Catching sight of the winded razorwings, the elven squad is beset upon by beastmen, who tear apart the first warrior and wound the second. Reacting quickly, the sorceresses spin webs of power, driving off the weres, sending them running for safety.
The warrior then quietly stalks the razorwings to their new lair and dispatches them.
First warrior dies, the second takes one damage.
Sorceresses draw: orb, orb
The warrior draws: 1 damage
Latari victory (three standing to none); Uthuk to retreat the two beastmen; I think they could go to different locations, since it was an orb effect rather than a normal retreat. If you wanted them to.
Unless Zellpher wants to move his runes the undying will build a fortress in starfall forest (6b) and end my turn.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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admanbunionize your workplaceSeattle, WARegistered Userregular
edited July 2010
Fuck me.
Uthuk repairs their stronghold in the Mountains of Despair.
Uthuk build a stronghold in Broken Crags and repair their stronghold in the Mountains of Despair.
Do you have lumber left to build a new stronghold?
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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admanbunionize your workplaceSeattle, WARegistered Userregular
Forces swell as bannermen gather, hordes procreate, graveyards are emptied and elves get off their asses.
New Recruits – Each player may recruit units using all of his resource types. All “Recruit” Order cards played during this season are considered blank.
Latari, Daqan, Waiqar, Uthuk order.
Mordenthral on
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admanbunionize your workplaceSeattle, WARegistered Userregular
As the winter snows recede in starfall forest 3 reanimate emerge, soggy but otherwise unharmed by their long entombment in ice. Meanwhile a necromancer and his skeletal archer pet emerge from the ancient tombs at waiqar's main fortress (WA).
No dark knight
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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admanbunionize your workplaceSeattle, WARegistered Userregular
edited July 2010
A new contingent of Uthuk warriors make their way into the great Fortress of Despair.
two berserkers, a flesh ripper, and a chaos lord at 6D
Using our newly constructed fortress, we will recruit all possible at bitter downs.
Your 8th bowman went out and you were one short for the recruitment. Let me know if you want to destroy one of the ones on the board before the recruit.
With rumors of huge armies amassing outside the city, an archer ventures into Mountainville while the garrison retreats to Forestopolis. A sorceress slips out of Himring to join the others in Forestopolis, while one of the archers from Himring ventures into the blasted plains.
Archer from 7B to 6C
2 warriors and sorceress from 6C to 7B
Sorceress from Fool's Rapids to 7B
Archer from Fool's Rapids to 1C
In order to strengthen our lands, we will send our archers into the Sacred Bog, A footman into the adjacent forest, and the archer from Townsburgh to Guardian Peak.
Move all archers from DC to 9A
Move footman from 9A to 8D
Move archer from 9B to 2A
Draw tactics
A messenger arrives at the mountains of despair with a carefully worded message written on human skin.
"Let us work together to crush the forces of light, these pathetic humans and the cowardly elves, then after we are victorious lets rip each other apart like the vicious dogs we know we are."
Favorable Alliance - Play during your turn. Choose an opponent. He receives 1 to 4 influence of your choice. You then receive 1 to 4 influence of his choice.
targeting admanb and giving 4 influence
I just need to know how much influence your going to return the favor with.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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admanbunionize your workplaceSeattle, WARegistered Userregular
edited July 2010
Well, being in your good graces would certainly be a good thing at this point, and the influence offers no immediate threat to me, so...
Alright, my thanks admanb.
Now to the on to the goodies, I'm moving to Velvet Plains 4B. Moving 2 archers 2 necromancers and 1 reanimate from the fortress at WA. Waiqar offers the sorcerers true immortality in a diplomatic offer. Using 3 influence in diplomacy.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
The Sorcerers turn out to be members of the wizards council and attack!
Okay then I am going to stay and fight, Zellpher to draw one for the sorcerers first. I will draw one as well for the first round skeletal archer.
Sorry Mordenthral best laid plans of mice and men. Wait who draws first?
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
The first archer misses and the second archer is held fast by powerful wards also doing nothing.
Sorcerers are up now.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Two of the reanimates stumble around, bumping into walls. The other two attack one of the sorcerers, killing him.
The remaining two sorcerers flee, never to be seen again.
2 damage, 1 sorcerer dies
7 strength waiqar / 2 strength neutral, sorcerers try to flee and cant so are destroyed
Activating supremacy ability and moving to Howling Hills at 4A. Moving 3 reanimates at 3B and dark knight at WA.
And that's all for my turn.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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admanbunionize your workplaceSeattle, WARegistered Userregular
edited July 2010
The Uthuk go to war...
Activate 6C, move in a fleshripper and berserker from 5C, and two berserkers from the fortress.
Posts
another orb, for 1dmg
You guys shouldn't let me draw cards for neutrals. :P
The warrior then quietly stalks the razorwings to their new lair and dispatches them.
Sorceresses draw: orb, orb
The warrior draws: 1 damage
Latari victory (three standing to none); Uthuk to retreat the two beastmen; I think they could go to different locations, since it was an orb effect rather than a normal retreat. If you wanted them to.
Daqan Lords are up to fortify.
Uthuk repairs their stronghold in the Mountains of Despair.
Do you have lumber left to build a new stronghold?
Forces swell as bannermen gather, hordes procreate, graveyards are emptied and elves get off their asses.
No dark knight
*grumble* third shift *grumble*
Your 8th bowman went out and you were one short for the recruitment. Let me know if you want to destroy one of the ones on the board before the recruit.
The map:
Strategize
Strategize
Mobilize
Mobilize
The map:
2 warriors and sorceress from 6C to 7B
Sorceress from Fool's Rapids to 7B
Archer from Fool's Rapids to 1C
Draw no tactics cards from the supremacy.
Move footman from 9A to 8D
Move archer from 9B to 2A
Draw tactics
"Let us work together to crush the forces of light, these pathetic humans and the cowardly elves, then after we are victorious lets rip each other apart like the vicious dogs we know we are."
targeting admanb and giving 4 influence
I just need to know how much influence your going to return the favor with.
4 influence in return.
Now to the on to the goodies, I'm moving to Velvet Plains 4B. Moving 2 archers 2 necromancers and 1 reanimate from the fortress at WA. Waiqar offers the sorcerers true immortality in a diplomatic offer. Using 3 influence in diplomacy.
The Sorcerers turn out to be members of the wizards council and attack!
Okay then I am going to stay and fight, Zellpher to draw one for the sorcerers first. I will draw one as well for the first round skeletal archer.
Sorry Mordenthral best laid plans of mice and men. Wait who draws first?
The first archer misses and the second archer is held fast by powerful wards also doing nothing.
Sorcerers are up now.
The necromancers then go about summoning (orb) four more (orb) reanimates.
The remaining two sorcerers flee, never to be seen again.
7 strength waiqar / 2 strength neutral, sorcerers try to flee and cant so are destroyed
Activating supremacy ability and moving to Howling Hills at 4A. Moving 3 reanimates at 3B and dark knight at WA.
And that's all for my turn.
Activate 6C, move in a fleshripper and berserker from 5C, and two berserkers from the fortress.
The fleshripper's demonic hide absorbs the arrows. The Uthuk hordes swarm the archer and chop him to bits.