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Author Topic: Dino Arena - Round 2 Turn 19 - Denoument  (Read 45331 times)

Dwarmin

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #270 on: November 28, 2013, 04:18:26 pm »

((Piffff. There goes my plan to ambush them easily...now watch me fall out of a tree!

Anyway, my rundown-this battle is gonna be quick and ugly. Probably for us. We've got five hunters since scapheap got himself killed. Everyone needs to concentrate on one at a time-the sister to start-bring her down so she can't move. They can probably take one of us out in one or two turns, and I believe it might take us two or three or more turns to do the same to them, with everyone attacking-but if we take out even one quick enough, they lose a big advantage, which is their big offense over us. The numbers sort of like, I believe, we can do max 50 damage a turn, they can do 75-they 600 HP in all, we have...500 HP...well, you get the picture. Losing Scapheap put as at a major advantage (the numbers pre-ambush are fairly equal) but he's dead now so he can't ruin anymore turns!

So, it's going to be real close. Right? :P In truth, probably not. With one already down and one moderately injured, we're almost certainly not going to win-chomping through 200 HP each is not very likely in the time we have before they begin to kill us off, so make it count and go for the body or the head, and hope for enough damage to incap them. So lets go out fighting, yeah!

An alternate plan is for someone (maximum or dreich) to rush the Queen and grapple/hamper/play defense/block-you'll keep her out of play and whoever is enticed to help her-at worse, they all attack you and you at least are in defensive stance, which lowers damage overall. Best case, we're holding one down and swarming it, the queen is being tanked, and there's one drifting to either side.

You'll die very likely, yes, but we'll be holding down the second and the third, or at least one of them. It splits their numbers and gives the rest of us a chance to swarm.))

Toehook clicked to Cheese (an odd name for a hunter!) to distract an opponent while he snuck through the branches, looking for a target.

Action: Move through the tree tops as quiet as I can! Find a target I can hopefully leap upon who is unaware! If possible, use furious aerial flanking sneak attack strike with Mastacheese.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

scapheap

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #271 on: November 28, 2013, 04:26:10 pm »

We've got five hunters since scapheap got himself killed.
(Sill alive, in melee range of neck)

I can claw his neck
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
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GreatWyrmGold

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #272 on: November 28, 2013, 07:48:44 pm »

Red continues her conversation with Unholy_Pariah, her confidence restored "...Or perhaps you will never lay a claw on my skin."
"You are counting your chicks before they hatch, old leatherwing. And you've killed one of my pack; you had best hope you do not survive this fight, or we will make your passing painful and slow."

Leap at the Sister. Attack it, aiming for the head or neck.
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Unholy_Pariah

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #273 on: November 28, 2013, 08:45:07 pm »

Red continues her conversation with Unholy_Pariah, her confidence restored "...Or perhaps you will never lay a claw on my skin."
Leaping latch attack on red, defend afterwards.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Joben

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #274 on: November 30, 2013, 10:27:51 am »

((They can do about 175 damage in a turn and you guys can do about 100. (80 when scapheap is gone, which lets face it, is gonna happen.) Theoretical max. All 1% chance rolls and everyone spending Vigor like mad for bonuses.

Practically speaking, you're probably going to see 10-50% of that on most turns. This combat system it really swingy.

We should start a pool for which side will prevail and how many will be left standing. My bet is Players, 2 living.))
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

Dwarmin

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #275 on: November 30, 2013, 09:56:08 pm »

((I'm betting total party kill, but we take down two of them then the Queen Bitch eats everyone))
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

mastahcheese

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #276 on: December 01, 2013, 12:31:30 am »

I'm taking a bet that I'll get killed.
I just got a feeling.
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The Derail Thread

Dwarmin

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #277 on: December 01, 2013, 12:35:43 am »

I'm taking a bet that I'll get killed.
I just got a feeling.

((first, or last? :P

Edit: Well, maybe second...first death has already been claimed... ))
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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Maxinum McDreich

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #278 on: December 01, 2013, 10:14:37 am »

(Yeah, my bet is player party wipeout. XD.)

Move to close range of Sister and Mate. Furious Wild Attack on Sister's Face.

If we can atleast blind the sister, we can move onto the mate, and so forth.
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Tiruin

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #279 on: December 01, 2013, 08:51:23 pm »

(My bet is I really wished I was a player here and :((
But its rather more on 'GO TEAM LIVE!')
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Dwarmin

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Re: Dino Arena - Round 2 Turn 10 - Talks Have Broken Down
« Reply #280 on: December 02, 2013, 02:55:54 am »

(My bet is I really wished I was a player here and :((
But its rather more on 'GO TEAM LIVE!')

((But if we wipe, Joben might start the real game and you could join that :P ))
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Joben

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Dino Arena - Round 2 Turn 11 - In the distance a cannon goes off.
« Reply #281 on: December 02, 2013, 11:34:14 pm »

Fury attack with Vigor on the Sister, initiate Hold on neck!

EDIT: Flank with Dwarmin if possible.

Spoiler (click to show/hide)
Toehook clicked to Cheese (an odd name for a hunter!) to distract an opponent while he snuck through the branches, looking for a target.

Action: Move through the tree tops as quiet as I can! Find a target I can hopefully leap upon who is unaware! If possible, use furious aerial flanking sneak attack strike with Mastacheese.


In a slightly unorthodox flanking maneuver with Dwarmin plummeting from above and Cheese running in on the ground the pair of you strike Sister. Cheese grabs her neck doing significant damage and holding on. Dwarmin slams into her from above with a gravity assisted jump-kick.

(Cheese 10+1 vs 2+2, Hit 14 damage, to head. Wound inflicted)

(Stealth 5: Att +1) (Dwarmin 6+5 vs 2+2, Hit 14+4 damage to body. Wound Inflicted)

A second later with a terrifying shriek Red leaps on Dwarmin. Wrapping her forelimbs around him and kicking with her enormous foot claws opening gaping wounds. (42 damage taken!)

In turn though she is leapt on by Unholy, releasing Dwarmin from her grasp!

We've got five hunters since scapheap got himself killed.
(Sill alive, in melee range of neck)

I can claw his neck

((You sure can.))

You claw at the male raptor's neck drawing a trickle of blood. It yelps and lets go of you.

You are feeling incredibly tired.

It bites you in the neck again. There's an odd popping noise and you drift to sleep. Forever.

(Attack 10-1 vs 5+1, dmg 6)
(16 dmg taken, bringing you to -8)

Quote from: Red
Leap wildly on Dwarmin, hold him still.

(6+4 vs 3, dmg 42, applying Hold)
(Vigor spent +7)
(-1 Def)

Quote from: Mate
Finish the one in my jaws.

*Crunch*

Mate bites Scapheap again, and then dropping his limp body turns toward the one holding his packmate's throat.

(4+1 vs 2-1, dmg 16)

Quote from: Sister
Wary Furious Attack, Mastahcheese, break hold.

Sister is injured and looking a bit scared. She tries to hit Cheese to break his hold but misses.

(Attack 1+1 vs 6-1, miss)
(+1 Def)
(+7 Vigor Spent)

Red continues her conversation with Unholy_Pariah, her confidence restored "...Or perhaps you will never lay a claw on my skin."
"You are counting your chicks before they hatch, old leatherwing. And you've killed one of my pack; you had best hope you do not survive this fight, or we will make your passing painful and slow."

Leap at the Sister. Attack it, aiming for the head or neck.

You leap at her head but despite Cheese doing his best to keep her still she pulls to the side just in time and you miss.

(Attack 5+0 vs 6+1)

Red continues her conversation with Unholy_Pariah, her confidence restored "...Or perhaps you will never lay a claw on my skin."
Leaping latch attack on red, defend afterwards.

((You can do the first but no the second in the same turn. They're both Major Actions and you only get one.))

You don't do much damage, but you do manage to grab hold of her and maker her let to of Dwarmin.

(3+2 vs 3+1, dmg 2, Applying Hold)
(+5 Vigor Spent)

(Yeah, my bet is player party wipeout. XD.)

Move to close range of Sister and Mate. Furious Wild Attack on Sister's Face.

If we can atleast blind the sister, we can move onto the mate, and so forth.

You slash her across the face with your claws.

(Wild Fury Attack 10+2 vs 7+1, dmg 8 )
(+7 Vigor Spent)

Spoiler: GM Notes (click to show/hide)

http://tinyurl.com/DinoArenaSheets
http://tinyurl.com/DinoArenaRules
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

mastahcheese

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Re: Dino Arena - Round 2 Turn 11 - In the distance a cannon goes off.
« Reply #282 on: December 02, 2013, 11:44:51 pm »

Keep biting neck, use Cunning to keep them from attacking others, if possible.

EDIT: Coordinate with Dwarmin
« Last Edit: December 03, 2013, 07:12:37 pm by mastahcheese »
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Unholy_Pariah

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Re: Dino Arena - Round 2 Turn 11 - In the distance a cannon goes off.
« Reply #283 on: December 02, 2013, 11:57:38 pm »

((Also the title is a hunger games reference isnt it?))

"Or perhaps i shall lay them all upon you."

((is there a way i can pin her to prevent her attacking?))
« Last Edit: December 03, 2013, 02:46:26 am by Unholy_Pariah »
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Dwarmin

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Re: Dino Arena - Round 2 Turn 11 - In the distance a cannon goes off.
« Reply #284 on: December 03, 2013, 02:36:47 am »

Action: Coordinated strike with masta on the sister! While he's biting, I flank! Go for the head!
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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