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Dragon Age War Game 5


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#1
Darthnemesis2

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So... No one seems to be starting up game 5, so I'll do it. Due to popular demand, I will be implementing some new rules (mostly not of my own creation Lotion gets most of the credit)

Game 5 will start at the begining of the next turn according to the game clock below.
So starting game four is as follows:

GAME CLOCK

Welcome to the Fifth installment of the Dragon Age:War Game!

It's important that you very thoroughly read the rules this time around, because there's been a major overhaul. In addition, the basic template we're using for Game 5 is the one we'll be sticking with in all future games, right up to Dragon Age: Origins' release. There might be minor changes to fix balancing issues and so forth, but they will be small.

Introduction
Welcome to DA:WG, a forum-based battle campaign that features the Dragon Age community as its generals! Pick a team, declare war and march off to fight! The game consists of turns, with you being allowed to act once per turn. Teams continue to battle until there's only one team left standing!

Turn System
Every midnight and noon according to THIS clock, a new turn begins. You only get to act once each turn. You cannot post for turns that you missed. The game isn't a huge deal guys, so there's no reason to get upset about missing a move or two.

How do I join a team?
During your first post of the game, just mention which army you're joining. When in doubt, look at everyone else's posts to see how they did it.

What can I do during my turn?
You have three options:
a.) Attack a team!
b.) Use one of your team's Special Abilities!
c.) Remove all B tokens from your team (B tokens are explained under the Spread Blight ability)!

Attacking
Attacking is the bread and butter of DA:WG. It's really easy to do, too. Just choose which team you're attacking and remove 2 life from that team's life total. It's important that you make sure there aren't any special abilities or conditions that would increase or decrease the amount of damage dealt. Attacking takes up your turn, though it's worth mentioning that The Blight players can attack two people in one turn! Do us a favor when you're attacking and let us know what team you're on so that we can keep track of which team is attacking which.

What incentive is there for attacking?
It brings that team closer to death! But if that isn't enough to entice you, when a team is destroyed, all other teams gain 5 life. The team that delivered the killing blow gains 10 instead of 5.

I was on a team that was destroyed, what do I do?
Join a different team! It's important to note that you still only get one action per turn, no matter how many times you hop between teams. If you acted (for your new team or your old one) within the current 12 hour period, you have to wait until the next turn.

Special Abilities
Every team has at least one Special Ability (some have two) that its players can use instead of attacking. If you want to use a special ability, just make a post saying which ability you're using. As always, be sure to double check that your ability doesn't have a different effect than what you're intending due to tokens, a team's innate resistance to your abilities, etc.

Heroes
Heroes are an important part of any faction, so it's important to understand how they work. Heroes cannot be targeted with special abilities and they don't actually attack other teams themselves. Instead, they have special abilities that fire when they enter play and during every Random Event (described below). Heroes count as being a part of their team, so this means if a Circle of Magi player wants to attack a Dwarven hero, he or she only deals 1 damage (see the Circle of Magi entry below).

What incentive is there for killing a hero?
First of all, it prevents that hero from using its ability during the next Random Event. In case that isn't enough to entice you, when a hero dies, all teams gain 1 life. The team that delivered the killing blow gets 2 instead of 1. The team that the hero belonged to doesn't gain any life, of course.

A team was destroyed but its hero is still alive, what happens then?
If a team would ever be destroyed while its hero is in play, remove the hero from play. The team that would have been destroyed has its life total set to twice the hero's current life total. So if the Antivan Crows would be destroyed but the Master Assassin is in play with 3 life, the Crows are set to 6 life and the Master Assassin is removed from play. Gameplay continues as normal.

What happens if there are multiple heroes of the same type in play?
Combine the two heroes into one, adding together their life totals. It is possible for heroes to go above their starting life totals in this manner. If this happened during a random event, both the Enter Abilities and Event Abilities of the hero take effect. If this didn't happen during a random event, only the Enter Ability fires.

Posting Your Move
So you have it all figured out? Well, post your move with the updated status. It's important that you try to make sure it's accurate. If it seems like there are a lot of people posting right now, perhaps it's best to wait a few minutes before posting. Once you've posted, go back to make sure someone didn't squeeze a ninja post in before you. If they did, try to edit your status accordingly.

Random Events
At a random time during each 12-hour turn there will be a Random Event. This Event is determined by me by drawing from a deck of cards. What follows is the Random Event Table.

A: All heroes Enter Play. The Master Assassin deals enough damage to each other hero entering at the same time to bring that hero to 1 life, instead of dealing 5. Heroes who were previously in play are killed outright, as per the Master Assassin ability.
2: The hero(es) of the team(s) with the highest life enters play.
3: The hero(es) of the team(s) with the lowest life enters play.
4: The Templar and Grey Warden Commanders enter play.
5: The First Enchanter and Keeper enter play.
6: The Dwarven Paragon and Archdemon enter play.
7: The Master Assassin enters play.
8: Lull In The Battle: All teams gain 10 life.
9: Heated Battle: All teams lose 10 life.
10: Tragedy Strikes: The hero(es) with the most life are killed.
J: The Inevitable: The hero(es) with the least life are killed.
Q: Disaster (High Dragon Rampage, Earthquake, etc): All teams lose 1-6 life.
K: Two other events on this table occur.

That table says that heroes can enter play via Random Events, but what if a team has been knocked out?
If I draw a 4 but the Templars have been eliminated, the Grey Warden Commander will enter play alone. If both the Templars and Grey Wardens have been eliminated, I'll draw another card.

The table says that heroes can be killed via Random Events, but what if there are no heroes in play?
Then I'll draw another card.

Teams
What follows is a list of teams, along with their starting life totals, special abilities and hero listings.

NEW THINGS:
Bodyguard. Put a G token on a commander of your choice. Your team takes any damage that was meant for them. Universal abilltiy.

Commanders do 1 damage to each enemy team upon entering, in adition to other bonuses or damage/effects.
(why? Cause lets's face it, some commanders have universally usefull abilitites, like healing , while others are only usefull agaisnt a specific opponent, but a complete dead weight otherwise)

Team re-balance. The gist of it to give teams more sensible and balanced abiltities. As well giving each team a abiltiy that might be usefull to other teams, thereby giving alliances a bit more worth.

THE TEMPLARS
Starting Life: 30
Standard Attack: 2 (3 against the Circle of Mages)
Special Ability: Mage Hunters
Put an O token on the Templars. If this would bring the amount of O tokens on the Templars to 5 or higher, remove all O tokens from them and enter the Templar Commander into play. Using this ability takes up your turn.
Special Abiltiy: Aura Clensing
The templars can remove ANY single token from any team of their choice.
Hero: Templar Commander
Hero Life: 4
Hero Ability: When the Templar Commander enters play, he deals 3 damage to the Circle of Magi and 1 damage to the Dalish Elves and Blight. He causes that damage again during each random event, so long as that event does not kill him.

THE GREY WARDENS
Starting Life: 30
Standard Attack: 2 (4 agaisnt the Blight, GW's lose 1 HP)
Special Ability: Right Of Conscription
Put a C token on the GW's. When 5 tokens are placed, remove them. Every team (except the Blight) in the game loses 1 HP and the GW's gain those HP's. The blight loses 2 HP.
Special Ability: Wardens Sacrifice
Put an S token on a team. If that team is attacked by the Blight, the damage done is evenly distributed between the wardens and the blight insted of the attacked team.
Hero: Grey Warden Commander
Hero Life: 4
Hero Ability: When the Grey Warden Commander enters play, he deals 3 damage to the Blight. He causes an additional 3 damage to the Blight and loses 1 life during each random event, even if that event would kill him.

THE CIRCLE OF MAGI
Starting Life: 25
Standard Attack: 2 (1 against dwarves or Templars)
Special Ability: Healing Spell
Target team gains 2 life. Using this ability takes up your turn.
Special Ability: Blood Magic
Deal 3 damage to any team, or 2 damage if you choose the Templars or the Dwarves. The Circle of Magi lose 1 life.
Hero: The First Enchanter
Hero Life: 3
Hero Ability: When the First Enchanter enters play, the Circle of Magi gain 5 life.
The Circle of Magi gain an additional 5 life during each random event, so long as that event does not kill the First Enchanter.

THE DWARVES
Starting Life: 40
Standard Attack: 2
Special Ability: Berserker Assault
Deal 4 damage to any team. The Dwarves lose 2 life. Using this ability takes up your turn.
Special Ability: War Forge
Put a F token on any team of your choosing. That team gains double damage on the next attack.
Hero: The Dwarven Paragon
Hero Life: 5
Hero Ability: When the Dwarven Paragon enters play, he deals 2 damage to whichever team has the most life besides the Dwarves (if there are multiple teams that are tied, he does damage to all the tied teams). He deals an additional 2 damage in this manner during each random event, so long as that event does not kill him.

THE DALISH ELVES
Starting Life: 25
Standard Attack: 2
Special Ability: Guerrilla Warfare
Deal 1 damage to any team. The Dalish Elves gain 1 life. Using this ability takes up your turn.
Special Ability: Reciprocate
Deal 1 damage to any team. Put a D token on that team. If a team with D tokens attacks you, that team loses 3 life and all D tokens on it are removed from it. You cannot use this ability on a team that already has a D token. Multiple D tokens are not cumulative. Using this ability takes up your turn.
Hero: The Keeper
Hero Life: 3
Hero Ability: When the Keeper enters play, the Dalish Elves gain 5 life. The Dalish Elves gain an additional 5 during each random event, so long as that event does not kill the Keeper.

THE ANTIVAN CROWS
Starting Life: 25
Standard Attack: 2
Special Ability: Assassinate
Deal 3 damage to a team. Put an X token on that team. If there is already 4 X tokens on a Team they cannot be assassinated again. During each random event, remove all X tokens from all Teams, Crows recieve health equal to 1/3 X tokens. 
Special Ability: Hidden from sight
Put an H token on the crows. The crows are immune to any special abillity and recive half damage from the next standard attack. The token is removed after the attack.
Hero: Master Assassin
Hero Life: 3
Hero Ability: When the Master Assassin enters play, he deals 3 damage to all other heroes in play. If there are no heroes in play he deals 1 damage to every team (in addition to the standard 1 damage).

THE BLIGHT
Starting Life: 50
Standard Attack: 2
The Blight can choose two targets whenever it attacks.
Special Ability: Spread Blight
Deal 1 damage to any team and put a B on it. Whenever a team with a B attacks or uses a special ability, that team loses 3 life for each B on it. Using this ability takes up your turn. Any player can spend his turn removing all Bs from his team.
Hero: Archdemon
Hero Life: 6
Hero Ability: When the Archdemon enters play, deal 1 damage and put a B on every team except the Blight. The Archdemon deals 1 damage and puts a B on every team except the Blight during each random event, so long as that event does not kill him.


FREQUENTLY ASKED QUESTIONS

Some of these teams have abilities that let their life total go up, is it possible to go above your starting life total?
No. The life totals given are maximums that you cannot break. If you would ever gain more life than you're allowed, simply stop at your maximum life total and ignore any further gained life. It's important to note that heroes can go beyond their starting life totals.

It seems like some teams are really weak/strong compared to certain others. What gives?
The weakest teams actually have one of the best shots of winning. As soon as the game begins, people are going to start attacking the strongest teams. Keep in mind that even the teams lacking teeth against the majority of their opponents (like the Templars) tend to make up for this with really brutal damage against their enemy of choice. It's up to you people, the players, to come up with a strategy that culminates with you paired off against the team that you've got an advantage against.

I will update this FAQ as I need to.

STARTING STATUS:

The Templars: 30
The Grey Wardens: 30
The Circle of Magi: 25
The Dwarves: 40
The Dalish Elves: 25
The Antivan Crows: 25
The Blight: 50

And remember, game 5 doesnt start until midnight, about 15 minutes away.

May the best team win.
Image IPB

Modifié par Darthnemesis2, 29 octobre 2009 - 07:21 .


#2
Fulgrim88

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I sense an enraged Clockwork approaching:P
Anyway, just playing another game won't hurt nobody, Might as well do it.

#3
Darthnemesis2

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Fulgrim88 wrote...

I sense an enraged Clockwork approaching:P
Anyway, just playing another game won't hurt nobody, Might as well do it.


Hey, if Clock's not going to keep up with it...:P
 
Basically I'm bored

#4
Fulgrim88

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Darthnemesis2 wrote...
Basically I'm bored

That's reason enoughB)

So it's past midnight. Fulgrim joining the Blight

Modifié par Fulgrim88, 29 octobre 2009 - 07:01 .


#5
JMOR

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I'll join the dwarves




#6
Darthnemesis2

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I'll join up with the :ph34r: again

#7
Fulgrim88

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Darthnemesis2 wrote...

I'll join up with the :ph34r: again

There are ninjas? But where a the pirates to oppose them? We're doomed

#8
Nekator

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Hm, no balance changes? Then i will give this one a pause.

#9
Fulgrim88

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You might try and just use the revised Teams Lotion Sorronar suggested in the Group to see how they fare

Modifié par Fulgrim88, 29 octobre 2009 - 07:09 .


#10
Darthnemesis2

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Ok, added in Lotion's suggestions, Plus a few of my own.

#11
Fulgrim88

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Let's get this started.

Attempting to ultimately taint all what is left of it's old enemies, the Genlock Alpha spreads the blight to the gates of Orzammar

The Templars: 30
The Grey Wardens: 30
The Circle of Magi: 25
The Dwarves: 39 B
The Dalish Elves: 25
The Antivan Crows: 25
The Blight: 50

Modifié par Fulgrim88, 29 octobre 2009 - 07:35 .


#12
Darthnemesis2

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In the darkness, no one can hear you scream. In the darkness, no one can see you stalking your quarry. In the darkness, no one will see you coming. A lone assassin conceals himself in the shadows, waiting for his time to strike.



Using Hidden From Sight on the Crows

The Templars: 30

The Grey Wardens: 30

The Circle of Magi: 25

The Dwarves: 39 B

The Dalish Elves: 25

The Antivan Crows: 25 H

The Blight: 50

#13
Guest_Bio-Boy 3000_*

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From the shadowy depths of the Deep Roads arises another vile general of the Blight's hordes



Spread the blight: B token on Dalish -1 damage Dalish



The Templars: 30



The Grey Wardens: 30



The Circle of Magi: 25



The Dwarves: 39 B



The Dalish Elves: 24 B



The Antivan Crows: 25 H



The Blight: 50

#14
JMOR

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Removes B token on Dwarves



The Templars: 30







The Grey Wardens: 30







The Circle of Magi: 25







The Dwarves: 39







The Dalish Elves: 24 B







The Antivan Crows: 25 H







The Blight: 50

#15
Adrigaar

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Fulgrim88 wrote...

Darthnemesis2 wrote...

I'll join up with the :ph34r: again

There are ninjas? But where a the pirates to oppose them? We're doomed


phooe! pirates are nothing compared to ninja's, have you never seen ross nobles pirates v ninja's debate??


Modifié par Adrigaar, 29 octobre 2009 - 09:47 .


#16
DobiKuba

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I join the Wardens and use Wardens sacrifice on the Grey Wardens(Dont remember rules telling me i can't)



The Templars: 30

The Grey Wardens: 30S

The Circle of Magi: 25

The Dwarves: 39

The Dalish Elves: 24 B

The Antivan Crows: 25 H

The Blight: 50

#17
Adrigaar

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Hmm me thinks Melon might not be keeping any changes :P still i'll join the crows... not sure what i'll do yet but still..

#18
hexaligned

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*cracks a Mtn Dew*

I cast magic missiles at the Darkness
www.youtube.com/watch

#19
Darthnemesis2

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Adrigaar wrote...

Hmm me thinks Melon might not be keeping any changes :P still i'll join the crows... not sure what i'll do yet but still..


I originally didn't make any changes, but seeing as several people wanted to see them implemented I changed some stuff (based mostly on Lotion's stuff on the group page)

#20
Fulgrim88

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:D thanks for the laugh Adrigaar & relhart

As for the changes; with this being somewhat non-official we might as well test them.
It's nice for a change, at least and maybe even shows some flaws we didn't think of in theory.

Modifié par Fulgrim88, 29 octobre 2009 - 10:07 .


#21
Darthnemesis2

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Agreed, sometimes change is good.

#22
Adrigaar

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yeah fair enuff im not objecting just saying i dont think melon will be inclined to keep them :P

#23
Nekator

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As for the changes; with this being somewhat non-official we might as well test them.
It's nice for a change, at least and maybe even shows some flaws we didn't think of in theory.

/agreed :)
then i´m joining once again my Templar Brothers.

Modifié par Nekator, 29 octobre 2009 - 10:22 .


#24
Aeriic

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Joining Dwarves and using War Forge on Dwarves

The Templars: 30
The Grey Wardens: 30S
The Circle of Magi: 25
The Dwarves: 39 F
The Dalish Elves: 24 B
The Antivan Crows: 25 H
The Blight: 50

#25
Lord Thing

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Joining the Antivan Crows

From the shadows they strike, with deadly precision, always hitting their mark

assassinates Dwarves -3, +X

The Templars: 30

The Grey Wardens: 30S

The Circle of Magi: 25

The Dwarves: 36 F X

The Dalish Elves: 24 B

The Antivan Crows: 25 H

The Blight: 50