Path of Conquest (Game 4) -Zymph VS NFan-

Zymph - 8HP - 1ATK - 5MOV
NFan - 6HP - 3ATK - 4MOV
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Tiles - Nothing Special
Wall - Impassable (Even by Fliers)
Fort - Reduces Damage taken by 1 for non-magical attacks against your unit on it. Having your commander on the neutral-sided fort for an entire turn will win them the game.
Stones, Pillars, and Books in the center - Impassable
Light - Reduces Damage taken by 1 for non-magical attacks against the unit on it, as well as restoring 1HP a turn. (Created via Light Mage)
Ice - Impassable, but can be destroyed. (Created via Ice Mage)
These lists will be kept up here in case you guys want to reference back to it at any point.

And now - Time for the... next official war here~

On the blue side we have Zymph!
VS
On the red side, NFan!

I've already flipped a coin to decide the turn order, and it's Zymph going first (I made it so that the Blue Player goes first so if it was the other way around then you'd be reverse colours, just to say.)

You'll be playing on the "Mage's Spire" Board

Zymph's Army Value : 45
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NFan's Army Value : 45

Turn 0 commence~
Time for the setup phase!
You see that boarder surrounding a bunch of spaces around your coloured fort? That's your Structure Limits. You can setup your Structures up on any of the spaces within that box. Your units will all be deployed from the fort itself - you can move them all as many spaces as they can move from the fort to determine where it is they start. (As a small note, for this turn only, your units may pass through any impassible tile in order to get them deployed, but they cannot go past the Structure Limits at any point either).

Also note you cannot place any Structure or Unit on any Walls as they are impassible.

(Oh and if you haven't payed attention to the other game, diagonals are NOT adjacent. FE terms remember. :p)

Anyhow, post in any order you want for this turn![/spoiler]
Oh, and as a final note, until one player posts, you can still adjust your army as you see fit.
This is... very important as Zymph still hasn't get their stat gain/loss for their unit... the commander.
NFan has chosen their stats but I shall not reveal them until Zymph picks theirs.
Also you can't give your commander an item Zymph (unless NFan is fine with it mayyyybe...) so please give it to another unit if possible.


OTHERWISE YOU CAN GET WITH THE SETUP STUFF. >=3
 
Well, it's time...

Zymph's Setup (from Blue Fort)

Lord Z(ymph) - 1 left, 1 down

Ballistician E(dward) - 3 down
Armoured Knight C(ynthia) - Stay put
Horseman P(aul) - 2 left, 3 down
Horseman D(avid) - 1 left, 2 down
Dragon Rider T(erra) - 2 left, 1 down
Ice Mage K(rista) - 2 down

Magic Tower - 1 down
Restoration Power - 3 down, 1 left

The names also have returned. It's something I couldn't leave out.
 
This map seems oddly familiar...

Anyway, setup stuff: ( I'm sure you can see a pattern in this :p )

Solder A: 1 left
Soldier B: 1 left, 1 up
Solider C: 1 right
Soldier D: 1 right, 1 up
Horseman A: 2 left, 2 up
Horseman B: 2 right, 2 up
Ice Mage: 3 left, 1 up
Fire Mage: 3 right, 1 up
Armored Knight A: 1 left, 3 up
Armored Knight B: 1 right, 3 up
Armored Knight C: 2 right, 1 up
Armored Knight D: 2 left, 1 up
Dragon Rider: 1 up
(all of this is from my castle/fort of course)

I'll put a gate at the only entrance that's not a warp and put a Restoration Tower next to the blue warp to the left.

... I seriously hope I did not make any mistakes there.
 
I PLANNED ON MAKING THIS POST RIGHT BEFORE MIDNIGHT BUT SADDLY I WASN'T HOME BEFORE THEN WAH. :p
Let's just say I did it like I said okay? ANYHOW...

Before I begin this match I just want to let you guys know something first (coloured blue for zymph, red for nfan, otherwise both).

1- Hero's stats have been posted for a month now - they are the stats of your unit (the one that looks like Marth :p). If that unit dies, it's GAME OVER. However, they are the only unit that can capture the opposing fort so you decide how you wana go about tackling this game. :p

2- NFan, you know that you never told me any structures you'd like to have within your army list right? And because the army you gave me added up to the exact amount, I'm sorry to say that they aren't included within. However, since it's been a long time since I asked that, and only if Zymph is fine with it, we could get you to replace some of your current unit(s) with some structures if you so please (mostly because I highly recommend that each team at least have 1 sort of unit/tower that can heal though :p).

3- NFan again, I also didn't move your units as far as you may have asked because those units can only move up to 3 spaces overall thanks to their MOV total. Basically, they all started from the fortress for their first move, lets say. As such, they're just 1 space shy from where you wanted them to be. Hope it's not too inconvenient.

4- Zymph I only labeled the units that are the same from one another. I do have the names of each one though stored within my image file though so you can still name them as such and I'll be fine. :p

PHEW. With that let's get on with turn 1. After all, it'll be some time before combat begins on this map anyhow...
0Skf9Tw.jpg

Zymph's Turn

Oh wow, I can't believe I almost forgot about these, but you see those pads in the corners of your bases? Those are called Warp Pads. They're completely different from the Warp Gate structures though, mind you. Why's that? They only lead to 1 of the other Warp Pads based on the light's colour. Also, unlike structures in general, you are able to pass and land on these spaces. Do note that in order to activate the Warp Pads, your unit must land on top of them, in which they will automatically warp to the other of the same colour. Oh, and unlike the structures as well, each Warp Pads can be used as many times as you wish, so transfer whole armies if you want! Just note that you will need to wait for me to update the map if anyone sends more than 1 unit through the same Warp Pads at a time though...

Oh, and one final thing - Warp Pads aren't permanently set to the colours you see here - at the end of every even turn, I'll randomly shuffle them around between 6 different sets to keep things interesting.
 
Zympherior said:
Lord Zymph - Uh, where am I? Honest.
Uhh.... YOU'RE A GHOST! :p

And now you're turning visible. Yes. Completely planned that out... :p (In actuality, if you looked close enough, you'll see you're hidden behind the armoured knight. Whoops.)
Zymph's Army Value : 45
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NFan's Army Value : 45

NFan's Turn

Normally also I wouldn't allow any sort of movement after a warp, but in order to prevent both units from being on the same space, I allowed it. :p
 
-looks over map, then types out long series of actions-

Horseman A - 1 left, 1 up (warped to bottom left I assume?), 1 left (stop)
Ice Mage - 2 up (warped to bottom left), 1 up (stop)
Armored Knight A - 2 left (and if possible, move up to warp because idk how this "average moving" works  ??? )
Horseman B - 1 right, 1 up (warped to bottom right), 1 right (stop)
Armored Knight B - 1 up, 1 right, 1 up (stop)
Fire Mage - 3 up (warped to bottom right) (stop)
Dragon Rider - 2 up (stop)
Solder D - 1 right, 2 up (stop)
Soldier A - 2 left (stop)
Soldier C - 2 right (stop)
Solder B - 1 up (I guess, didn't really have anything left for him :p )

And now for the most important action...

NFan ( The marth character :p ) - Do nothing and stay in castle

... Well, there's probably some important stuff he's gotta do in there :p

I think I might've mapped this wrong in my head, but just let me know if I did anything wrong and I'll fix it.
 
NintendoFan said:
Armored Knight A - 2 left (and if possible, move up to warp because idk how this "average moving" works  ??? )
Huh? "average moving"? It's not that difficult to figure out - each character's MOV stat determines how many squares they can move each turn. For example, Horseman have 6 MOV, so they can move up to 6 spaces a turn. Armoured Knights have 3 MOV, so they can move up to 3 spaces a turn. And in the case of warping, you just end the unit's movement on the warp and they'll warp.
NintendoFan said:
NFan ( The marth character :p ) - Do nothing and stay in castle
Yes. That's you. :p
Zymph's Army Value : 45
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NFan's Army Value : 45

Zymph's Turn
 
Zymph's Army Value : 45
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NFan's Army Value : 45

NFan's Turn

You don't need to wait for me to update in order to take your own move if I have nothing special to say. Speaking of which, this is the turn I'm going to change the warp pads so take that into note NFan. :p

Also you can't walk through your own buildings sooo... I had your ballista move up one first to get as close to the destination you wanted as possible. If you're okay with that.
 
I know I could've said my moves before you updated, I was just too lazy to work out Zymph's moves myself :p

Horseman A - 2 left, 3 up (warp) 1 up
Ice Mage - 1 up, 1 left, 1 up
Armored Knight A - 3 left
Horseman B - 2 right, 3 up (warp) 1 up
Fire Mage - 2 up, 1 right
Armored Knight B - 1 up, 2 left
Soldier D - 2 up, 1 left
Dragon Rider - 2 right, 1 up

Everyone else does nothing, for now.
 
After a week of school projects, here are my movements.

Ballistician Edward - Moves 2 down
Lord Zymph - Moves 2 down
Dragon Rider Terra - Moves 1 right, 2 down
Horseman Paul - Moves 2 down, 1 right, 2 down
Ice Mage Krista - Moves 1 right, 2 down, 1 right

Armoured Knight Cynthia - *Sneezes*
 
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