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Heroes Community > Tavern of the Rising Sun > Thread: Behold! Battle of Valour. Tower vs Fortress.
Thread: Behold! Battle of Valour. Tower vs Fortress. This thread is 7 pages long: 1 2 3 4 5 6 7 · NEXT»
Thunder
Thunder


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Famous Hero
posted November 20, 2001 09:43 PM bonus applied.
Edited By: Thunder on 29 Nov 2001

Behold! Battle of Valour. Tower vs Fortress.

RULES

This is a game. Community members (players) are taking turns in this battle. What you can do in your turn is: wait with the creature or defend with the creature or attack with it or move with the creature (or even cast a spell with it) or you can cast a spell with hero. Only one action is permitted in every (player) turn. So if you cast a spell, you are not allowed to do anything else. (Each reply is one action turn)

You have to calculate how much damage you did with the creature (and how many were killed), how much creature does damage with its retaliation or how much hero possibly makes damage with spell (if there is resistance in effect then one of the moderators (RMS and possibly rogue) or I will make the random effect if the spell succeeds or not (this also happens on creature specialties, like basilisks stoning, gorgon stare etc) you have to wait until we have replied that). And take defense/attack difference into your calculation, as well as offense/armorer/archery bonuses. Furthermore, the damage done is always the average damage creature does  (unless blessed or cursed) (this is just because there wouldn`t be too much random).

In addition, you have to say which creatures turn is next or if combat round have ended (creatures used up their turns and heroes casted their spells). You can also comment (don`t have to) why you did something if you like.  For example:

!Beastmaster waits with the Dragon Flies!

!Now it is the turn of the Master Genies!


and the next one:

!Wizard casts Mass Bless!

!It is still the turn of the Master Genies!


Note furthermore, that this battle is for everyone not just one against one. You can always reply on other moves by making your own move after it. But you are not allowed to reply on your own move. And no off-topic replies are allowed (atleast there have to be action/turn in reply) . If you have to discuss with someone you will discuss with him or her somewhere else.

After the combat round have ended, one of the mods or I will view the current situation. What is involved in that is: current spell points both Heroes have, what and how many creatures are left, what and how many creatures died, what spells/abilities is in effect and how many rounds those spells will still be in effect (unless cured or dispelled). And what creature stack starts at the next turn.

So players have to wait on after every random effect or end of the combat round until me or one of the mods have replied concerning the random effect or end of the turn.

This game is of course, similiar to HoMM3 battle.

If the attackers Attack skill is higher than defenders Defense skill,  then damage is increased 5% per point of difference (up to a maximum of 400%). If the Attack skill is lower, then damage is decreased 2 % per point of difference (to a minimum of 30%).

Combat example:

Warlock attacks Battle Mage`s Ogre Mages (61) with Arch Angels (10).  Attack/Defense (Hero stats counted)  difference is +8  for Angels and -5 for Ogres. Arch Angels does base damage of 500 and Attack/Defense (40%) difference increases it to 700 killing 11 Ogre Mages and damaging the twelfht one (20hps left). Now 50 Ogre Mages retaliate doing 300-600 damage but Attack/Defense(-10%) decreases it to 270-540. Average damage is 405, so Ogres kill one Angel and damaging second (95 hps left).

HEROES & UNITS & SPELLS

Tower Hero______________________Fortress Hero
Halon (specialty in mysticism)__Gerwulf(spec. in ballista)
Ex. Wisdom______________________Ex. Armorer
Ex. Air Magic___________________Ex. Resistance
Ex. Earth Magic_________________Ex. Wisdom
Ex. Water Magic_________________Ex. Water Magic

Ex. Logistics___________________Ex. Logistics
Ex. Pathfinding_________________Ex. Ballistics
Ex. Scholar_____________________Ex. Artillery (no ballista)
Ex. Mysticism___________________Ex. First Aid (no tent)

Att 5, Def  7___________________Att 9, Def 18
Spell 13, Know 15_______________Spell 6, Know 7

Spell Points 150________________Spell Points 70

Spells__________________________Spells
Magic Mirror____________________Prayer (From Scholar)
(Fly)___________________________Clone (Scroll)
Chain Lightning_________________Anti-Magic
Resurrection____________________Teleport
(Town Portal)___________________(Earthquake)
Air Shield______________________Weakness
Frost Ring______________________(Scuttle Boat)
Force Field_____________________Lightning Bolt
Prot. from Earth________________Precision
(Visions)_______________________(Summon Boat)
Ice Bolt________________________Cure
(Scuttle Boat)__________________Slow
Weakness________________________Bless
Prot. from Air__________________Magic Arrow
(View Air)
Dispel
Magic Arrow
Curse
Cure (Scroll)
Haste
Slow

Artifacts_______________________Artifacts
Spirit of Opression_____________Shackles of War
Hourglass of the Evil Hour______Spell Scroll

Units___________________________Units
7 Titans________________________7 Chaos Hydras
14 Naga Queens__________________14 Wyvern Monarchs
21 Master Genies________________21 Mighty Gorgons
36 Arch Magi____________________36 Greater Basilisks
54 Iron Golems__________________72 Dragon Flies
97 Obsidian Gargoyles___________81 Lizard Warriors
144 Master Gremlins_____________132 Gnoll Marauders

Note that we are using SoD rules. Therefore, Dragon Flies can cast weakness on every stack they hit and Lizard Warriors have damage range from 2-5, health 15, attack 6 and defense 8.

The battle is happening on Grass (neither party have advantage over terrain) and there is no terrain obstacles.

Unit deployement is (from top to bottom):
Tower:__________________________Fortress:
Arch Magi_______________________Dragon Flies
Iron Golems_____________________Greater Basilisks
Master Gremlins_________________Lizard Warriors
Naga Queens_____________________Chaos Hydras
Obsidian Gargoyles______________Gnoll Marauders
Master Genies___________________Mighty Gorgons
Titans__________________________Wyvern Monarchs

Battlefield is:
15 hexes wide and 11 hexes high.

Wizard attacks Beastmaster (so Tower units are on left).

Links:
Fortress troops
http://www.h3trio.com/cr_fortress.html
Tower troops
http://www.h3trio.com/cr_tower.html
Air Spells
http://www.h3trio.com/sp_air.htm
Earth Spells
http://www.h3trio.com/sp_earth.htm
Fire Spells
http://www.h3trio.com/sp_fire.htm
Water Spells
http://www.h3trio.com/sp_water.htm

BATTLE BEGINS
Beast Master starts with Dragon Flies...

(I wanted to discuss of rules with both mods. But seems I can`t get hold on them or they are avoiding me. Not my fault.)

(I might have to change random rules a bit.)




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Thunder
Thunder


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Famous Hero
posted November 21, 2001 01:24 PM

Seems so that I have to make a starting move.....


This may seem a bit complicated but if you get hold of it it will be easy. Only which will take a little more work is those calculations (and we take care of all the random effects). But they aren`t hard either. If you have to get it simplier tell me what you need to make simplier?

!Beastmaster waits with Dragon Flies!

!Now it is the turn of the Master Genies!

(Now next player tells (I hope so) us what he will do with those Master Genies or if he casts spell. Game is already begun.)
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hexa
hexa


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Legendary Hero
posted November 21, 2001 02:20 PM

Ok
[Wizard casts scuttle boat on hydra’s and … sorry I’ll be serious]

[Wizard casts mass slow]
[Master genies cast beneficial spells on Arch mages]


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Thunder
Thunder


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Famous Hero
posted November 21, 2001 02:49 PM

Sorry, but you can do only one action. Therefore you only cast mass slow.

!Wizard moves Master Genies front of the Titans!
!It is now turn of the Titans!

(Mass Slow is in effect so it`s turn of the Titans.)
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hexa
hexa


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Legendary Hero
posted November 21, 2001 02:56 PM

[Wizard waits with titans]
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Thunder
Thunder


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Famous Hero
posted November 21, 2001 03:03 PM

(Good Hexa. You nearly have got it. Just remember to say which creatures turn is next.)

!Obsidian Gargoyles move next to the Titans!
(so that there is only one hex free behind Gargoyles. Titans are now covered with Genies and Gargoyles.)

!It`s now turn of the Arch Magi!
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hexa
hexa


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Legendary Hero
posted November 21, 2001 03:13 PM

[Archmages wait]
Naga's are next!
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Thunder
Thunder


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Famous Hero
posted November 22, 2001 03:48 PM

(Come on. I need more people taking part of the battle.)

!Wizard waits with Naga Queens!
!It is now turn of the Wyvern Monarchs!
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Thunder
Thunder


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Famous Hero
posted November 22, 2001 03:53 PM
Edited By: Thunder on 28 Nov 2001

(I`ve noticed an error here. I forgot to count resistance in. I deeply promise not to make that mistake in future. But let say that Gnoll Marauders, Lizard Warriors, Dragon Flies and Wyvern Monarchs resisted that spell. So nothing have changed. It is still turn of the Wyvern Monarchs after the Naga Queens.)
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Hexa
Hexa


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Legendary Hero
posted November 22, 2001 04:10 PM

*Wyvern Monarchs wait*

Greater Basiliks are next

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Thunder
Thunder


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Famous Hero
posted November 22, 2001 04:16 PM

(Wrong. Basilisks are still slowed so it is the Iron Golems turn.)

!Wizard waits with the Iron Golems!
!It is now turn of the Lizard Warriors!
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Hexa
Hexa


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Legendary Hero
posted November 22, 2001 04:43 PM
Edited By: Hexa on 22 Nov 2001

Rogue your right of course I didn't read your previous post properly.

Lizard Warriors attack Arch Mages and do 407 dmg, which kills 13 Arch Mages and leave the next Archmage 15 defense.

Gnoll Mauraders are next.
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Thunder
Thunder


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Famous Hero
posted November 22, 2001 06:11 PM

Miscalculation..........

Lizard Warriors have Attack of 6, with Hero 15. Arch Magi have Defense of 9, with Hero 16. 81 Lizard Warriors do 162-405 base damage. Attack/Defense difference for Lizardmen is -1, so modified damage is 159-397. Damage is halved for range making it to 79-198. Average damage is 139. Arch Mage have 30 Health, so 4 is killed and fifth have 11 Health left. 32 Arch Magi are remaining. And after the Lizard Warriors is Master Gremlins turn.

!Wizard waits with the Master Gremlins!
!It is turn of the Gnoll Marauders!

(And Im not rogue.)


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Hexa
Hexa


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Legendary Hero
posted November 22, 2001 06:28 PM
Edited By: Hexa on 22 Nov 2001

Sorry there thunder ... I had to make that last calculation in only a few secs because I was going home (thought it was strange though that they did so much damage )
If there's will be nobody else playing .. I'll stop to.

We might as well play eachother on the zone sometimes and let the computer do the math
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Hexa
Hexa


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Legendary Hero
posted November 22, 2001 06:38 PM

Gnoll Mauraders advance two hexes diagonaly to the center.

greater Basiliks are next
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Thunder
Thunder


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Famous Hero
posted November 22, 2001 06:49 PM
Edited By: Thunder on 22 Nov 2001

!Beast Master casts Mass Prayer!

Spell Points -12. Total Spell Points Beast Master have is 58.

Speed Structure is now following (both Prayer and Slow in effect):
Chaos Hydra: 8
Greater Basilisk: 8
Gnoll Marauders: 9
Lizard Warriors: 9
Dragon Flies: 17
Wyvern Monarchs: 15
Mighty Gorgons: 7


!It is still turn of the Greater Basilisks!
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Hexa
Hexa


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Legendary Hero
posted November 22, 2001 07:18 PM
Edited By: Hexa on 22 Nov 2001

Greater Basiliks wait

Hydra's turn
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Thunder
Thunder


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Famous Hero
posted November 22, 2001 07:30 PM

Hydras turn.......

!Beastmaster waits with the Chaos Hydras!
!It is now turn of the Mighty Gorgons!


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thunderknight
thunderknight


Promising
Famous Hero
posted November 23, 2001 03:05 AM

Well, maybe I should wait till tower's turn to join coz I love tower much more than fortress. OK, any way, let me summarize the situation:

Hmm, at this moment, creatures still not used their turns include:

Dragon flies (17)
Wyvern Monarchs (15)
Titan (11)
Greater Basiliks (8)
Chaos Hydras (8)
Archmage (7)
Naga Queen (7)
Iron Golems (5)
Master Gremlins (5)

Battlefield is:
15 hexes wide and 11 hexes high

Now it is the turn of Mighty Gorgons

OK, I would like to move MG to the middle, just outside the 10-hex limit of tower's shooting range.

Now it is the turn of Master Gremlins (5).  

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Hexa
Hexa


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Legendary Hero
posted November 23, 2001 10:28 AM

Hope I did the math right this time...!@

Master Gremlins attack Dragon Flies and do 144*(1-2)dmg 144-288 dmg  average dmg of 216 * 0,74 * 0,85= 136dmg killing  6 amd dmg the 7th leaving it with 6dmg points left

Iron Golems are next.

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