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Author Topic: Shard of Keb - Turn 5  (Read 10645 times)

cerapa

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Shard of Keb - Turn 5
« on: July 05, 2014, 09:18:07 am »

The universe is divided into countless worlds. Most are empty and lifeless, supporting nothing but a few particles. Others are sentient by themselves and capable of affecting other worlds and even consuming them and some are truly godlike. And yet there are many inhabited by life and many creatures, quite intelligent and capable of even travelling between the worlds. But travel between worlds is beyond painful, as the different rules of the new world tear whatever enters apart, or worse. To survive or enter a foreign world one needs the help of locals, either by opening portals, summoning, creating a local shell to inhabit, or any other of the various methods. Invasions are possible, but rare and usually only the strongest beings are capable of doing so.


Keb was thought of as a minor god. It was considered to be a god of chaos and life. Like other chaos gods, it had a tendency to randomly "poke" other worlds by sending creatures or creating rifts between the worlds, which annoyed others greatly, and finally a major god called Rannok finally decided to destroy it, and crushed the world of Keb with its might and added its energy to its own realm. Unlike other gods, Keb did not die with its world. What the other gods had assumed was chaos, with the occasional order of life, was instead a gift for adaption. Instead of dying in the realm of Rannok, Keb instead changed its own form, and soon it grew like cancer inside the world of Rannok, when one piece of it was destroyed, the others had already multiplied. Unable to fight Keb, Rannok died.

But Keb was no longer what it used to be. It was no longer a god content to poke others and see what would happen. It wanted to spread. Unlike other gods it did not care what the rules of the worlds were, nor about how powerful it could become, it simply adapted to deal with it instead of attempting to break the rules of the worlds. Soon it had infected other worlds, and took any means to spread further. It was honestly easier than it had expected.



In the world called Thiand a group of mages were in trouble. They had been forced into a corner, and if they did not do something they would surely die. As a last resort they decided to summon help from the world of the god Nayz. They would surely have to pay dearly afterwards, but survival was more important at the moment. Little did they know that Nayz had been killed by Keb and its world taken. The portal opened, but nothing emerged for a while. The mages thought the delay quite odd, but they died before understanding the reason. Usually the portal would have been closed at that moment, but Keb kept it open, and Shadows of Keb began pouring through.



Keb had been expecting resistance, but this was new for it. The locals appeared to be wielding ranged weapons of some kind, and had apparently killed the mages that opened the portal. They had not yet fired at the Shadows of Keb, but were obviously prepared to fire if any of the Shadows approached. [Units highlighted in blue will fire on the first moving hostile they see]

You currently control all the Shadows of Keb. The portal produces a Shadow of Keb at the beginning of your turn, which may act on the turn it was summoned.

What is the plan?



Shadow of Keb

Health: 1 hp
Speed: 1 tile/turn
Energy Storage: 1 e

Abilities:

Dash [Cooldown 2 turns, can be used after movement]
    Move up to 3 tiles in any direction [Counts as movement for reaction fire and reaction fire accuracy penalty]
    Attack enemy [100% accuracy, 1 range, damage is equal to moved distance]

Manifest Change [Cost 1 energy]
    Gain/Change/Add/Remove any trait, ability or stat [Requires Knowledge of trait/ability/stat]

Traits:

Foreign
   Will die after 6 turns.



Unknown

? ? ?

Abilities:

? ? ?

Traits:

? ? ?



General stats:
Kills: 0
Deaths: 0
Times Change Manifested: 0

Knowledge:
Basic Universal Mechanics [Health, Movement, Physical Abilities and Traits]


I hope it's not too confusing. Ask if there are any questions.

Notes:
You can move and attack diagonally.
You can move units in any order.
You can move and use an ability on the same turn only if an ability allows it.
It's possible to do a guaranteed kill on an enemy this turn. Make sure it's actually guaranteed.
The death counters on all the Shadows are at 0 as if they were summoned this turn.
An extra Shadow pops on the portal. Don't forget to move it out of the way unless you want to block the portal for a turn.
All Shadows have full energy. You can manifest change, but you won't be able to remove the foreign trait afterwards, unless you found some way to gain more energy quickly.
« Last Edit: July 15, 2014, 01:07:00 pm by cerapa »
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Harbingerjm

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Re: Shard of Keb
« Reply #1 on: July 05, 2014, 09:26:55 am »

Move all the Shadows into cover behind the pillars and walls?
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Yourmaster

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Re: Shard of Keb
« Reply #2 on: July 05, 2014, 09:33:56 am »

(Move on tile...)

get rid of the foreign trait

If they won't attack until we move...
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Varee

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Re: Shard of Keb
« Reply #3 on: July 05, 2014, 09:48:59 am »

So all keb except the portal on do remove foreign trait and the one in portal move south west seem to be the bes move
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cerapa

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Re: Shard of Keb
« Reply #4 on: July 05, 2014, 10:00:04 am »

I just want to clarify that they will shoot you on their turn. The initial holding was just so the Shadows could actually get out of the portal before getting shot at(which would be very anticlimactic).
« Last Edit: July 05, 2014, 10:01:50 am by cerapa »
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escaped lurker

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Re: Shard of Keb
« Reply #5 on: July 05, 2014, 10:06:53 am »

This looks very interesting indeed. I like it.

Either way - can the portal be destroyed? Else I would think we would do good to go into cover...
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Varee

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Re: Shard of Keb
« Reply #6 on: July 05, 2014, 10:19:34 am »

I dont think forigne is worth using a turn on, most shadow will die before 6turn anyway.
So we should move into cover where we can move 1 tile and dash at enermy if possible
Well with out labeling it is hard to say which one is which maybe you can add number label to the grid or the unit so we can go like chess 1e to 3e or something like that.


The one in front should hid at top cover
The next one should go sw and the rest in the middle row all should go sw so they can hide behind each other the one on top of portal can use the pillar for cover


Or we can use dash to get every on in cover but that mean two turn cooldown that we will be valunable

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sjm9876

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Re: Shard of Keb
« Reply #7 on: July 05, 2014, 10:47:48 am »

The rightmost shadow can reach and attack the topmost soldier using dash. Would probably trigger reaction fire though. Ah well, it likely isn't 100% accurate, so I say go for it.
the dash should end in the tile above the pillar
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Varee

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Re: Shard of Keb
« Reply #8 on: July 05, 2014, 11:09:22 am »

I dont think you can dash up and right then attack down and left, it doesnt really make sense..... But i dont know maybe gam will allow that, but i feel like it a bit too suicidal, mostlikely it will trigger 4-6 reaction fire there fore even if the percent is low it almost a garantee kill still

Edit hey can we manifest a second dash and chain them or double it range using manifest?
That seem like a good idea
« Last Edit: July 05, 2014, 11:12:08 am by Varee »
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cerapa

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Re: Shard of Keb
« Reply #9 on: July 05, 2014, 11:40:31 am »

That actually makes a bit of sense. Hmm... I think it's really clever that sjm9876 noticed that the Shadow could get behind the pillar, so I don't want to discount the possibility. Lets say that the current dash has a 180 degree cone, meaning it can attack everything but the 3 tiles behind it. The damn thing has really long legs, so just pretend that it can stretch its legs enough to kick enemies that are directly beside it.

And yes, you can manifest a longer dash. Doubling its range would kick up the cooldown and make the attack cone smaller. But those aren't really relevant factors at the moment I suppose. You can most certainly do that.

EDIT: Just a hint: Some units are more expendable than others.
« Last Edit: July 05, 2014, 11:45:11 am by cerapa »
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The Froggy Ninja

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Re: Shard of Keb
« Reply #10 on: July 05, 2014, 11:46:42 am »

All Shadows Remove Trait: Foreign.

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Re: Shard of Keb
« Reply #11 on: July 05, 2014, 12:00:09 pm »

We could manifest some sort of ranged attack and shoot spines at them.
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Varee

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Re: Shard of Keb
« Reply #12 on: July 05, 2014, 12:04:34 pm »

We dont have knowledge of a range attack though..... We can maybe do that after they attack and kind of copy their attack.  Double range sound good as it is very likely that we will die if we go in anyway also that mean double damage too so i suggest the three shadow at the back that is not in the portal do so?


Still i think removing foreign is a waste of turn as they wont be there for more than 3-4 turn anyway


 
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~Neri

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Re: Shard of Keb
« Reply #13 on: July 05, 2014, 12:23:11 pm »

Actually. I have a plan:

One closest to enemies> manifest longer dash and gut the closest soldier it can reach.

One to the left of portal> manifest reanination, move onto closest wizard and reanimate the corpse as a zombie. Dash southwest one space afterwards.

One to the right of portal> manifest ranged spine attack and fire at any enemy possible.

One in front of ranged one> manifest some sort of damage resistance or shielding or deflection. Protect the ranged one.

One to the south of the shielding one. Manifest reanination. Dash southeast and then south (two tile move) and Reanimate Mage.

One to north of portal. Manifest reanimation and dash northeast two tiles before reanimating the Mage near it.

One in portal. Manifest mana collection to gather energy. Dash behind the northwest pillar.

I would assume that we have knowledge of all of these, as we are part of a deity that has conquered many worlds.

« Last Edit: July 05, 2014, 12:25:12 pm by Kevak »
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Kashyyk

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Re: Shard of Keb
« Reply #14 on: July 05, 2014, 01:06:57 pm »

It's something we'd have to test, but I get the feeling a soldier wouldn't be able to shoot a shadow if there's another shadow in the way.
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