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Author Topic: The Battle for Bay12 - Battle 1, Round 11 - Team Dwarf is in a pickle.  (Read 30227 times)

flame99

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #555 on: June 24, 2014, 02:42:02 am »

Removed because I was being more of a moron than usual.
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darkpaladin109

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #556 on: June 24, 2014, 03:53:02 am »

........CRIPT!!!!
I swear I'm going to kill you so hard when I get my chance!
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ShadowHammer

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #557 on: June 24, 2014, 12:24:57 pm »

Yay! An update!

Apologies for the delayed update! I spent the weekend very, very ill, and was only fully recovered yesterday.
Glad that you're feeling better.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #558 on: June 25, 2014, 10:07:11 am »

Okay, confession time.

I've been spending my time building a character for adwarf's Deadlands game instead of doing updates for this. I apologize. But the character is done!

Additional confession: I also never did the level 3 characters because I honestly didn't think anyone would get to level 3 in this battle. Hence why I haven't posted them. >_>

Additional confession: Hoping to do an update tonight. I don't even think the lv3 reliable soldier will be a "choice" advancement. It will also be the end of that advancement line (some paths will get lv4 versions, but of the farmer paths only the leader has a lv4 version), though you'll have an experience value set for AMLAs, which will offer minor boosts for continuing experience gains. and there's always more equipment to buy!

Final confession: Equipment is going to be completely reworked after this battle. Those with equipment will have that equipment replaced with its monetary value.
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Tiruin

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #559 on: June 25, 2014, 08:05:17 pm »

Okay, confession time.

I've been spending my time building a character for adwarf's Deadlands game instead of doing updates for this. I apologize. But the character is done!

Additional confession: I also never did the level 3 characters because I honestly didn't think anyone would get to level 3 in this battle. Hence why I haven't posted them. >_>

Additional confession: Hoping to do an update tonight. I don't even think the lv3 reliable soldier will be a "choice" advancement. It will also be the end of that advancement line (some paths will get lv4 versions, but of the farmer paths only the leader has a lv4 version), though you'll have an experience value set for AMLAs, which will offer minor boosts for continuing experience gains. and there's always more equipment to buy!
Go go GG!
* Tiruin returns to being grumbly and grumpy dead. :I
Lesson learned. When playing with people similar to Criptfiend's attitude set/values, be wary around them.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #560 on: June 26, 2014, 10:24:28 am »

Regular Farmer 16hp, +4 melee damage
|-> Reliable Soldier +3hp/mhp. 20xp to level.
| You gain an additional melee attack.
| |-> Veteran Warrior +3hp/mhp. 40xp to AMLA.
| . . You gain an additional weapon slot.
| . . +2 melee damage.
| . . +4 ranged damage.
| . . AMLA: +1 melee/ranged damage, +1hp.
|-> 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 12hp, +1 ranged attack, +25% evasion in favorable terrain. Choose one from Forest, Swamp, Rough, Mountain, Urban, Virtual, Underground, Desert
|-> 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 8hp, capable of learning spells
|-> Rawmancer - +4hp/mp. 24xp to level.
| You gain an additional attack for all your combat spells.
| +1 Combat spellslot.
|-> Modder Ministradus - +3hp/mp. 28xp to level.
| +1 Combat spellslot, +1 Cast spellslot.
| Your casting range is increased by 1 hex.
| You healing spells have their effectiveness increased by 25%.
|-> Loreweaver - +2hp/mp. 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/mp. 18xp to level.
  +1 Passive spellslot.

Troll Thug 12hp, +1 melee attack
« Last Edit: June 26, 2014, 10:25:59 am by GlyphGryph »
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Criptfeind

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #561 on: June 26, 2014, 10:48:10 am »

Cool. Maybe not as super op as I was hoping for, but good enough.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #562 on: June 30, 2014, 06:40:35 pm »

Okay, so. In estimating when this update would go up, I seem to have forgotten I was signed up for the 72 hour game jam. But *that* is done now too.

Who's ready for an update?
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 10 - Team Zambie acts next.
« Reply #563 on: June 30, 2014, 07:51:25 pm »

Actions:
Wolfy: Move 1 tile south, 4 tiles SE, and leave the map

Zambies:
1: Attack Gerald
The Zambie trips, gets up, and trips again. Suffice to say, the attack fails.(99)
4: Move 4 SW
10: Attack Arahael
The zambie bites Aharael hard for X damage, leaving him open to further attacks!(20)
16: Attack Arahael
The second zambie, however, gets distracted and completely forgets to attack.(58)
17: Attack Flame
The zambie's fist finds itself in Flame's fast, bashing him but good for 4 damage. Even the zambie seems surprised!(11)

Abnimations
1: Attack DarkPaladin
The beast roars at DarkPaladin, but DarkPaladin easily rolls away from the telegraphed follow-up attack.(71)
2: Move 1NW, Attack DarkPaladin
Unfortunately, while gloating, he is slammed by a ginormous fist from behind into the ground for 15 damage, and bruised and broken by the attack... but he manages to push himself back to hist feet. He's a survivor.(45)

Abnimation (lv2): 2mp, 1ap, 34hp, 16-1 melee 75%, 100% resist poison.

Bad Memories
2: Move 8 SW.
3: Attack Flame
Flame suddenly feels guilty about his team backstabbing Tiruin. He takes 2 damage, leaving him at only 1 health remaining...

Tiruin's corpse begins twitching, and then springs to life behind Cript.

The Storm above the temple swirls, lighting cracks, and the wind picks up. The heartbeat grows louder once more, and faster, until a bolt of lightning strikes the temple, letting loose the sound of a great explosion, and when the rubbly clear, a robed man, one half of his face an enormous scar and his one eye white and dead, raises from the rubble of the hallway it struck.

Adwarf, Blood Priest and Commander of the Armokian forces, has appeared.


[/spoiler]

Flame's team acts first.
Turn Order:
Team Flame
Team Gerald
Team Armok


(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, 6 gold
Team Flame: Controls 2 Threads, 17 gold

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

Adwarf will be given an image after I ask him a couple questions. He is currently on the temple square.
« Last Edit: June 30, 2014, 08:52:04 pm by GlyphGryph »
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Taricus

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Re: The Battle for Bay12 - Battle 1, Round 11 - Team Gerald Sees a New Unit
« Reply #564 on: June 30, 2014, 08:05:17 pm »

TAKE THAT CRIPT!

Anyway team, You two disengage and run back to the fort, or atleast out of range of those two superzombies. World, if you could heal Dark while you're at it, that would be wonderful.

Move After Worldmaster, disengage and move to Worldmaster's old position.
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GlyphGryph

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Re: The Battle for Bay12 - Battle 1, Round 11 - Team Flame Sees a New Unit
« Reply #565 on: June 30, 2014, 08:32:01 pm »

Fixed a bunch of errors, including whose turn it was and problems with the map. Working on fixing some post formatting errors now, but I think everything meaningful is fixed.
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Criptfeind

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Re: The Battle for Bay12 - Battle 1, Round 11 - Team Flame Sees a New Unit
« Reply #566 on: June 30, 2014, 08:32:12 pm »

Take what? Also you can't move there, as zombie one would block you. Also because it's not your turn.
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flame99

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Re: The Battle for Bay12 - Battle 1, Round 11 - Team Flame Sees a New Unit
« Reply #567 on: June 30, 2014, 08:32:43 pm »

Disengage south and abscond off the map!
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It/its, they/them, in order of preference.

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4maskwolf

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Re: The Battle for Bay12 - Battle 1, Round 11 - Team Flame Sees a New Unit
« Reply #568 on: June 30, 2014, 08:38:34 pm »

Actually, I'm still on the map for some reason.

Tiruin

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Re: The Battle for Bay12 - Battle 1, Round 11 - Team Flame Sees a New Unit
« Reply #569 on: June 30, 2014, 08:42:11 pm »

Take what? Also you can't move there, as zombie one would block you. Also because it's not your turn.
Very weird.
Last turn it was the zambies.
Before that it was Team Flame's.
Now it's Team Flame's turn again?
Huh.
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