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Which game-mode should we play for Round 4? [If you want a mod post in forum]

5 CP - Both Teams try to capture all 5 CP's for the win!
- 3 (20%)
Arena - Eliminate all enemy players to win!
- 2 (13.3%)
Capture the Flag - Capture the intelligence to gain points!
- 0 (0%)
Freak Fortress - One boss versus an entire team! Last team standing wins!
- 0 (0%)
King of the Hill - Both Teams try to keep the CP for 10 cumulative turns.
- 2 (13.3%)
Mann to Mann to Mann - A 3-way variant of King of the Hill. Hold the CP for 5 turns.
- 1 (6.7%)
Payload - One team tries to get the cart to the end. The other team tries to stop them.
- 1 (6.7%)
Payload Race - Both team try to get their payload to the end first.
- 3 (20%)
Zombie Fortress - Humans Vs Zombies. 1 zombie to start. Dead humans switch teams. Try to survive.
- 3 (20%)

Total Members Voted: 14


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Author Topic: Team Fortress 2: Board Game [Round 3 in sign-ups]  (Read 66892 times)

Greenstarfanatic

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #270 on: October 30, 2013, 01:01:35 am »

Yes. Until you guys capture it away from them they get +1 point a turn. HOWEVER they can't win if you have a Capture Point on it.

Basically they don't win if the capture point has any red on it.
But we can still get up to 10 points if you dawdle with capping.
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Erils

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #271 on: October 30, 2013, 03:40:35 am »

what is the range on my flaregun? Sorry if I already asked this but I couldn't find the answer.

Complete weapon data is given in a Google doc, on the tab "Weapons and Specials". Basic rules (and a link to the Google doc) can be found in the first post in this topic. Your flaregun has max range 10, although its range-dependent accuracy matters a lot, too. Accuracy tables are on the tab "Weapon Accuracy".

Thanks

Move to J7 and shoot evilcherry
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Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #272 on: October 30, 2013, 05:35:50 am »

Yes. Until you guys capture it away from them they get +1 point a turn. HOWEVER they can't win if you have a Capture Point on it.

Basically they don't win if the capture point has any red on it.

But we can still get up to 10 points if you dawdle with capping.

Thank you. I'm glad to hear I haven't made the ultimate n00b mistake. "Ahahahaha, this is going great! Two more turns and we'll be ready to... WHAT, THEY WON!?!?!?"
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #273 on: October 30, 2013, 09:28:41 am »

Yes. Until you guys capture it away from them they get +1 point a turn. HOWEVER they can't win if you have a Capture Point on it.

Basically they don't win if the capture point has any red on it.

But we can still get up to 10 points if you dawdle with capping.

Actually you only get the tenth point if there's no red on the point. It goes into Over-time if there is any.
Thank you. I'm glad to hear I haven't made the ultimate n00b mistake. "Ahahahaha, this is going great! Two more turns and we'll be ready to... WHAT, THEY WON!?!?!?"
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #274 on: October 30, 2013, 09:35:11 am »

Waiting on: TCM.

If someone on BLU would post for weirdsound... That'd be great.
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #275 on: October 30, 2013, 09:58:18 am »

Weirdsound: Move to L12, shoot the nearest RED.
« Last Edit: October 30, 2013, 11:05:03 am by GreatWyrmGold »
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #276 on: October 30, 2013, 10:47:03 am »

In the future please specify that you're posting for him.
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TCM

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #277 on: October 30, 2013, 01:59:30 pm »

Move to I-11, shoot Evil Cherry.
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EnigmaticHat

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #278 on: October 30, 2013, 03:10:09 pm »

Move to L6, shoot Lukinator or failing that whoever's closest and in range, then finish move by going to M7

Same order, now moving to K6.  If I can't shoot through our team's dispenser, then I'll move to L6.

(this is because of the rule change with no move after you shoot)
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Nerjin

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #279 on: October 30, 2013, 04:45:53 pm »

Spoiler: Map (click to show/hide)

Spoiler: Turn (click to show/hide)

Spoiler: Player’s Status (click to show/hide)

Tip: Dispensers heal and grant ammo at the beginning of the turn.
Tip: Your team can fire through dispensers, the other team cannot.
Tip: Entering your teams Saferoom will give you full health and ammo.


Oooh, lots of RED converge on the lone BLU Medic. This summer, the thrilling blockbuster:

BATTLE MEDIC: Terminal Prognosis
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scapheap

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #280 on: October 30, 2013, 05:34:59 pm »

Move to I12 and shoot the lone medic
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CubeJackal

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #281 on: October 30, 2013, 06:09:06 pm »

I'd like in on this, please!
If possible, spawn as a BLU Heavy equipped with the Minigun (equipped), Sandvich and Fists.
« Last Edit: October 30, 2013, 06:51:38 pm by CubeJackal »
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GreatWyrmGold

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #282 on: October 30, 2013, 07:12:57 pm »

Move to Q14. Yell to the Medic that he doesn't have to worry!
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Mopsy

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #283 on: October 30, 2013, 07:48:27 pm »

I tried to write some celebratory smack talk, but there's so many reasons to gloat here, I'm overwhelmed by it all. Manly chests indeed. Moths to the flame indeed. I'M STILL WAITING TO GET SHOT IN THAT PAINFUL PLACE YOU WERE ON ABOUT, WYRMGOLD.

Moreover, we the gracious victors need to get down to business. I'm not sure how much of a battle plan you, my fellow REDs, think it's realistic to formulate and execute. How about at least assigning roles for each team member in the fortification and defense of the cap point? I'm going to go ahead and post my proposal right here in the thread because doing it via PM seems like more trouble than it's worth. Those guys won't stand a chance anyway. I imagine us maintaining two lines of defense, one outside the cap point room and one inside it. Those assigned to the outer line will disrupt BLU offensives before they gain traction, those on the inner line will support the outer line if it needs to fall back.

Personnel on the inner line
  • Scapheap: Builds and maintains a sentry gun and dispenser in the cap room. Provides emergency fire support.
  • TCM: Camps on the cap point for fast +2 capping. Assaults low-health BLUs who enter the cap room. May switch roles with Erils once the cap point is all RED.
  • A Soldier: Joins the sentry gun in annihilating BLUs who dare approach the cap point. Switches roles with the Soldier on the outer line when necessary (e.g. when the outer Soldier is low on health or ammo).

Personnel on the outer line
  • MastahCheese: Disrupts any attempt by BLU to establish a base.
  • Erils: Makes sorties from the cap room to harass approaching BLUs. If they reach the cap room they'll do it while on fire.
  • A Soldier: Hangs out near the health/ammo pickups in the corners. Bombards approaching BLUs. Switches roles with the Soldier on the inner line when necessary.

I believe it was Eisenhower who said that plans are useless, but planning is essential. Roles are obviously going to change as events develop, but I still think it's good to have some idea of what our responsibilities within the team are. Perhaps Scapheap should build his sentry right away and leave the cleanup to others? Perhaps EnigmaticHat (who has more rockets) and Erils should head out to meet Wyrmgold (and that audacious engie), while I and TCM secure the cap room? What do you think? Am I overdoing this?


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Lukeinator

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Re: Team Fortress 2: Board Game [In Beta] [Always accepting]
« Reply #284 on: October 30, 2013, 07:49:12 pm »

Switch to syringe gun, shoot mopsy, and TCM
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