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Author Topic: The Battle for Bay12 - Battle 1, Round 11 - Team Dwarf is in a pickle.  (Read 30578 times)

Worldmaster27

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #330 on: May 30, 2014, 06:56:25 pm »

Cast Blast on the Zambie once more!
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #331 on: May 30, 2014, 06:58:31 pm »

Its gonna be a bit before it's your turn again. :P
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Worldmaster27

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #332 on: May 30, 2014, 07:04:24 pm »

Adwarf Gerald's team acts first.
I don't know what this means, apparently.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #333 on: May 30, 2014, 07:25:17 pm »

It means your team acts first each round. Right now it's round 7 turn 2 (flame's team)
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Worldmaster27

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #334 on: May 30, 2014, 07:28:01 pm »

Okay, thanks.
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flame99

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #335 on: May 31, 2014, 01:49:16 am »

Wolfy hits the zombie to the south with his fork.
I'll move 2 SE, 1 NE, and save my AP for counter attacking.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #336 on: May 31, 2014, 08:00:55 am »

Might want to drop a command for cript again as well.
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Nirur Torir

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #337 on: May 31, 2014, 09:19:41 am »

How does buying stuff from the market work mid-battle?

South 5. SW 1. Engage zambie.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #338 on: May 31, 2014, 01:20:14 pm »

It doesn't. Purchases can only occur when not on the field.
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ShadowHammer

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #339 on: May 31, 2014, 03:13:00 pm »

5 NE, 1 SE, attempt to distract the zombies surrounding Wolfy.

"Fight me, vile abominations from beyond the grave! Face me if you dare!"
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Criptfeind

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #340 on: May 31, 2014, 06:29:23 pm »

NW NW NW NW

Attack Zombe to the SW

If the zombie died move one to the SE
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #341 on: May 31, 2014, 07:08:40 pm »

Actions:
Wolfy hits the zombie to the south with his fork.
Wolfy flails at the zombie, but fails to land a solid blow. (99)
Flame moves 2 SE, 1 NE, and save my AP for counter attacking.
Flame readies a counter-attack.
Nirur Torir moves South 5. SW 1. Engage zambie.
Arahael moves 5 NE, 1 SE, attempt to distract the zombies surrounding Wolfy.
Cript moves 4 NW, attack Zambie to the SW, and if the zombie died move one to the SE
With a one-two hack, Cript brings redeath to the zambie scum before it can raze the thread.(24,39)


Adwarf Gerald's team acts first.


(click to enlarge)
Basic Income: 3 Gold Per Round - Income per claimed thread: 3 Gold Per Round
Locations of Note (Explorable):
Temple to Armok: Swirly bit in the middle.
The Burnt Forest: Purple tree in middle of woods.

Goal: Survive

Spoiler: Tile Details (click to show/hide)

Forces:
Team Dwarf: Controls 1 Threads, 2 gold
Team Flame: Controls 2 Threads, 5 gold

Spoiler: Team Dwarf (click to show/hide)
Spoiler: Team Flame (click to show/hide)

Zambie: HP: 14, Resistance: 0, Attacks: Melee 4-1, 50%, MP: 2, 8xp to level
1 HP: 14
2 HP: 14
3 HP: 14
4 HP: 14
5 HP: 2/14
6 HP: 14
7 HP: *REDEAD*
8 HP: *REDEAD*
9 HP: 1
10 HP: 14
11 HP: 10
12 HP: 4/14hp 1/8xp
13 HP: *REDEAD*
14 HP: *REDEAD*
15 HP: *REDEAD*
16 HP: 14/14hp 1/8xp
17 HP: 14

Bad Memory: HP: 8, Resistance (75% vs. Physical), Attacks: Magical Melee 1-1, 100%, MP: 6, 8xp to level
Special: Every attack by the Bad Memory increases it's number of attacks, and it's damage, by 1.
Special: Bad Memories heal 1 damage at the beginning of its turn.

 
Bad Memory 1: 8hp
Bad Memory 2: 8hp
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darkpaladin109

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #342 on: May 31, 2014, 07:14:16 pm »

Finish off the zombie.
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Taricus

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #343 on: May 31, 2014, 07:23:23 pm »

Stab the zombie again!
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7.2 - No kills, time to Flame
« Reply #344 on: May 31, 2014, 07:39:04 pm »

Actions:
Zambie 1 moves 4 SE
Zambie 2 attacks Gerald
Zambie misses.(94)
Zambie 3 moves 1 SE, 1 S and attacks Gerald
Zambie misses.(79)
Zambie 4 moves 2 SE, 2 S
Zambie 5 attacks Nirur Torir
Zambie stumbles and misses.(89)
Zambie 6 moves 2 NE, attacks Gerald
Zambie lunges and falls over.(90)
Zambie 9 attacks DarkPaladin
His strike fails to connect. (72)
Zambie 10 moves 1 SE, 1 S, attacks Wolfy
His attack barely misses. (52)
Zambie 11 moves 1 N and attacks Tiruin
Zombies can't find a way up the mountain!(35)
Zambie 12 attacks Wolfy
The Zambie grabs Wolfy from behind, tearing into his neck for 4 damage, causing Wolfy to gurgle blood and collapse.
Wolfy has been killed!
Zambie 16 moves one N onto the thread and Wolfy's corpse, and razes the thread.
A Bad Memory rises from the ashes!
Zambie moves 4 SW
Bad Memory 1 moves 1 South and 3 SE, and then attacks Gerald.
Gerald feels a twinge of guilt over letting adwarf die, and takes one damage.
Bad Memory move 2 SE and 4 S, then attacks Nirur Torir.
Nirur Torir feels bad about leaving his family behind to go adventuring, and takes one damage.


Adwarf Gerald's team acts first.


(click to enlarge)
Basic Income: 3 Gold Per Round - Income per claimed thread: 3 Gold Per Round
Locations of Note (Explorable):
Temple to Armok: Swirly bit in the middle.
The Burnt Forest: Purple tree in middle of woods.

Goal: Survive

Spoiler: Tile Details (click to show/hide)

Forces:
Team Dwarf: Controls 1 Threads, 2 gold
Team Flame: Controls 1 Threads, 5 gold

Spoiler: Team Dwarf (click to show/hide)
Spoiler: Team Flame (click to show/hide)

Zambie: HP: 14, Resistance: 0, Attacks: Melee 4-1, 50%, MP: 2, 8xp to level
1 HP: 14/14hp, 0/8xp
2 HP: 14/14hp, 1/8xp
3 HP: 14/14hp, 1/8xp
4 HP: 14/14hp, 0/8xp
5 HP: 2/14hp, 0/8xp
6 HP: 14/14hp, 0/8xp
7 HP: *REDEAD*
8 HP: *REDEAD*
9 HP: 1/14hp, 0/8xp
10 HP: 14/14hp, 0/8xp
11 HP: 10/14hp, 0/8xp
12 HP: 4/14hp 1/8xp
13 HP: *REDEAD*
14 HP: *REDEAD*
15 HP: *REDEAD*
16 HP: 14/14hp 1/8xp
17 HP: 14/14hp, 0/8xp

Bad Memory: HP: 8, Resistance (75% vs. Physical), Attacks: Magical Melee 1-1, 100%, MP: 6, 8xp to level
Special: Every successful attack by the Bad Memory increases it's damage by 1.
Special: Bad Memories heal 1 damage at the beginning of its turn.

 
Bad Memory 1: 8/8hp, 1/8xp: Attcks: Magical Melee 2-1, 100%
Bad Memory 2: 8/8hp, 1/8xp: Attcks: Magical Melee 2-1, 100%
Bad Memory 3: 8/8hp, 0/8xp

Upon review, the growth potential of the Bad Memories has been reduced - attacks now need to be successful to boost their damage, and it only boosts damage, not number of attacks.

Also, you may have noticed that magical attacks bypass armor... or at least the basic physical armor you can buy at this point in the game.
« Last Edit: May 31, 2014, 07:41:52 pm by GlyphGryph »
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