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#21. Re: Dungeons of Dread Stats by True_Blue

Yeah it pounces in for the attack and phases out, and then you have 32 less points then your opponent the next round. I just dont see that as much of an advantage.

The main reason I can see using that ability, which is rare at best, is in the last round of a match you wanted to conserve points and make sure your opponent cant get the 32 points to win, so you remove himf rom the board. But I do not foresee this happening a lot.

In general, I dont want to go a round without those 32 points. With how easy it is to disengage, and move around, I dont see the added manuevarbility as that big of a deal.

Do I think that there may be a time or two where its worth it to use it? Sure. But I'm willing to bet its very rare. Always happy to be proven wrong though for sure.

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#22. by SneakyJoeKDB

I read the ability as the panther must be at least 5 squares away from enemies when it comes back in. Meaning you cant place him adjacent -there is a 5 square buffer. Pretty clear to me.

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#23. by True_Blue, responding to SneakyJoeKDBGo to post


SneakyJoeKDB said:
I read the ability as the panther must be at least 5 squares away from enemies when it comes back in. Meaning you cant place him adjacent -there is a 5 square buffer. Pretty clear to me.

I agree

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#24. by Dordledum, responding to True_BlueGo to post


True_Blue said:

SneakyJoeKDB said:
I read the ability as the panther must be at least 5 squares away from enemies when it comes back in. Meaning you cant place him adjacent -there is a 5 square buffer. Pretty clear to me.

I agree

Which makes an ideal position to pounce again!!!

D.

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#25. by Doninator, responding to SneakyJoeKDBGo to post


SneakyJoeKDB said:
I read the ability as the panther must be at least 5 squares away from enemies when it comes back in. Meaning you cant place him adjacent -there is a 5 square buffer. Pretty clear to me.

I agree with you however some people might read that and think it has to be with five of all creatures on the board... thus cannot come back until that is fullfilled, which is ridiculous but that was my thought.

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#26. by ktatroe, responding to DoninatorGo to post

Doninator said:
what im not sure about is the part where it says must be within five squares of all enemies… that needs to be clarified imo

No, it says it need to not be within 5 squares of any enemy:

“Before rolling initative for the following round, place it on the battle map at least 5 squares from all enemies.”

There really isn’t any ambiguity there at all.

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#27. by Doninator, responding to True_BlueGo to post


True_Blue said:
Yeah it pounces in for the attack and phases out, and then you have 32 less points then your opponent the next round. I just dont see that as much of an advantage.

The main reason I can see using that ability, which is rare at best, is in the last round of a match you wanted to conserve points and make sure your opponent cant get the 32 points to win, so you remove himf rom the board. But I do not foresee this happening a lot.

In general, I dont want to go a round without those 32 points. With how easy it is to disengage, and move around, I dont see the added manuevarbility as that big of a deal.

Do I think that there may be a time or two where its worth it to use it? Sure. But I'm willing to bet its very rare. Always happy to be proven wrong though for sure.

To be more accurate about what i meant was

example: you win init and act first with the beast and charge and do 50 pts to some poor hapless mini which happens to be within reach of the rest of the warband... youve already acted so theres not disengaging. so instead of getting killed by the rest of your opponenets warband you get hit a time or 2 and fade out rather than just dying outright..

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#28. by Doninator, responding to ktatroeGo to post


ktatroe said:
bq. *Doninator said:*
what im not sure about is the part where it says must be within five squares of all enemies... that needs to be clarified imo

No, it says it need to _not be_ within 5 squares of any enemy:

"Before rolling initative for the following round, place it on the battle map at least 5 squares from all enemies."

There really isn't any ambiguity there at all.

thanks kevin, sometimes i just dont read that closely

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#29. by lingster

Ok.. question:

if the mini has phased out and it's off the board.... AND the game ends before he can come back to the board... what happens? Do vicotry points accrue for the peice??

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#30. by True_Blue

Yeah I know what you are saying. I can understand where some people may see that as advantageous. My personally, I dont see it as I didnt take any damage. I see it as, ok next round, I dont get any bang for my buck from my 32 point piece.

You may be correct and that works out great. But I'm very wary of having my 32 point hitter be taken off the board, and then not be there for the next round to attack.

I get what you are saying, I guess we'll just have to see how it plays out overall. Most of the time though, I dont want my pieces to forcibly not be able to do anything. To be worth their points, they need to be doing things on their turn, especially something above fodder level.

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#31. by SneakyJoeKDB, responding to DoninatorGo to post


Doninator said:

True_Blue said:
Yeah it pounces in for the attack and phases out, and then you have 32 less points then your opponent the next round. I just dont see that as much of an advantage.

The main reason I can see using that ability, which is rare at best, is in the last round of a match you wanted to conserve points and make sure your opponent cant get the 32 points to win, so you remove himf rom the board. But I do not foresee this happening a lot.

In general, I dont want to go a round without those 32 points. With how easy it is to disengage, and move around, I dont see the added manuevarbility as that big of a deal.

Do I think that there may be a time or two where its worth it to use it? Sure. But I'm willing to bet its very rare. Always happy to be proven wrong though for sure.

To be more accurate about what i meant was

example: you win init and act first with the beast and charge and do 50 pts to some poor hapless mini which happens to be within reach of the rest of the warband... youve already acted so theres not disengaging. so instead of getting killed by the rest of your opponenets warband you get hit a time or 2 and fade out rather than just dying outright..

It seems to me that the panther only fades out once in a game for only one round. I see nothing in the text that suggests fading out is ongoing. I think that makes the panther even better because it helps mitigate some of True Blue's concerns. So, the panther will be gone for one round but not the rest.

This one round is key because it allows for a huge tactical move that can deliver 50 points of damage in a following round. If I am reading this wrong, please correct me.

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#32. by djtool

@lingster - it doesn't matter, the game has ended.

@tru-blu - I am in agreement with you in principal. If the other pieces of your warband are of the pesky type though (high AC, DEF, Conceal, etc.) it might be ok if the panther is gone.

Its definately a finesse piece.

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#33. by Taxbane, responding to True_BlueGo to post

Spectral Panther

32 points, uncommon, underdark, wild, medium

Level:9
AC:26
Def:24
Speed:7
HP:45

Attack Actions

Claw: +13 vs. AC: 20 damage

Abilities
Beast* Shadow

Special Powers

Fade out: Remove this creature from the battle map at the end of a round in which it first becomes bloodied. It remains off the battle map for the next round. Before rolling initative for the following round, place it on the battle map at least 5 squares from all enemies.

Pounce +20: +20 damage on charge when this creature has combat advantage against target.

Stalker: +4 attack and +10 damage when this creature is the only creature adjacent to target.

The panther only charges for 40 Dmg, not 50 Dmg, right? It seems to me that the panther can usually only benefit from either Pounce +20 or Stalker in most cases, since Pounce only works when the panther has combat advantage (which means your ally is adjecent to the target of the pounce) which in turn, likely shuts down Stalker, since your ally will also be adjacent to the target. Of course the exception is if your panther has combat advantage against the target from some other effect besides flanking.

20 Basic Dmg + 20 Pounce = 40 dmg
20 Basic Dmg + 10 Stalker = 30 Dmg.

Last edited Feb 29, 2008 10:58 am by Taxbane

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#34. by lingster, responding to djtoolGo to post


djtool said:
@lingster - it doesn't matter, the game has ended.

@tru-blu - I am in agreement with you in principal. If the other pieces of your warband are of the pesky type though (high AC, DEF, Conceal, etc.) it might be ok if the panther is gone.

Its definately a finesse piece.

Ok, here's the scenerio I was thinking:

TIME called.

you: 145 pts
him: 135 pts.

Do you win, or him? Does the 32 points go to him becaue the peice isn't "in game"? or is the peice technically not defeated?

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#35. by djtool

the person with the higher point total. The panter was not destroyed or eliminated, its using its fade-out ability.

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#36. by NewtonCain

But in the old (I know) rules, If Rikka stay off the map the whole game. Your opponent got the points (IIRC)

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#37. by maijstral

Ice Archon

66 points,uncommon, underdark,wild, medium

Level:14
AC:29
DEF:25
Speed:8
HP:85

Attack Actions

Icy warhammer: +19 vs. AC: 20 colddamage AND slowed (speed 2)

Abilities
Evil* Elemental*Cold
resist cold 10

Special Powers

Icy Wallop: +4 attack against any enemy whose speed is currently lower than its normal speed.

Icy Ground: Adjacent squares count as difficult terrain for non-cold enemies.





Gnoll Marauder

18 points, uncommon, wild, medium

Level:6
AC:17
DEF:14
Speed:7
HP:60


Attack Actions

Spear: +9 vs. AC: 20 damage

Abilities

Evil* Gnoll
+4 DEF(fort)

Special Powers

Headstrong: +2 attack if no higher level ally is within 5 squares

Stabbing Frenzy: +5 damage while Bloodied.

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#38. by maijstral

Drow spiderguard
26 points, uncommon,borderlands,underdark, medium

Level:8
AC:23
DEF:20
Speed:7
HP:50

Attack Actions

Frostburn Longsword: +13 vs. AC: 10 +5 cold damage.


Abilities
Evil* Drow
+4 Def(ref)


Special Powers

Deadly Patience: +2 attack and +10 damage against enemies who have activated this round.

Rapid Advance: Once per turn when an adjacent enemy shifts this creature can immediately shift.





Iron defender

8 points, common, borderlands,civilization, medium

Level;3
AC:19
Def:15
Speed:8
HP:30

Attack Actions

Iron Jaws: +10 vs. AC: 10 damage


Abilities

Construct*Beast
+4 DEF(Fort)
Immune Poison


Special Powers

Defender: Whenever an adjacent enemy makes a attack against a target other than this creature, this creature can make an immediate attack against that enemy before resolving the enemy attack.







Goblin Picador

6 points,common,borderlands,civilization, small

Level:2
AC 18
DEF: 14
Speed: 6
HP: 20

Attack Actions

Harpoon: +8 vs. AC: 10 damage

Thrown Harpoon:(range 6) +6 vs. DEF(ref): 10 damage AND immobilized(speed 0)


Abilities

Goblin


Special Powers

Battle Training: +10 hp while in a warband with a hobgoblin champion.









And thats all I can positively, absolutely say with cards in hand until tonight or possibly tomorrow night.

Last edited Feb 29, 2008 8:18 pm by maijstral

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#39. by username, responding to maijstralGo to post


maijstral said:
Battle Training: +10 hp while in a warband with a hobgoblin champion.

Donde esta mi Lhesh Haruuc?

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#40. by True_Blue, responding to usernameGo to post


Username said:

Donde esta mi Lhesh Haruuc?

haha You wish.. and so do I kind of. That would be really great to see. Here's hoping to see some Uniques soon, since there isn't any in DoD2.

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