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PostPosted: Sun Sep 07, 2014 5:46 am 
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For now this thread will double for both battles and movement, they each have the same deadline, late moves and battles will not be accepted. To avoid clutter and make things easier for other players to follow it is requested that others do not post in this thread. If desire to join the War Game, post your interest in here.

SEND STRATEGIES AND MOVEMENT BEFORE THE DEADLINE TO:
[email protected]

For battles please place your strategy in the body and have your subject formatted as such:

(Your Screen Name): (battle information)
eg. Frank, the Intergalatic Space Toad: The Toadettes attacks Phyrexianised Frogs.

For movement have 'Movement' clearly in the subject line and the moves following the formatting for various types of moves as defined in the rulebook in the body.

Remember to ALWAYS check THIS post to see what deadline your battle has.

Deadline: October 18th at 5:00 PM GMT
*for international time zones

Base/Stronghold Battles

-

Town Battles

Moon’s Light attacks The Jolly Roger – D: Aplistia (A tad Windy, with Rain setting in after the third day)
Splinter attacks Kalamari Intrigue – D: New Tolaria (Southerly Winds turning north with Overcast)
The Merciless attacks Encroaching Dark – P: Utter Darkness (Strong Winds, not calming until at least five days)
Wrath attacks The Machine Orthodoxy – P: Omen Machine (Gale warnings are in place, best not to be outside!)

Field Battles

-

Received - Contingency received

Image

Regardless though, have fun and enjoy the slaughter!!!!

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Last edited by The Great Lord on Thu Oct 16, 2014 5:34 pm, edited 10 times in total.

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 Post subject: Re: Movement and Battles
PostPosted: Tue Sep 16, 2014 3:04 am 
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The Coalition
Received by Chinkeeyong: 8th September, 5:32am

Blackguard, Dominaria; 09C > 09B
Tartarus, Dominaria; 08C > 10B

Courage, Dominaria; 16A > 13A
Aggression, Dominaria; 17A > 14A
Disaster, Dominaria; 18A > 15A
Calamity, Dominaria; 16B > 13B
Blades of Kelket, Dominaria; 17B > 14B
Vengeance, Dominaria; 18B > 15B
Defiance, Dominaria; 16C > 14D
Chance's Thunderbirds, Dominaria; 17C > 14C - engage Victory
Ib's Strike Team, Dominaria; 18C > 15C

Received by Lord LunaEquie: 14th September, 11:45pm
Grand Crusade: Dominaria; 16H > 16G > 16F > 17F - Engage Rising Princedom
Moon's Light: Dominaria; 13G > 13F > 13E > 12E
Odric's Military: Dominaria; 14G > 14F > 14E > 15E
Warriors of the Den: Dominaria; 15G > 16F
Breaking Point: Dominaria; 14F > 13D
Natidorian: Dominaria; 12H > 11H > 10H > 9H
Blinding Charge: Dominaria; 13H > 12H > 11H > 10H

Strife: Dominaria; 08D > 09D > 10D > 10C

Received by Garren Windspear: 15th September, 12:07am
Black
Colo the Ninja; Dominaria; 8B > 9B > 10B > 10A - Engage Hunter
Dread Madness; Dominaria; 7B > 7A > 8A > 9A

Green
New Purpose; Dominaria; 9E > 8E > 7E > 6E
Splinter; Dominaria; 9G > 9H > 8H > 7H
Garren_Windspear; Dominaria; 11F > 10F > 9F > 8F
Perseverance; Dominaria; 11E > 11F - replace Garren_Windspear

Received by Aaarrrgh: 14th September, 6:25am
Wicked Visions: D; 7C > 5D
Night Terrors: D; 7D > 5E
Comprehension: M; 10G > 12F - Engage Stalwart Shield
Lore Quest: M; 10A > 8B
Perception: M; 9H > 7A


Phyrexia
Received by Tevish Szat: 10th September, 7:30pm
Phyrexia;
Tevish Szat: 8E>8C
Greed: 7E>7H
Light Corrupted: 8F>10G
Explosive Temper: 7D>8B
Kulrath: 7F>6H

Envy (Mirrodin): 6E>9E
Coldheart (Mirrodin) 4E>1E; Engage Bucket Kicking

Received by Pacone: 14th September, 6:50pm
Pacone:phyrexia 16A > 16B > 15B > 14B
Wrath:phyrexia 15A > 14A > 13A > 12A
The merciless:phyrexia 15B > 14B > 13B > 12B
Unfathomable:phyrexia 17A > 17B > 16B > 15B replace The Merciless
Whispers of death:phyrexia 18A > 17A > 16A > 15A replace Wrath
Daggson's legions:mirrodin 05D > 06D > 07D > 08D engage Pest Control

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 Post subject: Re: Movement and Battles
PostPosted: Tue Sep 16, 2014 3:41 am 
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Occupation
Bases
Forest of Sorrow: Earth Asunder - 1
Nyx: -
Ruins of Hispalis: -
The Titan Forge: Aaarrrgh - 1
Veil of Judgment: Capashen Dawn - 1

Strongholds
Death’s Shadow: Eyehunter - 1
Hellforge: -
Stormeye: -
Temporo-spatial Research Lab: Dr. Demento - 1
Warped Wood: Father - 1

Towns
Aerona Portal Ruins: Feroz’s Familiar Pheldy Offshot - 1
Aplistia: The Jolly Roger - 1
Kavu Lair: Rising Princedom – 0.5, Grand Crusade – 0.5
New Tolaria: Kalamari Intrigue - 1
Okariton: Venomous Skitters - 1
----------
Ish Sah: Pest Control – 0.5, Dagsson’s Legion – 0.5
Kuldotha: Kuldotha’s Flame - 1
Seat of the Synod: Exiled Rabble - 1
Taj-Nar: Blind Justice - 1
The Radix: The Vicious Swarm - 1
----------
Biohazard Lab: Breeder’s Folly - 1
Omen Machine: The Machine Orthodoxy - 1
Nansen Basin: Steel Thane - 1
The Steam Beast: Lunch - 1
Utter Darkness: Encroaching Dark - 1

Victory Points
The Coalition: 0
Phyrexia: 0

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 Post subject: Re: Movement and Battles
PostPosted: Tue Sep 16, 2014 4:04 am 
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Location: Cortac
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Deadline: September 28th at 5:00 PM GMT
*for international time zones

Base/Stronghold Battles

-

Town Battles

Chance’s Thunderbirds attacks Victory – D: Jamuraa Blight Portal (Hot, but with a nice cool Breeze)
Coldheart attacks Bucket Kicking – M: Copperline Portal (Strong Southerly Winds and lots of Rain predicted, expect three moons with green dominant)
Colo the Ninja attacks Hunter – D: Voda Sea Portal (A lovely comfortable day without a cloud in the sky, sea Breezes)
Comprehension attacks Stalwart Shield – M: Razorgrass Portal (Heavy Fog lasting into noon, some Breezes, and three moons visible)
Dagsson’s Legions attacks Pest Control – M: Ish Sah (Clear and still with two moons visible, mostly Black, replaced by Red later in the week)
Grand Crusade attacks Rising Princedom – D: Kavu Lair (Nice and sunny, a stiff Breeze picking up midweek)

Field Battles

-
Rolls

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PostPosted: Mon Oct 06, 2014 4:01 am 
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It was wet and unpleasant in the Tangle as Lovisa marched, the trees constantly disrupting her structured formations. Far above her ground forces flew marauders, concealed in the lower reaches of the clouds. It is was a relatively uneventful march for the first day, but then stingers and zealots began to show themselves. Just in small groups, darting in and out from concealed points. They would constantly prey upon the edges, striving to wear down morale. Phyrexian losses were not huge between first strikers and relatively tight formations, but being constantly on edge is enough to wear down even the most implacable. As they grew ever closer to the portal things grew worse with strings of simple and irritating traps, again, they were little more than an inconvenience, but each inconvenience put the portal just that little further away.

At last, Phyrexia found their way to the portal nestled on the edge of the Tangle, and there they saw the forces of Halphas arranged in defense (necrogen mists staying put and strong winds rarely go together). Stinger surged in from behind, then with the distraction, scourge servants and harvesters joined the fray. Phyrexia held their ground for a moment, but the signs of her formations cracking could already be seen. Vampires soon swooped in to attack the defender's rear, but it was already too late. While they were able to provide some relief, the ground forces were too weary to hold their ground. Feeling overwhelmed by the relatively fresher troops, Lovisa was forced to call a retreat.


Spoiler

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Last edited by The Great Lord on Mon Oct 06, 2014 4:18 am, edited 1 time in total.

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PostPosted: Mon Oct 06, 2014 4:16 am 
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Tivadar advanced slowly and carefully into the tunnel leading into the Kavu Lair. He set his units to band together into small versatile groups, each acting like a cog in a war machine. Despite the care against attack, he found there was no resistance, all was quiet from the kavu. So down the tunnel he continued the advance, equally slowly and carefully, on guard for attacks his angels lead the way with the remainder following behind. All was quiet, and for much of the passage, it was uneventful.

As Tivadar approached the end however, the darkness was lit by bursts of flame erupting from firemaws. He quickly fell back, attempting to draw them from their positions. But was met once more with silence. For a moment the two armies looked upon each others' specks of light in the darkness. Then with a burst of speed, the angels surged forward, spreading throughout the tunnel to take the brunt of the oncoming flames as the Coalition charged into the depths. While many angels fell, and many found themselves battered and melting, they nonetheless served their purpose in shielding those behind to get into melee range with the defenders.

A pitched battle in the small space ensued. Tivadar using his small bands, has formation having much more flexibility than the standard formations due to their innate banding nature. Anax discovered this when he sent his rogues to penetrate the enemy lines, but found that there was not truly any lines to penetrate. The small groups easily shifted into knots forming clusters to isolate and crush those attempting to sow chaos. Slowly the firemaw and radiant kavus were forced backward before the Coalition.

But Anax had one final trick. From the depths of the darkness swarmed a mass of gliders, directly into the front. Yet the Coalition held, banding together against the attack. The charge ground to a halt, and soon the kavu were fleeing into the dark, to slip out into the open at the earliest opportunity.


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PostPosted: Mon Oct 06, 2014 4:27 am 
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Some battles are clear and decisive, but occasionally things don't mesh quite so well. In this case, Dakkon sought to use his army's speed and fight out in the open, yet Theron knew that this would result in his inevitable defeat. Thus the defenders merged into the mangroves to adopting guerrilla tactics instead. Dakkon anticipated such an eventuality however, but had little desire to pursue. He instead focused upon the aerostats and anything that was visible.

There is little else to the battle, the armies camped out in their respective positions, with the portal between them. Dakkon was able to make a more concentrated push to clear out a position around the portal, which the defenders' looser configuration couldn't dislodge. But in the same way, there was no clear force to drive from the area. At best each force would pepper the other throughout the week, but neither had the push to drive the other from the land. In the end, Theron chose to abandon the position, he had already lost the portal and he could not regroup while the Coalition was in the area.


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PostPosted: Mon Oct 06, 2014 4:42 am 
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Into the breach Chance advanced, certain of his inevitable victory. As his army of thunder and lightning advanced, they found the metathran coming to meet them. Out of the goodness of his heart, Chance thought to first surround Nikon, then offer him the chance to join the Coalition. Nikon would have no part of it however. While the Coalition was still maneuvering to give their terms, the air was filled with metathran paratroopers. For most of the Coalition this was hardly an issue, not so much for the non-flying thunderblusts. The attack had already begun and the Coalition had to scramble to defend themselves. As they flew to protect their craft, other aerostats swept toward the dragons.

With that Chance gave the order to fill the sky with rage, clouding the minds of his foes as they were consumed with battle fury. However this was not conductive to drawing the enemy to their end. With bloodlust they lay waste to all around, which was unfortunately predominately a disorganised Coalition. It was simply too late, the smaller units had already spread throughout Chance’s forces. The only recourse was to rain hellfire from the skies, at anything that moved. Yet for much the same reason, this brought low many thunderblusts and dragons through friendly fire. It quickly became apparent that there is no room for negotiation, and that more refined tactics would be needed to dislodge Nikon.


Spoiler

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PostPosted: Mon Oct 06, 2014 5:59 am 
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It would begin as a slow day. First, Arcum traveled out into the swamp, instead of attacking immediately as Mirri expected, he took time to piece together some small explosive weaponry. Mirri took to time to positioned her forces around Ish Sah and sat in for the wait.

It would be the next day's dawn that Phyrexia would begin their march in earnest. Their advance was steady and unrelenting, yet free from attack by the locals. This changed as Arcum came within sight of the structure. From the black beetle ballista bolts shot forth into the air and the skittering of oversized scarabs wafted over the landscape.

To the fore went 200 myr to engage the scarabs. Armed with explosives, they darted forward, released their payload and fell back, refusing to engage directly. Meanwhile the rest of the Phyrexian army split into six and converged upon the ballista emplacements. Counting on Arcum attacking through the main gate, this took Mirri by surprise and she was unable to muster suitable defenses to maintain their hold. To avoid being outflanked she was forced to retreat into Ish Sah proper, abandoning the outer reaches entirely.

Contained within Ish Sah, Mirri awaited her foe, and the mechanical army was quick to oblige. As the artifact creatures rushed in from the side passages, they found themselves facing some, vermiculi, particularly keen on metallic flesh. From her position in the center, Mirri was able to spread to engage each of her attacking foes, halting the Phyrexian advance. The fighting began to drag out, neither side quite having enough to force out the other. But in time, the pressure of a stronger and tireless foe would press upon the organic vermin. Mirri had put up a good fight, and she even sent a swarm of rats, that cleared one of the passages, but she thought it best to use this to escape. She had bloodied her foe and in the end gave just as good as she had got.


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PostPosted: Tue Oct 07, 2014 3:51 am 
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While Rhendu formed a tight circular phalanx around the portal Riku advanced carefully through the fog. He was sure to remain carefully hidden within by using his blizzard elementals, and with no scouts the defenders were oblivious. That is until adjudicators burst from the mists, screaming overhead and raining destructive blasts into the foremost loxodons before retreating. Rhendu’s front line broke apart. Then from the opposite side swept in sphinxes, charging directly into another group of loxodons waiting for an attack. Staunch and tough these would hold fast for a time, their shield wall deflecting the worst of the impact, but against the more powerful foes, they could neither support the broken lines on the other side, nor push back. While in the centre of the loxodons the humans were also under attack from gargoyles and incapable of mounting a counter.

Pushed upon from above and one side, and constantly wary of a return of the adjudicators, Rhendu's forces found themselves only capable of not losing. But as the day dragged on, the Coalition simply proved to be too powerful. Bit by bit Rhendu's lines crumbled, until at last, he was forced into retreat.


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PostPosted: Tue Oct 07, 2014 4:27 am 
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Bumps
Chance's Thunderbird's: (D) 13C
Coldheart: (M) 2E
Hunter: (D) 11B
Pest Control: (M) 8C
Rising Princedom: (D) 18F
Stalwart Shield: (M) 12G

Victory points
-

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Last edited by The Great Lord on Tue Oct 07, 2014 5:06 am, edited 1 time in total.

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PostPosted: Tue Oct 07, 2014 4:28 am 
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The Coalition
Lord LunaEquie: 27th September, 1:10am
Moon's Light: Dominaria; 12E > 12D - Engage The Jolly Roger
Odric's Military: Dominaria; 15E > 15D > 16D > 16C
Natidorian: Dominaria; 9H > 8H > 7H > 6H
Blinding Charge: Dominaria; 10H > 9H > 8H > 7H

Strife: Dominaria; 10C > 11C > 11B > 11A

Chinkeeyong: 3rd October, 12:54am

Every army in the Red faction, Dominaria; ~ > 14D

Blackguard, Dominaria; 09B > 10A
Tartarus, Dominaria; 10B > 10A

Received by Garren Windspear: 4th October, 1:00am
Green
Splinter; Dominaria; 7H > 6H > 6G - Engage Kalamari Intrigue
Garren Windspear; Dominaria; 8F > 7F > 6F > 5F
New Purpose; Dominaria; 6E > 6F > 5F > 4F
Overgrowth; Dominaria; 10G > 9G > 8G > 7G
Perseverance; Dominaria; 11F > 12F > 13F > 14F

Phyrexia
Received by Pacone: 2nd October, 6:32am
Phyrexia
Pacone 14B > 14C > 15C > 15D
Wrath 12A > 11A; engage The Machine Orthodoxy
Unfathomable 15B > 15C > 15D > 15E
The merciless 12B > 11B > 11C > 11D; engage Encroaching dark
The third kingdom 14A > 13A > 12A > 12B; replace The Merciless
Whispers of death 15A > 14A > 13A > 12A; replace Wrath

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PostPosted: Tue Oct 07, 2014 4:36 am 
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Occupation
Bases
Forest of Sorrow: Earth Asunder - 2
Nyx: -
Ruins of Hispalis: -
The Titan Forge: Aaarrrgh - 2
Veil of Judgment: Capashen Dawn - 2

Strongholds
Death’s Shadow: Eyehunter - 2
Hellforge: -
Stormeye: -
Temporo-spatial Research Lab: Dr. Demento - 2
Warped Wood: Father - 2

Towns
Aerona Portal Ruins: Feroz’s Familiar Pheldy Offshot - 2
Aplistia: The Jolly Roger – 1.5, Moon’s Light – 0.5
Kavu Lair: Grand Crusade – 1
New Tolaria: Kalamari Intrigue – 1.5, Splinter – 0.5
Okariton: Venomous Skitters - 2
----------
Ish Sah: Dagsson’s Legion – 1
Kuldotha: Kuldotha’s Flame - 2
Seat of the Synod: Exiled Rabble - 2
Taj-Nar: Blind Justice - 2
The Radix: The Vicious Swarm - 2
----------
Biohazard Lab: Breeder’s Folly - 2
Omen Machine: The Machine Orthodoxy – 1.5, Wrath – 0.5
Nansen Basin: Steel Thane - 2
The Steam Beast: Lunch - 2
Utter Darkness: Encroaching Dark – 1.5, The Merciless – 0.5

Victory Points
The Coalition: 2
Phyrexia: 0

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Last edited by The Great Lord on Tue Oct 07, 2014 5:11 am, edited 1 time in total.

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PostPosted: Tue Oct 07, 2014 5:10 am 
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Location: Cortac
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Deadline: October 18th at 5:00 PM GMT
*for international time zones

Base/Stronghold Battles

-

Town Battles

Moon’s Light attacks The Jolly Roger – D: Aplistia (A tad Windy, with Rain setting in after the third day)
Splinter attacks Kalamari Intrigue – D: New Tolaria (Southerly Winds turning north with Overcast)
The Merciless attacks Encroaching Dark – P: Utter Darkness (Strong Winds, not calming until at least five days)
Wrath attacks The Machine Orthodoxy – P: Omen Machine (Gale warnings are in place, best not to be outside!)

Field Battles

-

Notes
- Blinding Light got told to go to 7H, but got wind that it was already occupied and didn’t want to get in the way. Akroma had a party instead (needs Replace command when destination square is occupied by an allied army).
- While there is some looseness available in movement, the minimum is still;
Army Name: Start square > Destination square. (with some indication of the plane in there)
This makes things easy to find and is nice and clear. 14D is also occupied and would need a Replace command. No red armies moved.
- Blackguard and Tartarus wished to go through the portal, but found that there was a pitched battle happening at the time and they couldn’t get through. They thus returned to wait for things to calm down a bit (cannot move into a square in which a battle is taking place).

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