Isn't there only two army for us to target? Any one will be fine...
For the last bombardment, lets go reckless at 11
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FaranguI am a beardy manWith a beardy planRegistered Userregular
No damage is done at 11.
With bombardment done, there is one step left before the game begins proper. Chaos now gets to put any four of their Drop Pods and/or Port Landing cards, face down, on any spot on the Strategic Map. Any cards left over are shuffled into their order deck.
This:
1 card to Volcanic, Black Ministry, Imperial Plateau, and Lions Gate...
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FaranguI am a beardy manWith a beardy planRegistered Userregular
edited December 2012
Cards placed. Maps updated. Now the game begins in earnest.
Chaos has the first turn, although any action will move their initiative marker past the Imperial's, which will begin co-existence battles and end their turn.
The available actions are:
1. Play a card from the Strategic Map (1 time)
2. Draw an order from your deck (1 time)
3. Bury an order at the bottom of a stack on the Strategic Map (1 time, although currently unavailable since there are no stacks of more than 1 card)
4. Play an order from your hand (Time cost is listed next to card name)
The decision currently goes to Chaos. (Note - This is the only turn in which you can put a card on the Strategic Map and then immediately play it. After this, all other cards on the Strategic Map must be on there for a full initiative shift before being able to be played.)
FaranguI am a beardy manWith a beardy planRegistered Userregular
A quick clarification: The Assemble order can only move units already on the board. To bring on new units, Chaos must use either a Drop Pods or Port Landing card.
FaranguI am a beardy manWith a beardy planRegistered Userregular
Fixed indeed. Although next time please point out whether the card was from your hand or the Strategic Map.
This brings us to our first set of co-existence battles. There are quite a few. The Imperial Team always decides the order in which co-existence battles are resolved, so we will wait for their directive.
FaranguI am a beardy manWith a beardy planRegistered Userregular
While we wait for Dongs to confirm the order, I'll go over the way battle works.
First, the defender and attacker are identified. In co-existence battles, the chaos forces are always defenders.
Then you determine the number of iterations that fight goes. Co-existence battles go for eight iterations.
The defender then chooses who is active first(trying to deal damage) and who is passive(trying to resist damage) first.
Then you count the number of ranks of every unit fighting, which is listed in the first post. Divide that in half, and that is how many cards you get for the battle.
Each card has a damage amount and a shield amount. Cards can be played by the active player to deal damage equal to their damage amount, or sacrificed to block damage equal to their shield amount. You can't play a higher number of cards than the current iteration number.
So, for example, we look at Lions gate. Currently the imperial has one rank 1 unit there. 1/2, but we round up, so he would get one card. Chaos has 2 rank 1 and one rank 2 unit in there, so they get ((1+1+2) / 2) two cards.
Chaos decides to let imperium go active first. Imperium can play one card in the first iteration, so they play their card for 2 damage. Chaos sacrifices one if their cards with one shield on it, so one damage gets through. Chaos can either put it on one of their armies, destroying it, or their tank group, damaging it.
In the second iteration, chaos is now active. They could play up to two cards, but they only have the one, so they play it for one damage. Imperium have no cards left, so they must take the damage, destroying their army.
Units can take damage up to their rank number before they are destroyed. Partially damaged units do not lose effectiveness or draw fewer cards. Units can attempt to flee to another area after both sides have been active once.
2 damage - Unspeakable Perversion - 0 shields - Slaanesh unit: replace one imperial army or tank unit with the corresponding traitor unit. (5 shields to counter)
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FaranguI am a beardy manWith a beardy planRegistered Userregular
Imperials to either discard a card to block the damage or let it through.
Let me see if I understand this correctly (again, we only have the one guy, and one card to play):
3 – Strategic Withdrawal – 1 shield – Defending Unit: Move all of your units and Heroes in the target area to an adjacent friendly or neutral area. Activate the area, then the battle ends. This is considered neither a rout nor a retreat. [5 shields counter]
Now that only has one shield to block 3 damage (right?), so the lone Army unit there gets destroyed, but does the withdrawal thing mean they can retreat before damage?
If they can withdraw freely, can we send them to 21 to fight normally there this turn?
We are the defenders in this scenario though. There seems to be a difference between attacking and defending and active and passive. I'm phone posting but Farangas battle explanation covers it well.
Oh, shit, right. I assume Strategic Withdrawal only applies to the unit playing the card, and can't be used to force another defender to withdraw?
In that case we're taking 3 damage and have only one shield, so I guess the lone Army unit on 14 perishes no matter what, without the opportunity to return fire. Correct? (Also, for future reference: if a defender were to use that Strategic Withdrawal card to redeploy into another, unresolved combat, would it fight normally in that one?)
(Sorry I keep asking for confirmation, I want to try to get this figured out from outset if I can)
Dongs Galore on
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FaranguI am a beardy manWith a beardy planRegistered Userregular
If you are sacrificing a card for its shields, you do not get the ability listed on it. A card's ability is only used when you are active. If, in the future, you were to use this to move into an area that was attacked and that battle hadn't been done yet, then they would be included.
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Final bombardment?
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For the last bombardment, lets go reckless at 11
With bombardment done, there is one step left before the game begins proper. Chaos now gets to put any four of their Drop Pods and/or Port Landing cards, face down, on any spot on the Strategic Map. Any cards left over are shuffled into their order deck.
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Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Ignore this...
This:
1 card to Volcanic, Black Ministry, Imperial Plateau, and Lions Gate...
Chaos has the first turn, although any action will move their initiative marker past the Imperial's, which will begin co-existence battles and end their turn.
The available actions are:
1. Play a card from the Strategic Map (1 time)
2. Draw an order from your deck (1 time)
3. Bury an order at the bottom of a stack on the Strategic Map (1 time, although currently unavailable since there are no stacks of more than 1 card)
4. Play an order from your hand (Time cost is listed next to card name)
The decision currently goes to Chaos. (Note - This is the only turn in which you can put a card on the Strategic Map and then immediately play it. After this, all other cards on the Strategic Map must be on there for a full initiative shift before being able to be played.)
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Strategic Map Drop pod to Imperial Plateau dropping in a Khorne space marine and 2 thunderhawks into 21
The Black Hole of Cygnus X-1
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The Black Hole of Cygnus X-1
This brings us to our first set of co-existence battles. There are quite a few. The Imperial Team always decides the order in which co-existence battles are resolved, so we will wait for their directive.
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Good work stever, sorry I was sleeping!
Lions Gate Spaceport
Damocles
14
21
29
I'm not aware of any importance in the order these are resolved so let's just go with that order. @Dongs Galore if you want to use a different order.
Edit: Hmm, how do you @ someone with a space in their name?
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
First, the defender and attacker are identified. In co-existence battles, the chaos forces are always defenders.
Then you determine the number of iterations that fight goes. Co-existence battles go for eight iterations.
The defender then chooses who is active first(trying to deal damage) and who is passive(trying to resist damage) first.
Then you count the number of ranks of every unit fighting, which is listed in the first post. Divide that in half, and that is how many cards you get for the battle.
Each card has a damage amount and a shield amount. Cards can be played by the active player to deal damage equal to their damage amount, or sacrificed to block damage equal to their shield amount. You can't play a higher number of cards than the current iteration number.
So, for example, we look at Lions gate. Currently the imperial has one rank 1 unit there. 1/2, but we round up, so he would get one card. Chaos has 2 rank 1 and one rank 2 unit in there, so they get ((1+1+2) / 2) two cards.
Chaos decides to let imperium go active first. Imperium can play one card in the first iteration, so they play their card for 2 damage. Chaos sacrifices one if their cards with one shield on it, so one damage gets through. Chaos can either put it on one of their armies, destroying it, or their tank group, damaging it.
In the second iteration, chaos is now active. They could play up to two cards, but they only have the one, so they play it for one damage. Imperium have no cards left, so they must take the damage, destroying their army.
Units can take damage up to their rank number before they are destroyed. Partially damaged units do not lose effectiveness or draw fewer cards. Units can attempt to flee to another area after both sides have been active once.
Questions?
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I think.
The Black Hole of Cygnus X-1
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Yo yo yes confirmed
This will take a bit longer right now since I am currently on my phone, but I will do my best.
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Chaos to determine who is active first.
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Since we can only play one card this iteration...
2 damage - Unspeakable Perversion - 0 shields - Slaanesh unit: replace one imperial army or tank unit with the corresponding traitor unit. (5 shields to counter)
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1 damage - Hunker Down - 0 shields - +defending unit: immediately draw 2 combat cards.
Damn.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
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1 – Driven Before the Storm – 3 shields – Attacking Unit: 2 opposing units of your choice whose rank is less than this unit's rank ore routed.
1 – Emperor's Defenders – Adeptus Custodes with Emperor – Move the Emperor marker back up to 3 spaces on the Hero dmg track.
... damn again. I guess no shields at all? I kinda suck at defense.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Next is area 14. Cards are out.
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3 – Breach – 2 shields - +Titan Attacking a Fort – Breach the fortification between an attacking Titan and the target area.
The Black Hole of Cygnus X-1
3 – Strategic Withdrawal – 1 shield – Defending Unit: Move all of your units and Heroes in the target area to an adjacent friendly or neutral area. Activate the area, then the battle ends. This is considered neither a rout nor a retreat. [5 shields counter]
Now that only has one shield to block 3 damage (right?), so the lone Army unit there gets destroyed, but does the withdrawal thing mean they can retreat before damage?
If they can withdraw freely, can we send them to 21 to fight normally there this turn?
In that case we're taking 3 damage and have only one shield, so I guess the lone Army unit on 14 perishes no matter what, without the opportunity to return fire. Correct? (Also, for future reference: if a defender were to use that Strategic Withdrawal card to redeploy into another, unresolved combat, would it fight normally in that one?)
(Sorry I keep asking for confirmation, I want to try to get this figured out from outset if I can)
Next is 21. Cards are sent.
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