank instead; as long as we deal with the fire and refresh Raven Uth Vogler, we can actually win there (last time we had a really good start with Black team that had us essentially in a winning position on the right flank on turn 1). Raven's ability to add shaken troops to our lines lets us reach that numeric superiority or parity we can manipulate with Tactics tokens easily enough. To recap, the important part is outnumbering the enemy on as many of the battle lines as possible on the active flank and until cards are drawn, we won't know which side is active (and which lines will fight; all-out battle has all 3 clashing but skirmish has only one line fighting). I think we'll want to blitz those Vile Champs and items if the first turns can stabilize the lines so that we aren't getting crushed (one loss condition is just having both flanks run over plus it makes moving harder as well as the other flank). Best be eclectic depending on the situation of the battle and the cards drawn for latter turns; we'll definitely need to take any opportunities we can get to snag the scenario flags as well as defeat vile champs (the game can end surprisingly quickly with unlucky fast series of Key Moments drawn so we want to be approaching our own victory conditions as quickly as we can without throwing the main battle). To recap, in order to win all of the following need to happen: - We must not lose (we lose if Dragon Army wins both flanks or if one of us dies). - We must defeat all Vile Champs. - We must Explore all 3 Scenario Flags - We must find an equipment card and bring to tent/post. We do not need to actually win the battle and we can afford to lose one flank but of course, if we can avoid that we should (lost flank makes the other flank rougher and moving around hard. I think we're good to start with the order you posted in the first post? It seems like most agreed on that.
  8. Each Commander features the check needed to Refresh them. It takes the following action: "Refresh a Shaken Commander: If you're on a tile with a shaken Alliance commander, you can Refresh that commander. The commander card's shaken side specifies an action cost to refresh the commander and an associated ability. This cost is automatically reduced by 1 if the specified ability is one of your hero's mastered abilities. You may discard any number of ability cards of the specified type to reduce the cost by that amount. The cost can't be reduced to less than 1 action." In other words, to refresh our commander Raven Uth Vogler, a random character needs to enter her square and take 3 actions. If the character has Wis mastery, he can do it with 2 actions instead, and if he discards a Wisdom card in addition, he can do it with 1 action (minimum cost). Additionally, some heroes (e.g. Barbarians used as examples in the rules documents) have a class ability to refresh allied commander regardless of Masteries. To reduce Stress, you must be in a square with no Dragon Army soldiers or vile champions at the end of your action phase. This lets you reduce Stress by 2 or recover up to 2 Action cards. If you have unused actions (of the normal 4) remaining from your action phase, you can use Respite again (letting you reduce additional Stress or get even more cards). Some classes also get ability to reduce allied stress. Far as Unit stress goes, there's no general action to refresh them but the Cha-card refreshes 2 as its basic use and plenty of Class powers and some tile powers and items and events can refresh them as well.
  9. Hmm, so are we doing the Training Grounds again or the second one? I have an ability to move an ally meaning others would be able to participate early, but I'm generally more about the main battle than the vile champions. But we'll have to see the field of battle and the card first to really formulate much of a strategy. I think usually we should first stabilize or gain advantage in the battle if we can, and then hopefully find windows to take out the vile champs and collect the flags.
  10. Welcome along! It doesn't seem like Moricarn would have any particular shared experiences with either of your characters, so we'll likely have to get acquainted as we travel. Glad to have you aboard!
  11. Kheiron's line works fine in the manor while discussing in private, I think. So let's just go with that. He does suggest that they would retreat to a more private location after the meeting though. I guess the question he'd be really interested in asking Vasilis is why he's willing to pay so handsomely for such a mundane-appearing task, but at the same time there is little reason to assume the answer would reveal anything.
  12. (CG Variant Human Nyxborn Wizard of Keranos) Kheiron had been unusually quiet, the turmoil in his head all but visible tempest to the others as well. Something, everything about this seems illogical. Why would Vassili need us for such a mundane task? Why would the underground specifically warn us against him? How did he know who we are and whence we come? What is Thassa's part in all of this? We lack a crucial piece of the puzzle and yet choosing a way to find that piece automatically places us on a side of the game board without an idea of what the game is... "I do believe we should map the task and what it requires a bit more, but I do believe that should we take the money, the task is something we should complete. And I do believe we should ultimately take the task anyways. I am satisfied with my knowledge of hippocamps and the journey shouldn't be overtly difficult, but we do of course have to prepare for unforeseen obstacles and issues, and I believe we ought to retreat to discuss proper preparations in more detail." As he talks, it is clear Kheiron is not quite as certain as normal; being on the wrong side of the information blackout did not sit well with him and while he could piece together some parts, the big picture still lacked crucial information.
  13. Am I to assume the party is in a position to discuss the matter safely? I would assume they would certainly seek a more private area to discuss the matter.
  14. Updated to level 2, gaining: - Performance proficiency - Light armor proficiency - Simple melee weapon (whip) proficiency - Bladesong (2/LR) - +5 (level) +2 (Con) HP
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