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Author Topic: The Battle for Bay12 - Battle 1, Round 11 - Team Dwarf is in a pickle.  (Read 30912 times)

Taricus

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"World, hit that bad memory thing with whatever you can. Tiruin, free fire, hit any of the injured zombies!"

Attack the bad memory. With worldmaster's blast, it should be naught but dust.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Worldmaster27

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"World, hit that bad memory thing with whatever you can. Tiruin, free fire, hit any of the injured zombies!"

Attack the bad memory. With worldmaster's blast, it should be naught but dust.
Are you sure you don't want to retreat to the mountains? I can move a space NE to open up for you. I'll still be able to attack, and you will be able to as well if you retreat.
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Taricus

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Eh, zombies only do two damage to me, and there's only four that can attack me. You can easily heal that :P
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Worldmaster27

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Okay.

Cast Blast at the Bad Memory
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Tiruin

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((4mask! D:

Also on that note I'm deciding to be silly and attacking the Bad Memory for the XP, but that's silly.
...It does need to hit to be counted as a shared kill right?))



Move 2 S; Shoot that one zambie in range [1 NW, 1 N]
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GlyphGryph

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It does need to be damaged, yes (not just hit).
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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 #351 on: June 01, 2014, 07:41:51 am »

Finish off the zombie.
((YES YES, ANOTHER ENEMY FALLS))
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GlyphGryph

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Actions:
Gerald: Attack the bad memory. With worldmaster's blast, it should be naught but dust.
You stab at the bad memory for 3 damage. (23)
worldmaster: Cast Blast at the Bad Memory
You blast the bad memory to pieces, dealing 6 damage. (--)
The Bad Memory has been defeated! Worldmaster and Gerald each gain 4 experience, plus the 1 for attacking.
Worldmaster and Gerald level up!

Tiruin: Move 2 S; Shoot that one zambie in range [1 NW, 1 N]
Tiruin disengages, but doesn't have enough movement points left to go anywhere. Instead, she attacks the zambie... but misses the first shot, dealing 4 damage with the second. (87,39)
Darkpaladin: Finish off the zombie.
Your big swing cuts the zambie right down the middle for 13 damage, and it collapses, disappearing beneath the water.
Zambie has been defeated! Darkpaladin gains 4 experience, plus 1 for attacking.
DarkPaladin leveled up!


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)

Spoiler (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
9 HP: 1/14hp, 0/8xp
10 HP: 14/14hp, 0/8xp
11 HP: 6/14hp, 0/8xp
12 HP: 4/14hp 1/8xp
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 2: 8/8hp, 1/8xp: Attacks: Magical Melee 2-1, 100%
Bad Memory 3: 8/8hp, 0/8xp
[/spoiler]

Please see following post for changes and clarifications to engagement.

As the battle rages on, the stormclouds above begin to gather over the temple.
« Last Edit: June 01, 2014, 02:03:34 pm by GlyphGryph »
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GlyphGryph

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I've modified the rules for engagement to be simpler.

Disengage - Moving next to an enemy unit, attacking an enemy unit with a melee attack, an enemy unit moving next to you or an enemy unit attacking you with a melee attack can all cause you to become Engaged, disallowing you from moving normally. Using this action will disengage you from all enemies. If this occurs in the middle of combat (as a reaction to an enemy attack, but where they are attacking multiple times), it can be combined with a move action (so long as enough MP is retained to complete the action) and this will end the combat if you successfully moved out of range.

Additionally, I've added "engagement lines" to the map, so it's easy to see who is engage with whom.

Finally, here's an updated classmap for level-ups.

Regular Farmer
|-> Reliable Soldier +3hp/mhp. 20xp to level.
| You gain an additional melee attack.
|-> Stalwart Peacekeeper +8hp/mhp. 20xp to level.
| Guard. You may use an action point to have all damage (or damage from a set number of attacks)
|  that would be |dealt to adjacent unit dealt to you instead.
| You have a shield slot.
| You may carry an additional melee weapon.
| +2 melee damage.
'-> Respected Strategist +3hp/mhp. 20xp to level.
  Leadership. You may designate any number of adjacent units with the same allegiance to receive a 25% bonus to attack damage.
     Leadership bonuses that effect the same aspect of a character do not stack, but the largest bonus is used instead.
  +1 melee/ranged damage.

Lurker Hunter
|-> Forum Guide - +4hp/mhp. 17xp to level.
| Pathfinder: You may move through all Terrain at a cost of one. Gain an additional favoured terrain.
| +1 damage to melee/ranged attacks.
|-> Wiki Sharpshooter - +2hp/mhp. 20xp to level.
| Gain a +15% bonus to accuracy with ranged weapons.
| +2 damage to ranged attacks.
'-> Deep Lurker - +2hp/mhp. 17xp to level.
  Lurk: You may PM your moves to the gamemaster.
    When moving through favoured terrain, your token disappears from the map at the end of each turn
    where you are not adjacent to another player. You will be instantly revealed if they try to move
    onto your hex (in which case their movement will be interrupted and they will lose the rest of their turn,
    unless they specified in advance what to do in such a situation).
  Ambush: When attacking an adjacent unit from hiding, your first attack deals double damage.
   
Modder Acolyte
|-> Rawmancer - +4hp/mhp. 24xp to level.
| You gain an additional attack for all your Battle spells.
| +1 Combat spellslot.
|-> Modder Ministradus - +3hp/mhp. 28xp to level.
| +1 Combat spellslot, +1 Cast spellslot.
| Your range is increased by 1 hex for both Battle and Cast spells.
| You healing spells have their effectiveness increased by 25%.
|-> Loreweaver - +2hp/mhp. 24xp to level.
| +2 Cast spellslots.
| Enchantments and Curses have their effectiveness increased, exact details depending on the spell.
| You gain an additional AP that can only be spent on Cast spells.
'-> Collector Disciple - +2hp/mhp. 18xp to level.
  +2 Passive spellslots.
 
« Last Edit: June 03, 2014, 09:31:29 pm by GlyphGryph »
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Worldmaster27

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I'll go with Loreweaver.

Cast Blast once on the Zambie to the N of me. Cast Heal on Gerald, if he is damaged.
« Last Edit: June 01, 2014, 03:23:39 pm by Worldmaster27 »
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Taricus

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Alright, before I choose an upgrade, what one are you taking Dark?
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darkpaladin109

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I'l go with stalwart peacekeeper.
EDIT: I already have the most HP of anyone on the team, so I might as well get tankier.
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Tiruin

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((I forgot the rules of disengaging. Blarghgh.
NO WORLDMASTER, THAT IS MY ONLY GOOD TARGET Dx -- is what I'd say if there wasn't a bloody mountain in the way.))

Shoot ...the zambie with the lowest health adjacent to me.
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ShadowHammer

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Isn't it team Flame's turn?

SW 1, S 2, shoot the bad memory several times in the face.
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Taricus

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Alright, in respect to Dark's upgrade, I shall go into Respected Strategist.

Designate Tiruin and Worldmaster for Damage bonuses, attack the zombie south of me.

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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll
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