Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 29 30 [31] 32 33 ... 41

Author Topic: The Battle for Bay12 - Battle 1, Round 11 - Team Dwarf is in a pickle.  (Read 30573 times)

GlyphGryph

  • Bay Watcher
    • View Profile

Tiruin becomes a Wiki Sharpshooter.

Actions:
Flame: Disengage. Move south one.
Arahael: Disengage, shoot the skelton, move NW 1, wait for flame to act, then NE 1, engage the bad memory. (This and Flame's actions conflict, and it has been modified to have the desired result)
Both shots fly through, slamming into the skelton and breaking it to pieces.(11, 6)
Skelton is slain! Arahael gains 9xp.
Nirur: Hit the bad memory with my bow.
You fire point black at the bad memory, but both shots pass through it harmlessly.(79,95)
Cript: N, N, N, NE. Attack Zombie to NE
You stab at the zambie, sinking your fork deep into it's body for 12 damage, then you pull it out and do it again.(53, 55)
Zambie is slain! Cript gains 5xp.

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, 4 gold
Team Flame: Controls 2 Threads, 12 gold

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

Spoiler: Team Armok (click to show/hide)

The hearbeat continues.
« Last Edit: June 13, 2014, 05:08:30 pm by GlyphGryph »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile

Okay, corrected some sheet problems. I mistakenly had Tiruin with the sneaky skill as well, whoops. Also, Nirur, I don't have you down as having a favoured terrain, so let me know what that should be.
I wanted underground earlier. Guess I'll stick to that.

I didn't get xp. Do we need to actually hit to learn from attacking?
Logged

GlyphGryph

  • Bay Watcher
    • View Profile

Nope, fixed that. Just forgot.
Logged

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile

You accidentally listed zombie three as a skelton and forgot to remove the actual skelton, 12, from the zambie list, as it is dead.

Edit: how soon can we expect the zambies to take their turn?
« Last Edit: June 13, 2014, 04:52:49 pm by 4maskwolf »
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile

edit:
Edit: how soon can we expect the zambies to take their turn?
This one o_O
I had forgotten its their phase now.
Logged

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile

Speaking of the zambies, was I the only one who noticed that all of them seem to be focusing on the commanders?

Taricus

  • Bay Watcher
    • View Profile

One team has a rommel, and one team had it's commander left without support. Thus, mostly coincidental :P
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile

One team has a rommel, and one team had it's commander left without support. Thus, mostly coincidental :P
*shrugs and watches the game unfold*

Are you suggesting that the undead choose their targets randomly?
« Last Edit: June 13, 2014, 05:10:18 pm by 4maskwolf »
Logged

GlyphGryph

  • Bay Watcher
    • View Profile

The echo from the temple grows louder.

Bang. Bang. Bang.

Suddenly, you realize it's not just one sound - if its a hearbeat, it's not just a hearbeat. In time with it, there are the echo of heavy footsteps.

With a roar, two enormous and terrifying creatures rip free from the temple.

Abnimations. Two of them. And they look hungry.

Abnimation: 2mp, 1ap, 34hp, 16-1 melee 75%, 100% resist poison.
Unstoppable: Terrain costs for this unit are never more than 2 so long as terrain is passable. It cannot be slowed or stunned.
Regeneration: This unit recovers 4 health per turn.
Devouring: This unit devours units that it kills. Each such devoured unit adds +4hp/mhp, and +1 melee damage.

Actions:
Tiruin becomes a Wiki Sharpshooter.

Actions:
Zambie 1 attacks Gerald.
It whiffs(90)
Zambie 2 attacks Gerald.
It whiffs(66)
Zambie 3 attacks Gerald.
It whiffs(58)
Zambie 4 attacks Nirur
The Zambie bites Nirur in the neck for 2 damage (2 damage prevented by armor).(27)
Zambie 16 attacks Flame
It whiffs(98)
Zambie 17 attacks Flame
The Zambie bites Flame in the 2nd finger left hand for 4 damage.(29)
Zambie 10 moves NW, then 2 SW
Once-Wolfy moves N, then 5 NE
Bad Memory 2 attacks Nirur
Nirur is struck by images of Wolfy's death, and the knowledge that he could have prevented it, and the memories twist like a knife.
Bad Memory 3 regains 1hp, disengages, moves SW, S, SE, engages Flame
Abnimation 1 appears on the battlefield.
Abnimation 2 appears on the battlefield.


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, 4 gold
Team Flame: Controls 2 Threads, 12 gold

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

Spoiler: Team Armok (click to show/hide)

The hearbeat is quiet now, but the temple seems to hum with anticipation as well. Lightning flashes in the clouds gathered above it.
« Last Edit: June 13, 2014, 06:24:53 pm by GlyphGryph »
Logged

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile

Oh you've got to be kidding me, I moved the wrong way.

Ah well.

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile

FFFFFF-

Okay, uh, I think both teams need to get together ASAP. We'll need to work together to have any hope against these things.
We should aim for that thin strip of forest to meet up.
Running is a better option.
Question: If I move near Cript, will I automatically engage?
« Last Edit: June 13, 2014, 06:40:16 pm by Worldmaster27 »
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile

I think you all should flee off the map.
Logged

Criptfeind

  • Bay Watcher
    • View Profile

What are the exp stats on the abominations? 0/?
Logged

4maskwolf

  • Bay Watcher
  • 4mask always angle, do figure theirs!
    • View Profile

FFFFFF-

Okay, uh, I think both teams need to get together ASAP. We'll need to work together to have any hope against these things. Thanks for stating the obvious, self.
We should aim for that thin strip of forest to meet up.
Question: If I move near Cript, will I automatically engage?

Goodbye Worldmaster.  My undead hordes will crush you underfoot.

They can't level, Cript.  Check the discussion.

ShadowHammer

  • Bay Watcher
  • God is love.
    • View Profile

Does +1 ranged attack mean I now attack 3 times each volley? Or is it an accuracy bonus?
Logged
Pages: 1 ... 29 30 [31] 32 33 ... 41