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Author Topic: The Battle for Bay12 - Battle 1, Round 11 - Team Dwarf is in a pickle.  (Read 30933 times)

GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 6, Levels gained!
« Reply #315 on: May 29, 2014, 10:43:01 pm »

Actions:
Zambie 1 one moves two hexes SE and razes the thread. A Bad Memory rises from the ashes.
Zambie 2 moves 4 hexes south.
Zambie 3 moves 4 hexes SW
Zambie 4 moves 1 hex NE and razes the thread. A Bad Memory rises from the ashes.
Zambie 5 moves 4 hexes south.
Zambie 6 moves 4 hexes southeast
Zambie 9 moves 2 hexes north.
Zambie 10 moves 4 hexes southwest.
Zambie 11 moves 4 hexes northeast.
Zambie 12 attacks Wolf, but misses.
Zambie 13 moves 2 hexes north and 1 northest to come to a stop on a thread.
Zambie 16 moves 1 northwest, 1 north, and attacks Wolf.
Wolf takes 4 damage from a zambie.
Zombie 17 moves 2 hexes northwest and 2 southwest.

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 2 Threads, 0 gold
Team Flame: Controls 1 Threads, 1 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: 14
10 HP: 14
11 HP: 14
12 HP: 4/14hp 1/8xp
13 HP: 14
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
« Last Edit: May 30, 2014, 11:35:11 am by GlyphGryph »
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Tiruin

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #316 on: May 29, 2014, 10:49:26 pm »

._.
"Protect the threads (and also the temple)!"

Move 1 tile NE; Shoot the zambie 1S and 1SW.

"Gerard, I'm going to need your hand here. Paladin, move from the middle, we can handle this with Worldmaster."
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Taricus

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #317 on: May 29, 2014, 11:01:39 pm »

Move one north. Attack the zombie nearby.
« Last Edit: May 30, 2014, 10:34:52 am by Taricus »
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #318 on: May 29, 2014, 11:02:23 pm »

Fixed.
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darkpaladin109

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #319 on: May 30, 2014, 01:23:25 am »

Move 3 northeast and 1 southeast so that I reach the thread, and attack the zombie next to me.
« Last Edit: May 30, 2014, 11:10:39 am by darkpaladin109 »
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flame99

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #320 on: May 30, 2014, 07:03:07 am »

Worldmaster, might I recommend you aim for the Bad Memories, since they seem rather dangerous, and you're the only one with a Blast spell?
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Tiruin

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #321 on: May 30, 2014, 07:06:41 am »

"I'd listen to the enemy commander here. Out of all of us, you're the only one with an offensive spell."
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #322 on: May 30, 2014, 08:16:20 am »

Wolf also has an offensive spell.
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flame99

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #323 on: May 30, 2014, 08:17:40 am »

True, but he's in no position to use it.
EDIT: Well, against the Bad Memories, anyway.
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Worldmaster27

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #324 on: May 30, 2014, 08:23:46 am »

Not to mention, I'm not near any Bad Memories. I'd have to move into the middle of all those Zambies to get a shot at the nearest one.

Move 1 South-West, cast Blast on the Zambie 2 tiles NW.
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Tiruin

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #325 on: May 30, 2014, 08:54:04 am »

"Then let us handle the zambies, and flank you. Entrench in the mountains first. We strike first thing in half an hour."
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #326 on: May 30, 2014, 08:56:44 am »

Move one south, and one SE. Attack the zombie nearby. Also remind GM that the XP to level should be 8

This is not a valid move, since moving one tile south would engage the zombie and end your movement.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #327 on: May 30, 2014, 09:05:02 am »

[...]
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Taricus

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #328 on: May 30, 2014, 10:36:18 am »

Alright, edited. Paladin, if you can heading to the thread and attacking the zombie there would be helpful.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 7 - When Zambies attack!
« Reply #329 on: May 30, 2014, 06:52:06 pm »

Actions:
Tiruin: Move 1 tile NE; Shoot the zambie 1S and 1SW.
Tiruin's first shot flies wide, but the second hits the zambie in the chest for 4 damage. (93,39)
Gerald: Move one north. Attack the zombie nearby.
You swing wildly, but if you did any damage to the zambie its only superficial. (92)
Darkpaladin: Move 3 northeast and 1 southeast so that I reach the thread, and attack the zombie next to me.
You have no trouble slicing up the waterlogged zambie. 13 damage leaves it barely clinging onto life - a strong breeze could probably blow it over at this point!(1)
Worldmaster: Move 1 South-West, cast Blast on the Zambie 2 tiles NW.
Your blast goes wide, but with a flick of your wrist you adjust it's course mid-flight, catching the zombie from an unexpected angle and exploding in its face for 6 damage.(88)

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 2 Threads, 2 gold
Team Flame: Controls 1 Threads, 1 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: 14
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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