OK, the starting board is in the third post, sharing with the Ancients' description (post 2 was full). I did forget to show the High Priests for the non-TT factions, but you'll see them next update.
@mindflare77 needs to decide whether to start in Mountains of Madness or Arctic Ocean, and choose a starting Spellbook for there being a Gate in both areas.
Saurfang will start in the other pole automatically.
Then @NotoriusBEN gets to decide to start in any area he chooses with the never before seen Ancients. Very exciting!
Then @NotoriusBEN gets to decide to start in any area he chooses with the never before seen Ancients. Very exciting!
Well, I don't think it goes without saying so... in any area where there isn't a faction starting glyph on this map (ie. where the rest of us are already starting.)
Yeah, read some of their tactics. You’re the diplomat. With the right Spellbook you will be giving other players Power with your Citadels.
They (your Spellbooks) make your units -much- cheaper, but at a negative effect. I read that if your last Yothan isn’t dying on the last turn then you’re doing it wrong
-also- -also- -also- be very aware of your power level next to other players' power levels.
if you run out of power with a large disparity between you and others, that's blood in the water and they -might- descend on you to snatch up a gate or two. and since you don't have power, no repercussions this current round.
not something to worry about too much on turn 1, since everyone is trying to build their power base, but it is something to worry about with players that might try for turn 2 GOO's
Ocean starting gates aren't a bad option for Ancients, I'd like to keep it civil for the first couple of turns, but I want people to realize that I can very easily make this a vicious turn 1/ turn 2 for someone if they think they can have a go at me because I don't have a GOO.
Honestly, if you play Windwalker the way I’ve seen, it will probably be up to me to try and stop your army. So everyone else keep that in mind! You’ll need me later!
Another quick note, as it might cause confusion later, the Yothans in the Ancients faction are categorised as ‘Terrors’ rather than ‘Monsters’. They are at the same level for Capture Cultist protection/etc. Rules that reference Monsters, however, do not apply to them. For instance, Ferox is an ability for Windwalker that prevents their Cultists from being captured by -Monsters- when Ithaqua is in play. The Yothans could still capture them.
Posts
@mindflare77 needs to decide whether to start in Mountains of Madness or Arctic Ocean, and choose a starting Spellbook for there being a Gate in both areas.
Saurfang will start in the other pole automatically.
Then @NotoriusBEN gets to decide to start in any area he chooses with the never before seen Ancients. Very exciting!
PSN/Steam: mindflare77
Waiting on @NotoriusBEN to choose a starting Area.
edit** the hell is with these ancients?! its a suicide pact to pick up these spellbooks.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
They (your Spellbooks) make your units -much- cheaper, but at a negative effect. I read that if your last Yothan isn’t dying on the last turn then you’re doing it wrong
Map Clarification. Does the Indian Ocean touch South Asia?
If so, Setting up shop in the Indian Ocean.
Otherwise, setting up in North Pacific.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
I was hoping you would consider an ocean Gate.
Ok, just got to work, but if everyone can imagine a gate and 6 Ancients Cultists in the Indian Ocean we can get started.
For the new players, the first Power phase is already done for you (start at 8 Power) and the first Doom phase is skipped.
Great Cthulhu always goes first if that faction is in play, and I’ve set play order clockwise (left to right).
Move: Acolyte to South Atlantic for 1 Power
8 -> 7
@Daemonis is up.
be very aware of your power level next to other players' power levels.
if you run out of power with a large disparity between you and others, that's blood in the water and they -might- descend on you to snatch up a gate or two. and since you don't have power, no repercussions this current round.
not something to worry about too much on turn 1, since everyone is trying to build their power base, but it is something to worry about with players that might try for turn 2 GOO's
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Ocean starting gates aren't a bad option for Ancients, I'd like to keep it civil for the first couple of turns, but I want people to realize that I can very easily make this a vicious turn 1/ turn 2 for someone if they think they can have a go at me because I don't have a GOO.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
PSN/Steam: mindflare77
Honestly, if you play Windwalker the way I’ve seen, it will probably be up to me to try and stop your army. So everyone else keep that in mind! You’ll need me later!
@jakobagger
7/8 Power
@mindflare77 goes after jakobagger, and then NotoriusBEN goes -before- Brody.
Somehow I got it in my head that I was after jakobagger.
8->7
@Saurfang
PSN/Steam: mindflare77
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Move Acolyte from the Arctic to the Yukon. 8--> 7
@NotoriusBEN
8->7
@Brody your turn.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
First one, definitely, haha
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
8->7
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Take the Devolve Spellbook.
7 -> 4
Will post the update as soon as my computer is free of Portal 2-playing kids.
I'm going to guess that we'll see 6 Gates and the King in Yellow. But feel free to surprise me!
@Daemonis is up.
@Preda
@jakobagger
7>4
Build gate in Antarctica, control it with cultist.
7->4
@Saurfang
PSN/Steam: mindflare77