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View Full Version : Tactical Battle Tournament - acclue_lockheart vs PirateJesus (resolved - acclue wins)



Siosilvar
2008-07-10, 11:48 AM
http://i272.photobucket.com/albums/jj165/siosilvar/battlerd2.png
Current Round: 3
Tan areas are 30' spiked pits (3d6 falling + 1d8 piercing damage, requires 10' movement.
Between yellow walls: Rope bridges (Normal terrain, but can be destroyed. Have 10 HP and Hardness 1).
Blue walls provide cover.
All walls have Climb DC 20.
Green areas have 10' elevation. Ramps are located where blue meets green without a red wall.
Bases/starting locations are colored & have the person's name.
acclue's flag starts on the yellow square. Pirate's flag starts on the teal square.

The teams:
acclue_lockheart

All members (1,2,3,4,5,6,7,8,9,0,a,b)
Strength: 10
Dexterity: 14
Constitution: 10
Move: 20 feet (4 squares), Double Move 40 feet (8 squares), Run 80 feet (16 squares)
Armor: Breastplate (+5 AC, ACP -4)
Attacks: Longbow +5 (1d8, 20/x3, 100ft increment), Greatclub +3 (1d10, 20/x2)
Special Attacks: Longbow within 30 ft +6 (1d8+1, 20/x3), Rapid Shot +3/+3
AC: 17
Maximum HP: 16
Skills: Tumble -1, Jump -2, Climb -4
Feats: Point Blank Shot, Rapid Shot, Precise Shot
Encumbrance: 50.9 lbs (Medium Load, ACP -3)
Armor Check Penalty: -7


PirateJesus

All members (1,2,3,4,5,6,7,8,9,0,a,b)
Strength: 12
Dexterity: 10
Constitution: 12
Move: 20 feet (4 squares). Double Move 40 feet (8 squares), Run 60 feet (12 squares)
Armor: Splint Mail + Tower Shield (+10 AC, ACP -17)
Attacks: Bastard Sword +5 (1d10+1, 19-20/x2)
AC: 20
Maximum HP: 22
Skills: Jump, Climb, Swim: way too deep in the negatives to stand a chance
Feats: EWP(Bastard Sword), Focus (Bastard Sword), Toughness
Encumbrance: 96 (Heavy load, ACP -6)
Armor Check Penalty: -23 (!)

Siosilvar
2008-07-10, 11:49 AM
Current Team Statuses:
acclue

Unit 9: 16 HP, 66 ammo
Unit 0: 16 HP, 66 ammo
Unit a: 16 HP, 66 ammo
Unit b: 16 HP, 66 ammo
Unit 5: 16 HP, 64 ammo
Unit 6: 16 HP, 64 ammo
Unit 7: 16 HP, 64 ammo
Unit 8: 16 HP, 64 ammo
Unit 1: 16 HP, 66 ammo
Unit 2: 16 HP, 66 ammo
Unit 3: 16 HP, 66 ammo
Unit 4: 16 HP, 66 ammo

PirateJesus

Unit 5: 22 HP
Unit 6: 22 HP
Unit 7: 22 HP
Unit 8: 22 HP
Unit 1: 17 HP
Unit 2: 20 HP
Unit 3: 22 HP
Unit 4: 22 HP
Unit 9: 22 HP
Unit 0: 22 HP
Unit a: 22 HP
Unit b: 22 HP


Initiative Rolls

22: acclue_lockheart 9 to b
18: acclue_lockheart 5 to 8
16: PirateJesus 5 to 8
12: PirateJesus 1 to 4
10: PirateJesus 9 to b
8: acclue_lockheart 1 to 4

BizzaroStormy
2008-07-10, 12:57 PM
Units 1-4 will move into squares X14, Y14, X15, Y15.
Units 5-8 will move into squares X16, Y16, X17, Y17.
Units 9-12 will move into squares BA14, BA15, BA16, BA17, and take cover using the wall.
ALL units are using their tower shield to grant total cover.

Silence
2008-07-10, 01:54 PM
INIT roll?

BizzaroStormy
2008-07-10, 03:38 PM
My bad.

[roll0]
[roll1]
[roll2]

acclue_lockheart
2008-07-19, 06:54 PM
oh sorry, I JUST got word that this is back :P


team 1: [roll0]
team 2: [roll1]
team 3: [roll2]

Siosilvar
2008-07-20, 12:57 PM
The forums are back! Awesome!

acclue, I still need to know where you're putting your men in the red zone.

Initiative rolls:

Acclue 9,0,a,b (22)
Acclue 5,6,7,8 (18)
Pirate 5,6,7,8 (16)
Pirate 1,2,3,4 (12)
Pirate 9,0,a,b (10)
Acclue 1,2,3,4 (8)

PirateJesus, I'm assuming you're using the tower shields to cover from the west (towards acclue's troops). There's no sense in that otherwise.

Actions will be determined when acclue posts where his troops are and where they're moving/attacking.

acclue_lockheart
2008-07-20, 05:33 PM
team 1: B11, B12, B13, B14
team 2: B17, B18, B19, B20
team 3: A14, A15, A16, A17

Siosilvar
2008-07-20, 10:16 PM
It is now acclue's turn
Units 5 through B

Move speed for both teams is 15 feet (3 squares). If you need to check distance for your ranged attacks, acclue, tell me so.

acclue_lockheart
2008-07-21, 01:32 AM
wait, 15 feet? I thought medium armor speed was 20 feet... whatever, I'm taking run actions the first round anyway.

5: run to L18
6: run to M19
7: run to K18
8: run to L17
9: run to K14
0: run to K15
A: run to K16
B: run to K17

Siosilvar
2008-07-21, 09:56 AM
I checked all the numbers. You have a medium load and Pirate has a heavy load.

Also, medium/heavy armor/load makes your run distance x3.

And unless you want to fall off a cliff, try not to run off the red walls.

acclue_lockheart
2008-07-21, 10:59 AM
http://www.d20srd.org/srd/movement.htm <-- run is 4x in medium armor

http://www.d20srd.org/srd/equipment/armor.htm <-- medium and heavy armor make those who could originally move 30, move 20

Siosilvar
2008-07-21, 02:45 PM
http://www.d20srd.org/srd/carryingCapacity.htm

Medium loads make 20ft. move become 15ft. move.

You are, however, correct in that your run speed is x4.

Also, I'm not sure you want to run off a cliff or into a low wall.

acclue_lockheart
2008-07-21, 02:51 PM
okay then, my previous movements stand then. I can make all those movements with 60 feet without moving over a cliff or into a wall.

Siosilvar
2008-07-21, 02:56 PM
Huh. I looked it up in the SRD; you don't actually have to move in a straight line to run. For some reason I always thought that was the case.

Map will be updated soon. is updated.

acclue can now take a turn with all of his troops, and then Pirate, and then acclue again... You get the idea.

acclue_lockheart
2008-07-21, 03:47 PM
1: run to L14
2: run to K13
3: run to M12
4: run to L13
5: run to N29
6: run to O29
7: run to M29
8: run to M28
9: 5 ft step to J15, secret
0: secret
A: secret
B: 5 ft step to J16, secret

BizzaroStormy
2008-07-21, 04:08 PM
1: Double Move to T14, Shield facing West.
2: Double Move to T15, Shield facing West.
3: Double Move to U14, Shield facing West.
4: Double Move to U15, Shield facing West.
5: Double Move to U17, Shield facing West.
6: Double Move to U18, Shield facing West.
7: Double Move to T17, Shield facing West.
8: Double Move to T18, Shield facing West.
9: Hold Position
0: Hold Position
a: Hold Position
b: Hold Position

Siosilvar
2008-07-21, 04:38 PM
Map updated.

PirateJesus
It is now your turn
Round 3

acclue_lockheart
2008-07-21, 04:49 PM
1: run to M3
2: run to M2
3: run to O2
4: run to N2
5: 5 ft step to O29, secret
6: 5 ft step to P29, secret
7: 5 ft step to N29, secret
8: 5 ft step to M29, secret
9: secret
0: secret
A: secret
B: secret

Siosilvar
2008-07-21, 05:06 PM
Updated map (with shield arc for Pirate's troops)
http://i272.photobucket.com/albums/jj165/siosilvar/battlerd3warc.png

acclue_lockheart
2008-07-21, 05:18 PM
can I have a change of action after the 5 ft step with these? (thought I couldn't hit at that angle)

5: rapid shot enemy 2: [roll0] [roll1]; [roll2] [roll3]
6: rapid shot enemy 1: [roll4] [roll5]; [roll6] [roll7]
7: rapid shot enemy 7: [roll8] [roll9]; [roll10] [roll11]
8: rapid shot enemy 8: [roll12] [roll13]; [roll14] [roll15]

Siosilvar
2008-07-21, 05:31 PM
Rapid shot attack bonus: +3/+3
5 vs. 2: Hit! 5 damage, miss
6 vs. 1: Hit! 2 damage, miss
7 vs. 7: Miss, miss
8 vs. 8: Miss, miss due to cover from ally

Orran
2008-07-21, 07:05 PM
To Siosilvar (or any other ref who happens to be reading)
Siosilvar, I disagree with your ruling that medium armor and a medium load stack to lower movement rate to 15ft, since they are both encumbrance penalties. Could you provide a quote (and link) to show otherwise? I've asked the question in the answers by RAW thread. (http://www.giantitp.com/forums/showthread.php?p=4571873#post4571873)

Silence
2008-07-21, 07:23 PM
Super-Mod call:

The speed is 20ft. End of story.

Orran
2008-07-21, 07:37 PM
Refs:The link supports this choice, and may also support my next query, which is the ruling on running and straight lines. Arena precedent is that running must be a straight line.
Edit: Running must be in a straight line.

Silence
2008-07-21, 07:54 PM
You don't have to spoiler it. It's important that players know this, almost as much as refs.

I second that motion, meaning that it is now written in stone.

Orran
2008-07-21, 07:55 PM
Without precedent I decided to take the safer route.

Siosilvar
2008-07-21, 07:59 PM
I thought running had to be in a straight line, but couldn't find any mention in the SRD and didn't want to dig out my PHB. In any case, I had to grab it to figure out the cover rules for the rapid shot attacks above. Movement speed with armor and load wasn't clear in the SRD either. Should I restart the thread or continue from here?

Silence
2008-07-21, 09:28 PM
Keep it going. These minor problems can be accepted.

BizzaroStormy
2008-07-23, 10:58 PM
1: Move to L15, shield facing North
2: Move to L16, shield facing South
3: Move to M15, shield facing North
4: Move to M16, shield facing South
5: Move to O15, shield facing North
6: Move to O16, shield facing South
7: Move to N15, shield facing North
8: Move to N16, shield facing South
9: Hold Position
0: Hold Position
a: Hold Position
b: Hold Position

Edit: Had to change Run to Double move due to the whole "straight line" thing.

acclue_lockheart
2008-07-23, 11:29 PM
I choose not to take my readied actions (it only says I CAN take them not that I have to) and it comes back to my turn.

do I still provoke an attack of opportunity from behind that wall? or can I not fire when they're that close even with cover?

Siosilvar
2008-07-24, 11:33 AM
Give me a couple minutes to get everything sorted out so that I can update the map.

EDIT: Instead of showing the shield arcs on the map, I'll just post who can attack who:
1,3,5,7: vs. AC 16: 5,6,7,8; vs. AC 20: 9,0,a,b
2,4,6,8: vs. AC 16: 1,2,3,4; vs. AC 20: 9,0,a,b
9: vs. AC 20: 5,6,7,8; vs. AC 24: 3
0: vs. AC 20: 3,5,6,7; vs. AC 24: 4,8
a: vs. AC 20: 3,4,5,6; vs. AC 24: 2,7
b: vs. AC 20: 2,3,4,6; vs. AC 24: 1,5
0,a: vs. AC 21: 1,2

NOTE: AC 24 is being attacked by a square where the shield line goes halfway through the square. Seems reasonable to give improved cover (as a "half" of total cover, plus regular cover bonus)
NOTE2: AC listed does not include cover from allies.

EDIT2: Yes, you'd still provoke attacks of opportunity, but your AC is increased by 4 due to cover.

EDIT3:
http://i272.photobucket.com/albums/jj165/siosilvar/battlerd4.png

BizzaroStormy
2008-07-24, 12:39 PM
Wait a sec, I thought the walls were full length. Where does it say they are low walls?

acclue_lockheart
2008-07-24, 03:03 PM
Current maps:
Terraces from hell
http://i331.photobucket.com/albums/l444/tacticalbattle/tactical1.png

Shaded regions show where each respective team may place their men first. There is a low wall that provides cover for those behind it marked by the gray line.

It costs 10ft of movement to move over the low walls, as does moving over the low walls.

The pits have a climb DC of 20, although you can brace yourself off a corner for a +5 bonus.

Attacking melee gives you a +1 bonus to hit and damage if you're above the opponent, and -1 if you're below.

You gain +1 to hit (but not damage) for each terrace you are above the enemy when attacking ranged.

The regions that are marked with the teams respective color contain that team's flag.

The dark shaded regions are 30 ft pits, and the regions marked by terrace edges, are terraces.
http://i331.photobucket.com/albums/l444/tacticalbattle/tactical2.png

Battlefield:
http://i331.photobucket.com/albums/l444/tacticalbattle/Tacticalbattletournamentbattlefield.png
Dark gray is 30ft pits. They are lined with various sharp objects, and cost 10ft of movement to move through. Anyone jumping or falling into this area takes 1d8 piercing damage (no savings throw) in addition to their normal falling damage.

Tan is 10ft elevation.

Light gray are rope bridges. They are treated as normal ground, but can be destroyed. They have a hardness of 1 and a HP of 10. They take 1/2 damage from piercing weapons.

Shaded regions are starting positions, and colored regions are flag locations.

Low walls are gray lines. They provide cover.

The walls have a climb DC of 20.

There is a ramp, which is marked by a white area flanked by black lines. Treat this as normal ground.


Statue Hall

http://i331.photobucket.com/albums/l444/tacticalbattle/statuearena.png

The black areas are walled off. The walls are 50ft high and have a climb DC of 30.

The gray circles are statues. They are perfect representations of the soldiers fighting. They cannot be climbed or destroyed. Every round, the statues on the red side move 5ft towards the statues on blue's side, and vice versa. Treat the statues movement as if the statues rolled a -10 for INT. Anyone caught in front of a moving statue is considered bull rushed, and automatically fails the strength check. Anyone caught between the two center statues when they move together is killed instantly. Once the two statues in the center meet, the statues begin to move in reverse from their normal direction until they reach their starting positions. Then, they go back to normal movement. Repeat the process until someone has won.

Glass arena

Level 1
http://i331.photobucket.com/albums/l444/tacticalbattle/Glass1.png
Level 2
http://i331.photobucket.com/albums/l444/tacticalbattle/glass2.png
Level 3
http://i331.photobucket.com/albums/l444/tacticalbattle/glass3.png

As you have guessed, this is a multi-level map. All of the floors and ceilings are made of glass. Each 5ft square has a hardness of 4 and a HP of 15. They take double damage from bludgeoning weapons.

Each floor is 10ft below the first. The arena is enchanted with feather fall, so there's no falling damage.

The lines are glass walls. They have a hardness of 5 and a HP of 25. They take double damage from bludgeoning weapons.

The circles are glass pillars. They provide cover. They have a hardness of 10 and a HP of 50 . They take double damage from bludgeoning weapons.

The only way to pass between levels is by breaking through the floor.

Current tournament:

http://i331.photobucket.com/albums/l444/tacticalbattle/bracket.png


Trophies:

Bronze:
http://i331.photobucket.com/albums/l444/tacticalbattle/bronzetrophy2copy1.jpg
Silver:
Gold:
Preliminary sketches:

Bronze:
First sketch:
http://i331.photobucket.com/albums/l444/tacticalbattle/bronzetrophy.jpg
A little shading added:http://i331.photobucket.com/albums/l444/tacticalbattle/bronzetrophy1.jpg
Wonderful color and shading:
http://i331.photobucket.com/albums/l444/tacticalbattle/bronzetrophy2.jpg
A few edits:
http://i331.photobucket.com/albums/l444/tacticalbattle/bronzetrophy2copy.jpg
Finished!
http://i331.photobucket.com/albums/l444/tacticalbattle/bronzetrophy2copy1.jpg
Silver: None.
Gold: None.

right there.

acclue_lockheart
2008-07-24, 03:27 PM
1: 5 ft. step to M2, rapid shot enemy 4 [roll0] [roll1]; [roll2] [roll3]
2: 5 ft. step to N2, rapid shot enemy 2 [roll4] [roll5]; [roll6] [roll7]
3: double move to R7
4: double move to R6
5: double move to R24
6: double move to R23
7: 5 ft. step to O29, rapid shot enemy 1 [roll8] [roll9]; [roll10] [roll11]
8: 5 ft. step to N29, rapid shot enemy 1 [roll12] [roll13]; [roll14] [roll15]
9: 5 ft. step to I15, rapid shot enemy 1 [roll16] [roll17]; [roll18] [roll19]
0: 5 ft. step to J15, rapid shot enemy 1 [roll20] [roll21]; [roll22] [roll23]
A: 5 ft. step to J16, rapid shot enemy 2 [roll24] [roll25]; [roll26] [roll27]
B: 5 ft. step to I16, rapid shot enemy 2 [roll28] [roll29]; [roll30] [roll31]

BizzaroStormy
2008-07-26, 03:42 AM
I see what happened. It says on the waiting room version that they're low walls but not in this one. In that case, I SURRENDER due to my strategy being shot to hell.

Silence
2008-07-26, 02:50 PM
Oh. Wow. That sucks.....

This tournament officially fails.

Siosilvar
2008-07-26, 04:46 PM
The tournament fails?
What does that mean?

Also; Pirate; I'm sorry about the issue with the walls. I didn't even notice that it didn't say the blue walls are low.

EDIT: Posts #26 and #27 just appeared out of nowhere.

Silence
2008-07-27, 01:04 PM
It means that we need less people dropping out and more people killing each other.

acclue_lockheart
2008-07-27, 08:46 PM
well I didn't want to win like this...

Grey Cloak
2008-07-27, 08:56 PM
Well this realy sucks me and accule played a game and is was so so fun i could'nt wait fr the tourmnat but every one i read everybody just surrender!!!!:smallfurious:

Siosilvar
2008-07-28, 10:24 AM
acclue, if you want to keep playing, I'll take over Pirate's team.