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Post by Daeron Wildfyre on Mar 18, 2020 4:03:01 GMT 1
Can he his remaining 5 actions to CYB? Otherwise, how does taking injuries/wounds work when fighting a crowd? Do they functionally act as a single attack?
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Post by Father on Mar 18, 2020 9:32:19 GMT 1
In this case, it's treated as numerous distinctive attacks. Can do 5 CyB, I would recommend getting up from prone first though, maybe burning some fatigue for it.
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Post by Daeron Wildfyre on Mar 22, 2020 4:56:55 GMT 1
Daeron will use a Greater Action to stand up from prone just to be sure and the other 4 as CYBs to break up the damage. Mudgrave-CYB x4: 4#6d6k4-2 14 16 13 21 (3, 4, 3, 4)
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Post by Father on Mar 22, 2020 10:51:22 GMT 1
You can transfer 3 of that damage from spears up your ass to after you got up, although should be much difference methinks. 4 rounds of stabbings: 16#8d6k6 29 24 24 23 29 18 28 24 19 19 30...Amounts to 6 damage looks like.
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Post by Daeron Wildfyre on Mar 23, 2020 1:19:34 GMT 1
I guess I'm still a little confused then at how much damage he's taken and the order of when things happened, so here's my sketch on what I think it is. Rounds 1-5: He climbs/CYBs, gets stabbed for 9 damage, arrives at top, gets kicked down, falls for 4 damage (13 total), takes 1 Injury (3/12 health) Round 6: Gets stabbed once while prone (1 damage) gets up from prone (2/12) Round 7-10 CYBs for 14 healing and is stabbed for 2 damage (because he's not prone anymore) (11/12) So overall he's taken 1 additional injury and is at 11/12 health, correct?
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Post by Father on Mar 23, 2020 9:30:56 GMT 1
Your health is a bit hard to track, so had to go back to Feb 14 to start post by post: 8/12 R1: Took 10 damage, CyB for 3. 1/12 R2: Took 8 damage, CyB for 8. (2 yards climbed) 1/12 Climbing round: Turns 1->4: Takes 6 damage (3 moved to turn 6), heals 11. 6/12 Turn 5: Takes 4 damage from falling. Takes 12 damage from spears. -10/12->2/12, 3 injuries. Turn 6: Gets up Takes 3 damage from spears. 3/12, 4 injuries. 7->10 CyB for 10, takes 6 damage. 7/12, 4 injuries.
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Post by Daeron Wildfyre on Mar 25, 2020 3:54:34 GMT 1
Normyn Commands: Mudgrave-Command Militia 1-4: 5d6k4-2 12Mudgrave-Command Militia 2-4: 3#5d6k4-2 14 14 16 (1, 1, 2, 2 DOS for +0, +0, +1, +1) Bracken M1: Mudgrave-Aim+Attack Blackwood Militia 1: 5d6k3 16 (2 DOS for 5 damage) Bracken M2: Mudgrave-Reform: 4d6k2 9 (Organized and 5/10) Mudgrave-Attack Blackwood 2: 4d6k3 8 (0 Damage) Bracken M3: Mudgrave-Reform: 4d6k2+1 8 (Simple Failure) Mudgrave-Reform Attempt II: 4d6k2+1 9 (Organized and 5/10) Bracken M4: Moves through the breach to flank Blackwood 1 Mudgrave-Aim+Attack Blackwood 1: 4d6k3+1 8 (0 Damage) Normyn: Actions 1-4, Gives orders 5-6 CYB Mudgrave-CYB x2: 2#4d6-2 12 7 (Heals 5 Damage, 6/12, 2 Injuries) Mudgrave-LBF I (-3b) Aim+Attack Blackwood 1 x4: 4#7d6k5 19 18 27 26 (14, 14, 19, 19 damage for 4 damage to Blackwood 1) Daeron: Mudgrave-Red Blooded TN 16: 6d6k4 19Mudgrave-CYB: 6d6k4-4 11 (Heals 3, 10/12 4 Injuries) Mudgrave-Cautious Aim+Attack x7 Blackwood 1: 7#10d6k4-2 19 20 19 14 18 17 18 (for 6 damage) Saving actions 9-10 in case he needs more CYBs
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Post by Father on Mar 25, 2020 9:10:33 GMT 1
Mmm, Breach only allows one unit to attack through. M4 is the last rolled for, so that does't count. M2 Reform, keep attack M2: 6d6k3 11Other units as they were. M2 Reform: 4d6k3 12Attacks on M2, M3: 5d6k3 12 6d6k3+1 13 7d6k4+1 162+2 on M2, 9 on M3 Attacks on Daeron: 40#8d6k6 28 26 24 26 21 28 20 28 31 28 22...=10 damage Attacks on Normyn: 20#8d6k6 32 31 23 27 25 19 33 28 19 28 31...Normyn does another CyB: 6d6k4-1 13Blackwood Militia 1: -31/10, destroyed. Given desperate grounds, it can still fight back without penalties, but can no longer reorganize. Blackwood Militia 2: 5/10, disorganized. Bracken Militia 1: 8/10, +1 TN to further orders. Bracken Militia 2: 1/10, +3 TN to further orders. Bracken Militia 3 (Normyn): -4/10, disorganized +1 TN to further orders. Bracken Militia 4: 5/10, +1 TN to further orders. Freeriders: Destroyed. Normyn: 5/12, 3 injuries (tough)
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Post by Daeron Wildfyre on Apr 5, 2020 20:17:14 GMT 1
Daeron will use combat rounds 9 & 10 to CYB which should wrap up the previous warfare round. Mudgrave-CYB x2: 2#6d6k4-4 19 12 (Heals 7) Mudgrave-Red Blooded TN 16: 6d6k4 19
Militia 1 CD: 11 Health: 8/10 AR: 1 Morale dice: 4d6k3 +1 TN Ability ranks: 4d6k3 Weapons/Damage: Spear 3 damage Movement: 40 (20) Characters attached: N/A Standing orders: Shield Wall-Attack Blackwood Militia 1 Militia 2: CD: 11 Health: 1/10 AR: 1 Morale dice: 4d6k3 +3 TN Ability ranks: 4d6k3 Weapons/Damage: Spear 3 damage Movement: 40 (20) Characters attached: N/A Standing orders: Shield Wall-Attack Blackwood Militia 2 Militia 3: CD: 11 Health: -4/10 AR: 1 Morale dice: 4d6k3 +1 TN Ability ranks: 4d6k3 Weapons/Damage: Spear 3 damage Movement: 40 (20) Characters attached: Ser Normyn Standing orders: Shield Wall-Reform Militia 4: CD: 11 Health: 5/10 AR: 1 Morale dice: 4d6k3 +1 TN Ability ranks: 4d6k3 Weapons/Damage: Spear 3 damage Movement: 40 (20) Characters attached: N/A Standing orders: Shield Wall-CYB I guess Normyn Flowers: CD: 12 (18) Health: 5/12 AR: 10 W/I/F: 0/3/0 Other special effects: LBF I (3b) and Cautious Daeron Wildfyre: CD: 12 (15) Health: 7/12 AR: 11 W/I/F: 1/4/0 Other special effects: Red-Blooded not in effect this round, so Cautious Mudgrave-Command Militia 1-4 TN 10, 12, 10, 10: 4#5d6k4-3 8 9 19 17 (So -1D, -1D, +1, +1) Militia 1: Aim+Attack Blackwood 1 LA 1: Aim LA 2: Attack Mudgrave-Aim+Attack Blackwood 1: 5d6k2 12 (For 2 damage to Blackwood 1) Militia 2: Attack Blackwood 2, then cycle out of the way LA 1: Mudgrave-Attack Blackwood 2: 4d6k2 12LA 2: Moves Militia 3: LA 1: Mudgrave-Reform: 4d6k2+1 13 Reforms to organized and 5/10 LA: 2 Aim action Militia 4: Move+Attack on Blackwood 2 LA 1: Move LA 2: Attack Mudgrave-Attack Blackwood 2: 4d6k3+1 14 (2 damage to Blackwood 2) Daeron: Aim+Attack Blackwood 1 x7 Mudgrave-Aim+Cautious Attack x7 Blackwood 1: 7#9d6k4-2 20 18 20 20 20 21 20 (7 damage to Blackwood 1) CYB x3 Mudgrave-CYB x3: 6d6k4-4 14 Mudgrave-CYB x2 (for real this time): 2#6d6k4-4 13 12 (Heals up to 9 damage given incoming attacks) Normyn: Commands x4 CYB x2 Mudgrave-CYB x2: 2#6d6k4-1 14 20 (Heals 7 damage) Aim+ Cautious (LBF I -3b)Attacks Blackwood 1 x4 Mudgrave-Aim+Cautious LBF I (-3b) Attack Blackwood 1 x4: 4#7d6k4+1 24 23 23 19 (4 damage to Blackwood 1)
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Post by Daeron Wildfyre on Apr 5, 2020 20:23:07 GMT 1
*Because I forgot that Normyn has tough, he shouldn't have failed his first two command tests, so: Militia 1: 16 for 5 damage to Blackwood 1 Militia 2: 17 for 5 damage to Blackwood 2 Mudgrave-Corrections +1D M1 & M2: 2#1d6 6 4 Ignore this, forgot to use previous rolls instead.
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Post by Father on Apr 5, 2020 21:06:03 GMT 1
The defenders holds up admirably, but their strength is failing them.
Orders as before: Attacks on M2, M3: 6d6k3 16 6d6k3+1 15 7d6k4+1 194+2 on M2, 9 on M3 Attacks on Daeron: 40#8d6k6 25 30 24 21 15 27 30 22 26 26 17...4 Damage to Daeron Attacks on Normyn: 40#8d6k6 21 17 21 22 24 29 22 24 25 20 28...No damage to Normyn Blackwood Militia 1: Annihilated Blackwood Militia 2: 3/10 Bracken Militia 1: 8/10, +1 TN to further orders. Bracken Militia 2: -5/10, disorganized, +3 TN to further orders. Bracken Militia 3 (Normyn): -4/10, disorganized+2 TN to further orders. Bracken Militia 4: 5/10, +1 TN to further orders. Freeriders: Destroyed. Normyn: 5/12, 3 injuries (tough)
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Post by Daeron Wildfyre on Apr 5, 2020 23:08:42 GMT 1
Now that there’s just 1 militia unit left, can my units move through the gate/breach freely?
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Post by Father on Apr 5, 2020 23:34:09 GMT 1
no
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Post by Daeron Wildfyre on Apr 5, 2020 23:49:48 GMT 1
Does Blackwood 2 need to make its TN 12 morale test against seeing its allies unit get annihilated?
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Post by Father on Apr 6, 2020 0:15:09 GMT 1
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