Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 16 17 [18] 19 20 ... 41

Author Topic: The Battle for Bay12 - Battle 1, Round 11 - Team Dwarf is in a pickle.  (Read 30273 times)

Taricus

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #255 on: May 18, 2014, 06:11:57 pm »

Tir moves three NE, and the one SE. You can still shoot the zombie, but you're also safe from retaliation as well.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #256 on: May 18, 2014, 06:19:16 pm »

Instead of going to the thread, you should go to the mountains. They grant a +25% melee defense bonus, and I'll be able to heal you. Not to mention, if you go to the thread you'll be attacked. Actually, if I may, I'd like to recommend this course of action: Move 1 tile NE, shoot the Zambie 2 tiles to the SE, move 2 tiles NE, then move 1 tile SE. You'll still be exposed to 2 Zambies, but only 1 if I manage to kill it. The other one may be preoccupied with killing darkpaladin.
My action will be:
Move 1 tile NW and cast Blast on the Zambie 2 tiles West.
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #257 on: May 18, 2014, 06:23:21 pm »

Err, I was actually only going to that thread because I thought zombies could seize it like..like us?

...
Anyway.

Move 1 tile NE, shoot the Zambie 2 tiles to the SE, move 2 tiles NE, then move 1 tile SE.
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #258 on: May 18, 2014, 06:38:04 pm »

Move NE. Fire at the zambie that is now south of me.

That's a lot of slow, weak units if they're worth decent XP, and, given the SURVIVE! objective, not many at all. I'm guessing we'll be hit with endless swarms.
Logged

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #259 on: May 18, 2014, 06:41:49 pm »

I think we'll be fine, even if they can seize threads. We(read 'I') have plenty of money.
Speaking of which, Taricus; are you going to stick with adwarf's reward at the end of the battle?
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #260 on: May 18, 2014, 06:46:21 pm »

Move NE. Fire at the zambie that is now south of me.

That's a lot of slow, weak units if they're worth decent XP, and, given the SURVIVE! objective, not many at all. I'm guessing we'll be hit with endless swarms.
[Tactic tip: Move 2 NW, shoot zombie SE/S of you, Move 2 SW.] :p

Then run up the river to us//to the thread.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #261 on: May 18, 2014, 06:46:44 pm »

I'm guessing we'll be hit with endless swarms.

Nah. I think these are it. They are weak because it's the first mission I bet.
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #262 on: May 18, 2014, 06:49:18 pm »

That being Worldmaster? I don't recall it.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #263 on: May 18, 2014, 07:02:50 pm »

[Tactic tip: Move 2 NW, shoot zombie SE/S of you, Move 2 SW.] :p

Then run up the river to us//to the thread.
I thought about it, but that movement penalty. This way I get a semi-decent chance of killing one before they move (The math adds up to me killing one every 2.33 turns), leaving me with one. I can take a good few hits from these before I need to get off the map, and this way I get to continue to live if more rise. Plus it should minimize how many go after me instead of someone in more defensible terrain.

I nearly decided to kite them through the water-of-they-can't-move-and-attack, but the sunken ship makes me nervous.
Logged

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: The Battle for Bay12
« Reply #264 on: May 18, 2014, 07:06:11 pm »

Also at the end of the game 60% of the total gold I own at that point will be divided up between the both of you equally. You are also welcome to any, and all loot you wish to take from enemies without question.
I quoted the part I care about. You can, of course, suggest an alternative.
Anyways,
Question: Are we working together now, or are we still enemies?
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #265 on: May 18, 2014, 07:08:00 pm »

Also at the end of the game 60% of the total gold I own at that point will be divided up between the both of you equally. You are also welcome to any, and all loot you wish to take from enemies without question.
I quoted the part I care about. You can, of course, suggest an alternative.
Anyways,
Question: Are we working together now, or are we still enemies?
*join us, people* :3
adwarf is rich.

[Tactic tip: Move 2 NW, shoot zombie SE/S of you, Move 2 SW.] :p

Then run up the river to us//to the thread.
I thought about it, but that movement penalty. This way I get a semi-decent chance of killing one before they move (The math adds up to me killing one every 2.33 turns), leaving me with one. I can take a good few hits from these before I need to get off the map, and this way I get to continue to live if more rise. Plus it should minimize how many go after me instead of someone in more defensible terrain.

I nearly decided to kite them through the water-of-they-can't-move-and-attack, but the sunken ship makes me nervous.
[Can ye get to ye sunken ship?
Also I believe we should focus on this first wave instead. Doubtful that more would rise (if another sacrifice is not made ~o~]
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #266 on: May 18, 2014, 07:20:03 pm »

[Tactic tip: Move 2 NW, shoot zombie SE/S of you, Move 2 SW.] :p

Then run up the river to us//to the thread.
I thought about it, but that movement penalty. This way I get a semi-decent chance of killing one before they move (The math adds up to me killing one every 2.33 turns), leaving me with one. I can take a good few hits from these before I need to get off the map, and this way I get to continue to live if more rise. Plus it should minimize how many go after me instead of someone in more defensible terrain.

I nearly decided to kite them through the water-of-they-can't-move-and-attack, but the sunken ship makes me nervous.
Well since moving OUT of a swamp tile = 3mp, you can easily get up the river and shoot them as they try to swamp you. :p

And better yet, you have a thread nearby just waiting to heal you up! [shift to us :p]
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #267 on: May 18, 2014, 07:21:09 pm »

*join us, people* :3
adwarf is rich.

Adwarf is dead.
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #268 on: May 18, 2014, 07:24:33 pm »

*join us, people* :3
adwarf is rich.

Adwarf is dead.
And, it's technically 'the end of the game' for him.
Logged

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: The Battle for Bay12 - Battle 1, Round 5, Team Flame's Turn!
« Reply #269 on: May 18, 2014, 07:27:00 pm »

I don't think he had any money on him when he died.
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 41