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10 months ago  ::  Aug 06, 2012 - 7:50AM #1511
Myril
  • The lil'est fallen angel
Date Joined: Feb 7, 2003
Posts: 148
If I remember correctly, I think the base rule waaaaaaaay back in Round 2 was that an army should lose 15 - 20% of its max strength in a loss, and so an army would seriously need to consider healing after 3 losses.  After 5 it would effectively be down to a skelleton crew (and not the drudge kind!)

Collateral damage was set up to be about 10 - 20% of the damage done by the winning army.

I'm not saying that you all need to change the formulas to match mine, but it does seem like, for all the fighting that's been going on, almost no army even has hit half-strength yet, and every once in awhile it seems like collatoral damage is 70% of main damage, which is odd
Coalition Wargame

Round 2:  Perfect Record
Round 6:  9 - 4
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10 months ago  ::  Aug 08, 2012 - 3:16AM #1512
The_Great_Lord
  • Agent of Chaos
Date Joined: Feb 27, 2003
Posts: 3,503
Well, the high collatoral damage could be from a few things; sometimes it is what happens when win by dice (or almost lose by dice despite the strategy bonus), persue a particularly costly battle plan (either suicide, or running into ouchie things), or occasionally strictly speaking the 'winner' lost but how the opponent failed in the appropriate objectives.
We will see about altering the winner-loser loss ratio as well then and see what falls out.

Movement is one of those things that the system originally had the multiple people doing movement, but as it became more centralised, adapted to enable that as well.  The capacity to distribute is still there, just not enforced through the rules.  As it is, there is nothing wrong with spreading armies and the tertiary sending movement (it just gets ignored if the proper controller sends theirs).
All the same, numbers of armies controled or accepted as movement with is not something that we can enforce, nor want to impose.  Adding additional points of interaction is all good, but that is a thing for the sides to establish within themselves instead.  We would encourage it of course, multiple player movements doth not add significantly to doing movement.



But as it comes to mind, we art happy to continue judging this round, and will go onto the next as well if thee lot art willing and not sick of us yet, heh.
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10 months ago  ::  Aug 16, 2012 - 12:19PM #1513
pacone
Date Joined: Jun 18, 2003
Posts: 968
More damage to accomodate faster rounds will be good.

Can't count on me about recruiting, I'm afraid...
JOB OPPORTUNIY

Phyrexia is looking to expand its business in Dominaria to the Mirrodin plane. Applicants interested in working for us will need to perform diverse tasks like razing small villages or obliterating entire armies.

Qualities like mercilessness or raw cruelty will be appreciated.

Whether you choose to join us, or the puny coalitioners and mirrans in our way, click below for more information. Thank you.

phyrexia.jpg COALITION VS PHYREXIA
phyrexia.jpg
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10 months ago  ::  Aug 17, 2012 - 2:36AM #1514
The_Great_Lord
  • Agent of Chaos
Date Joined: Feb 27, 2003
Posts: 3,503
Well, more damage won't necessarily mean quicker rounds, more armies could die of course.  But the greater the normal damage, the easier it is to defend a base/stronghold, and the harder to hold onto a captured one if get an unlucky loss or two in there.  But with base destruction being more of an indirect path now, that might not be so much of an issue anyway, heh.
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10 months ago  ::  Aug 19, 2012 - 7:54PM #1515
Tevish_Szat
  • Unconventional Mafia Pro
  • Dark Lord
Date Joined: Jun 25, 2001
Posts: 9,272
I'd be for upping loser damage but not collateral, frankly
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
THE COALITION WAR GAME
-Phyrexian Praetor
Round 1: (4-1-2, 1 kill)
Round 2: (16-8-2, 4 kills)
Round 3: (18-9-2, 1 kill)
Round 4: (22-10-0, 2 kills)
Round 5: (56-16-3, 9 kills)
Round 6: (8-7-1) [current round]

Last Edited by Ralph on blank, 1920
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10 months ago  ::  Aug 19, 2012 - 8:03PM #1516
Myril
  • The lil'est fallen angel
Date Joined: Feb 7, 2003
Posts: 148

Aug 19, 2012 -- 7:54PM, Tevish_Szat wrote:

I'd be for upping loser damage but not collateral, frankly




I don't think anyone wants higher collateral damage.  Collateral damage used to be a flat 10% of damage dealt... and I dunno if that is better or worse, but ptolmic victories are pretty ful in the wargame :P

Coalition Wargame

Round 2:  Perfect Record
Round 6:  9 - 4
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10 months ago  ::  Aug 21, 2012 - 2:03AM #1517
The_Great_Lord
  • Agent of Chaos
Date Joined: Feb 27, 2003
Posts: 3,503
'K, well then, as mentioned shifted a set of overall multipliers up a notch, and added a flat increase of loser damages, and decrease of the victor's.  Let us know how it feels, although any apparent difference may not be immediately apparent all the same, heh.


Plains Stronghold received as well, will be stuck up shortly enough.
Also figured that playing off the 'Return to Ravnica' for advertising OSMQ might be best to be current and enable a show case of potential diversity in army and situation design.  Over the next few weeks should be able to throw together some flavoursome armies and make some streets to fight upon; if all goes according to plan of course!  Reality has a terrible habit of stubbornly throwing spanners in the works.
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10 months ago  ::  Aug 23, 2012 - 3:07AM #1518
The_Great_Lord
  • Agent of Chaos
Date Joined: Feb 27, 2003
Posts: 3,503
Well, movement is done and ultimately all but two battles, unfortunately we art kind of falling asleep at the keyboard, so going to need to wait one more day for those postings, heh.  Ah, thee know how it is, what fun is a plan when everything goes accordingly? :P
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9 months ago  ::  Sep 03, 2012 - 3:56AM #1519
The_Great_Lord
  • Agent of Chaos
Date Joined: Feb 27, 2003
Posts: 3,503
As promised, messing about with advertisering bits and pieces!  Still yet to do a proper write up and the terrains, but a set of armies.  Drawing upon the Guilds (admittedly not the previewed cards) and past Coalition/Phyrexian flavoury armies.  Take a nose if thee get the urge.  Admittedly Boros is a bit contrived - didn't manage to get any Boros critters for the 3/3 or 5/5 slot! (And Izzet lacks a 4/4)

They will all be tucked away in 'example flavoursome armies!' of course, for laziness and to avoid too much information overload, heh.


Ravnican Guilds Show

Azorius;
~I~ Isperia the Inscrutable
2000 Azorius First-Wing 2/2
2000 Azorius Herald 2/1
1000 Azorius Guildmage 2/2
2500 Court Hussar 1/3
1500 Sky Hussar 4/3
1000 Pride of the Clouds 5/5

Boros;
~I~ Razia, Boros Archangel
2500 Flame-Kin Zealot 2/2
2500 Skyknight Legionnaire 2/2
2500 Divebomber Griffin 3/2
1500 Firemane Angel 4/3
1000 Hammerfist Giant 5/4

Dimir;
~I~ Szadek, Lord of Secrets
3500 Dimir Doppelganger 0/2
1500 Dimir Cutpurse 2/2
1500 Dimir House Guard 2/3
1000 Etheral Usher 2/3
1500 Netherborn Phalanx 2/4
1000 Drift of Phantasms 0/5

Golgari;
~I~ Savra, Queen of the Golgari
4000 Stinkweed Imp 1/2
1000 Golgari Guildmage 2/2
2500 Golgari Brownscale 2/3
1500 Grave-Shell Scarab 4/4
1000 Necroplasm 5/5

Gruul;
~I~ Borborygmos
2500 Burning-Tree Bloodscale 2/2
2500 Feral Animist 2/1
2500 Skarrgan Firebird 3/3
1500 Giant Solifuge 4/1
1000 Rumbling Slum 5/5

Izzet;
~I~ Niv-Mizzet, the Firemind
4000 Torch Drake 2/2
1000 Goblin Flectomancer 2/2
1500 Wee Dragonauts 1/3
1000 Steamcore Weird 1/3
1000 Tidewalker Minion 4/4
1000 Djinn Illuminatus 3/5

Orzhov;
~I~ Teysa, Orzhov Scion
3000 Ostiary Thrull 2/2
1000 Orzhov Euthanist 2/2
1000 Orzhov Guildmage 2/2
2500 Exhumer Thrull 3/3
1500 Revenant Patriarch 4/3
1000 Angel of Despair 5/5

Rakdos;
~I~ Lyzolda, the Blood Witch
5000 Crypt Champion 2/2
2500 Slaughterhouse Bouncer 3/3
1500 Demon's Jester 4/3
1000 Avatar of Discord 5/3

Selesnya;
~I~ Chorus of the Conclave
2500 Selesnya Guildmage 2/2
2500 Selesnya Evangel 1/2
2500 Conclave Equenaut 3/3
1000 Phytohydra 4/4
500 Loxodon Hierarch 4/4
1000 Siege Wurm 5/5

Simic;
~I~ Experiment Kraj
4000 Sporeback Troll 2/2
1000 Vigean Graftmage 2/2
1500 Simic Basilisk 3/3
1000 Helium Squirter 3/3
1500 Cytoblast Root-Kin 4/4
1000 Cytoblast Shambler 5/5


Phyrexians Show

The Rest! Show
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9 months ago  ::  Sep 14, 2012 - 3:37AM #1520
The_Great_Lord
  • Agent of Chaos
Date Joined: Feb 27, 2003
Posts: 3,503
Righty-o, sorry there, a little delayed, but here we go .
In an attempt to contrive something enabling all out Ravnican guild conflict with Coalition and Phyrexian forces.  May make it more exciting as post the thing proper, but ill run it by thee lot first.

One more thing needed; the services of a few players to act as judges and/or opponents.  Would expect it to be treated as any new player OSMQ on either account, complete with tips and going relatively simple with an army that isn't going to completely slaughter inevitably wibbly ones.  We will of course supply one of the roles, but at a couple more of thee to be on hand would be important to keep things within the shortest possible time frame - and provide different options.
So who be keen, aye?




The Coalition/Phyrexian War Game Promotional OSMQ!

It was a calm peaceful day in Ravnica - at least, as calm and peaceful as a citywide plane can be.  Bright blue skies beat down upon the streets, while a gentle breeze wafted through an open window.  Within, an Izzet blastseeker laboured under the will of Niv-Mizzet to create some unfathomable construction.  All was going well, but as expected, it would not last.

Through a strike of inspiration, our blastseeker decided to see what would happen if a disc of mizzium injected directly into a light/dark weird while contained within an aerial antistatsis chamber.  Because, why not?  The answer proved to be because that would create a massive void, which promptly consumed the lab, and a significant portion of the city block.  But such was nothing new around an Izzet blastseeker laboratory.

However, in time, the void stabilised.  It proved to act as a portal between realms.  The promise of new lands to conquer for the glory of the guilds, saw each muster a force of loyal followers to capture and explore these new lands.  Even with the newest Guildpact to keep them in check, the competition, and temptation, would lilkely prove too great.

The Ravnicans were not the only entities to notice this occurance.  On the other side, lay a plane known as Mirrodin.  Here, the Coalition had recently ousted its Phyrexian overlords.  Flush with victory, and in search for fresh resources to continue the fight deep into the Phyrexian home worlds, they were quikck to send their own forces.  Yet too, Phyrexians lurked within the dark spaces.  This portal was a boon of the Father of Machines, a world ripe for the Grand Evolution.  Here, they could rebuild their forces, and turn the tides of war upon Dominaria.

So it was, the guilds of Ravnica, the defenders of Dominaria, and the greatest horrors of the multiverse converged upon this openning.  There would be death and destruction a-plenty.


The OSMQ (Open Strategy Mini-Quest) Show

The rules of combat are simple enough, two armies enter, one army leaves.  How this occurs is entirely up to you.  Pick an army, an opponent, and some terrain, then good to go - or you can design your own (or leave it up to us to assign some).

The armies will then meet upon the chosen terrain to fight it out over a 48 hour period.  That part is the tricky bit though, it is up to you as the overseer of your army to decide upon the tactics they will use.  It can be as simple as a headon charge, or as complex as something Niv-Mizzet would dream up.  These tactics will be compared, and the results of the conflict provided by your friendly local deity of war.  But as your opponent will be another person, don't expect things to be easy!

So if marching massive armies (up to 10000 soldiers drawn from the entirity of Magic's history) across planes for death and glory sounds fun, give a trial with our OSMQ.  Then, if it tickles your fancy, stop by the War Game proper, and join in the march of Phyrexia across the planes of the multiverse, or join the resistence in the Coalition - now with a Mirran contingent!



Lands in Ravnica Show
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