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#167 - New Player Primeval with Mentor
(03-19-2015, 03:51 AM)manaleshi Wrote: Revisiting the easy encounter. So... group with 111 morale. Captain II and a captain. Two L1 wizards...

43 points?

Good enough? Or should I try a bit more power in a few turns?

Likely you could take it with a tactic of 3 but that would be a real risk to your wizards.

You are on the high side of the range so could try on a tactic of 2 but a failure will be very bloody for your leaders and wizards.
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(03-19-2015, 04:29 AM)Jumpingfist Wrote:
(03-19-2015, 03:51 AM)manaleshi Wrote: Revisiting the easy encounter. So... group with 111 morale. Captain II and a captain. Two L1 wizards...

43 points?

Good enough? Or should I try a bit more power in a few turns?

Likely you could take it with a tactic of 3 but that would be a real risk to your wizards.

You are on the high side of the range so could try on a tactic of 2 but a failure will be very bloody for your leaders and wizards.

Okay... don't want to lose any Wizards at this point. So, I will wait a turn or two.
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Reinforcements... Do we need a group in the capital to get them? What happens if we don't? Do they save for next turn?
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You need a group (inactive is fine) at the capital as of the end of T4, otherwise the reinforcements are lost.

Note that reinforcements received on T5 will cost you food and gold, and that is already accounted for in the order checker.
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(03-19-2015, 03:51 AM)manaleshi Wrote: Revisiting the easy encounter. So... group with 111 morale. Captain II and a captain. Two L1 wizards...

43 points?

Good enough? Or should I try a bit more power in a few turns?

Every player has there own preferences when investigating special encounters. For myself, I'll never include a wizard during an investigation unless he has the guarded attack spell: the risk/reward ratio simply isn't worth it. In your case, I'd go with 140 attack 3 and no 139. All you'd be risking is a captain II and a captain and--even if you lose one--you're likely to get one promoted from the "ranks".
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What if I went in with a general I and a captain I? With the 140 attack 3? Or is the general too much of a risk?

Personally... I think it is early enough where I can lose troops. Not wizards though.
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(03-21-2015, 12:55 AM)manaleshi Wrote: What if I went in with a general I and a captain I? With the 140 attack 3? Or is the general too much of a risk?

Personally... I think it is early enough where I can lose troops. Not wizards though.

You are not risking any troops only the leaders.  But sounds like you already answered your own question. If you feel they are expendable should they fail then it is worth the risk.
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Question: will mage spell 708 use the ships available in the sea the group is trying to cross? so, mage 2 with 2 fleets available will move 4 brigades?
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(03-22-2015, 05:47 AM)Derfel Cadarn Wrote: Question: will mage spell 708 use the ships available in the sea the group is trying to cross? so, mage 2 with 2 fleets available will move 4 brigades?

I do not think it will work that way.  you could split the group and move two separate groups and recombine them.  as long as the final spot is not in the water.
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(GN) So... it cost 15k to expand your influence. You can also do that via the council...

The great gnome king weighs the value of his 'yea' vote... or the value of him not voting 'nay' to be something more than a wink and a nod.

Bags of gold will be accepted. Votes will be made accordingly.
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