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Ia! Ia! Cthulhu Fhtagn! — Let's All Play Cthulhu Wars!

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  #271  
Old 10-14-2014, 11:04 AM
Sarcasmorator Sarcasmorator is offline
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Oops, looks like we were updating the map simultaneously. Windwalker, use the Yellow Sign file.
  #272  
Old 10-14-2014, 05:49 PM
aturtledoesbite aturtledoesbite is offline
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Windwalker, turn 5

Power: 11
Doom: 7

Action: Construct a Gate in North Atlantic, take control of it.



Power: 8
Doom: 7
  #273  
Old 10-14-2014, 06:32 PM
MrChris MrChris is offline
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Round 4
Crawling Chaos Turn 6


I'd been hoping to kill the King in Yellow before Hastur murders us all next turn, but I can't just let you devour all of my dudes in Central America, Cthulhu.

Action:Battle against Great Cthulhu in East Africa

Pre-Battle: Use Seek and Destroy to move 2 Hunting Horrors to East Africa.

Roll: 5 3 5 6 3 4 3 1 2 6 5 1 2.

Power: 3
Doom: 21
Elder Signs: 2
  #274  
Old 10-14-2014, 07:12 PM
Sarcasmorator Sarcasmorator is offline
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My Deep One rolls a 2. Both my units in East Africa die.
  #275  
Old 10-14-2014, 07:19 PM
MrChris MrChris is offline
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That could have gone worse. I believe that's the end of my turn, and Black Goat is out of power, so Cthulhu is up. Also, if the wording on the spreadsheet is accurate, it looks like Windwalker's Cannibalism is a non-optional effect, so I assume that a Wendigo spawns in East Africa after the battle.
  #276  
Old 10-14-2014, 07:23 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by MrChris View Post
That could have gone worse. I believe that's the end of my turn, and Black Goat is out of power, so Cthulhu is up. Also, if the wording on the spreadsheet is accurate, it looks like Windwalker's Cannibalism is a non-optional effect, so I assume that a Wendigo spawns in East Africa after the battle.
Optional or not, I'm going to do it.
  #277  
Old 10-14-2014, 07:47 PM
Sarcasmorator Sarcasmorator is offline
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Round 4
Cthulhu Action 6


Power: 1
Doom: 7
Elder Signs: 1

Action: Attack Crawling Chaos in Central America.
Pre-battle: Choose a unit for Cthulhu to Devour.

Power: 0

Last edited by Sarcasmorator; 10-14-2014 at 08:09 PM.
  #278  
Old 10-14-2014, 08:04 PM
MrChris MrChris is offline
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Sarc, didn't you have 1 Power remaining at the end of last turn? Or did you gain a point of Power somehow? Regardless:

Pre-Battle: Cthulhu devours the Cultist. The Flying Polyp uses Invisibility to sideline itself from the battle.
  #279  
Old 10-14-2014, 08:10 PM
Sarcasmorator Sarcasmorator is offline
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You're right, I've adjusted it.

Cthulhu and his wrecking crew roll dice at nothing.
  #280  
Old 10-14-2014, 08:36 PM
aturtledoesbite aturtledoesbite is offline
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And then it's my turn.

Windwalker, turn 6

Power: 8
Doom: 7

Action: Move Rhan-Tegoth to South Atlantic.



Power: 7
Doom: 7
  #281  
Old 10-14-2014, 08:59 PM
MrChris MrChris is offline
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Round 4
Crawling Chaos Action 7


Power: 3

Action:Move Nyarlathotep to South Atlantic

Power: 2
Doom: 21
Elder Signs: 2
  #282  
Old 10-14-2014, 09:02 PM
aturtledoesbite aturtledoesbite is offline
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Windwalker, turn 7

Power: 7
Doom: 7

Action: Attack Crawling Chaos in South Atlantic.

Whether or not you call your Horrors won't change my roll, so I'll go ahead and do that.

Roll: 2, 6, 2; 1 kill, 0 pains
  #283  
Old 10-14-2014, 09:18 PM
MrChris MrChris is offline
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Pre-Battle: Move both Hunting Horrors to the South Atlantic.

Roll: 4 6 6 1 3 6 6 4 1 2 2 3 1

That's a whole lot of wasted sixes there! The Nightgaunt bravely leaps in front of Nyarlathotep, yells "Look out, Mr. President!" and dies horribly.
  #284  
Old 10-14-2014, 09:19 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by MrChris View Post
That's a whole lot of wasted sixes there!
And by spending 1 Power, I can ignore every single one.

Also a Wendigo spawns from the blood of the Nightgaunt.

Power: 5
  #285  
Old 10-14-2014, 09:41 PM
MrChris MrChris is offline
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According to the FAQ in the Windwalker rulebook, even though Rhan-Tegoth survives due to Eternal, Nyarlathotep's Harbinger still fires because he landed a hit. I take 2 Elder Signs.

Round 4
Crawling Chaos Action 8


Action:Battle with Windwalker in South Atlantic. Assuming your Wendigo uses Howl, I'll move one Hunting Horror to East Africa.

Roll: 1 3 4 5 3 1 3 3 3 2 3

Power: 1
Doom: 21
Elder Signs: 4
  #286  
Old 10-14-2014, 09:46 PM
aturtledoesbite aturtledoesbite is offline
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...Well crud. I forgot about Harbinger.

Anyway. Roll: 1, 5, 3, 6; 1 kill, 1 pain.

I am going to go ahead and take the pains.

EDIT: And also spawn a Wendigo in the area.
  #287  
Old 10-14-2014, 10:02 PM
MrChris MrChris is offline
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The Cultist in the South Atlantic dies. Nyarlathotep is pained to the Indian Ocean. Rhan-Tegoth is pained to South America East and the Wendigo is pained to South America West.

Power: 1
Doom: 21
Elder Signs: 6
  #288  
Old 10-14-2014, 10:05 PM
Sarcasmorator Sarcasmorator is offline
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Isn't Cannibalism post-battle? The Wendigo shouldn't have been around during hit resolution to be pained.
  #289  
Old 10-14-2014, 10:07 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by Sarcasmorator View Post
Isn't Cannibalism post-battle? The Wendigo wasn't around during hit resolution to be pained.
There was already a Wendigo there. I'll be updating the map in a bit, but there are currently three Wendigoes on the field; East Africa, South America West, and South Atlantic.
  #290  
Old 10-14-2014, 10:09 PM
MrChris MrChris is offline
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I believe that's correct, but another Wendigo was spawned in the South Atlantic after the previous battle there; it's easy to miss because neither Turtle nor myself have updated the map for a couple turns. I just updated it now, so there are now Wendigo in South America West, South Atlantic, and East Africa.

EDIT: JINX!
  #291  
Old 10-14-2014, 10:15 PM
aturtledoesbite aturtledoesbite is offline
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Windwalker, turn whatever

Power: 5
Doom: 7

Action: Move 2 cultists from Antarctica to South Atlantic; control Gate.



Power: 3
Doom: 7
  #292  
Old 10-14-2014, 10:34 PM
MrChris MrChris is offline
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Round 4
Crawling Chaos Action 9 Or Something


Action: Recruit Cultist in East Africa and control gate.

Power: 0
Doom: 21
Elder Signs: 6
  #293  
Old 10-14-2014, 10:41 PM
aturtledoesbite aturtledoesbite is offline
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Windwalker, last turn

Power: 3
Doom: 7

Action: Move Ithaqua to South Atlantic. -1 Power
Action: Move Ithaqua + Cultist to East Africa. -1 Power
Action: Capture CC Cultist, control Gate. -1 Power



Power: 0
Doom: 7
  #294  
Old 10-14-2014, 10:45 PM
aturtledoesbite aturtledoesbite is offline
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Gather Power phase

GC - 1 cultist + 1 gate + 1 captured cultist + 1 open gate = 5 Power
YS - 6 cultists + 2 gates + 1 captured cultist + 1 open gate + 5 desecrations = 17 Power
WW - 6 cultists + 6 gates + 1 open gate + 1 captured cultist = 20 Power
CC - 2 cultists + 2 gate + 1 open gate = 7 Power
BG - 4 cultists + 1 gate + 1 open gate = 7 Power

Minimum Power is 10, GC, CC, and BG all get boosted to that.

Can everyone confirm before I continue?
  #295  
Old 10-14-2014, 10:46 PM
MrChris MrChris is offline
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In retrospect, trying to cockblock Ithaqua may not have been the best idea I ever had.
  #296  
Old 10-14-2014, 11:34 PM
Sarcasmorator Sarcasmorator is offline
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Looks right.

And also in retrospect, I probably should have betrayed Yellow Sign and eaten his Cultists. Ah, well!
  #297  
Old 10-15-2014, 12:28 AM
MrChris MrChris is offline
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That looks right to me, too.

And yeah, Sarcasmorator, I spent most of that last round preparing for some kind of big showdown with the Yellow Sign, and it just never materialized. I considered warning you about the Invisibility trick ahead of time and suggesting that you attack the Byakhee in Central America instead, but I was afraid that if I did that, you'd just capture my Cultist (which was almost certainly the better move anyway).
  #298  
Old 10-15-2014, 02:03 AM
Sarcasmorator Sarcasmorator is offline
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I knew about the Invisibility trick, actually; I just weren't sure you were, and I was pretty much committed by that point anyway to trying for my 2-kill spellbook. I thought about just capturing your Cultist instead, but you had enough power to bring him right back anyway and it would ultimately do me no good; I'd get minimum power either way.

This game has a really complex power economy that I think I might need to write a bit about just to get my head around it better. By far the most expensive action is movement, but every faction has a shortcut of some sort or another.
  #299  
Old 10-15-2014, 09:26 AM
Gerad Gerad is offline
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You guys are really worried about me for someone who's in something like second-to-last right now!

I personally don't see how I catch Crawling Chaos. Isn't 30 doom the end? MrChris may be there already with some good Elder Sign rolls.

Are we supposed to be doing something about Elder Signs, to know how much they're worth?
  #300  
Old 10-15-2014, 09:56 AM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by Gerad View Post
You guys are really worried about me for someone who's in something like second-to-last right now!

I personally don't see how I catch Crawling Chaos. Isn't 30 doom the end? MrChris may be there already with some good Elder Sign rolls.

Are we supposed to be doing something about Elder Signs, to know how much they're worth?
He still needs his spellbooks, so you've got one turn at least.

(and yes, in retrospect, i should not have taken the direct approach)
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