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Author Topic: Shard of Keb - Turn 5  (Read 10685 times)

cerapa

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Re: Shard of Keb - Turn 2
« Reply #60 on: July 07, 2014, 12:49:37 pm »

Aye, but as it takes a turn to manifest, and a turn to move, manifesting a longer dash wouldn't be entirely efficient.
Don't forget that you can move before dashing.
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Re: Shard of Keb - Turn 2
« Reply #61 on: July 07, 2014, 05:26:19 pm »

Have 4 dash first to draw fire.
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Varee

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Re: Shard of Keb - Turn 2
« Reply #62 on: July 09, 2014, 12:38:48 am »

we have 1 dash every two turn so wasting it is not a choice as it is also our only way of causing damage
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Re: Shard of Keb - Turn 2
« Reply #63 on: July 09, 2014, 01:31:43 am »

4 would die. The whole point of 4 s to draw fire, it's an expendable unit. We get one kill for two deaths (might end up with 1 death if we get lucky).

We get one unit per turn. For a ratio:

Turn 1:

T1: 5+1 = 6 shadows vs 5 soldiers => -2 shadows, -1 soldier,  4 shadows, 4 soldiers.

Projected turn two with a mirror action of turn 1:

T2: 4+1 shadows = 5 shadows vs 4 soldiers. =>
Worst case scenario if the enemies behave as they did during T1: -2 shadows, -1 soldier = 3 shadows, 3 soldiers.
Best case scenario if the enemies behave as they did during T1:: -0 shadows, -1 soldier = 5 shadows, 3 soldiers.
Medium case scenario if the enemies behave as they did during T1:: -1 shadow, -1 soldier = 4 shadows, 3 soldiers.

Projected T3 unit numbers:

Best case: 5+1 shadows = 6 shadows vs 3 soldiers.
Worst case: 3+1 shadows = 4 shadows vs 3 soldiers.
Medium case: 4+1 shadows = 5 shadows vs 3 soldiers.

We come out on top in any situation provided the soldiers behave as normal.

We get a guarantied kill and at worst, break even, at best we lose nothing and end up in a great flanking position as we can mutate the two that got into that position as well as move units closer.

We should actually have 3 use a dash for reactionfire instead of 4 and move 4 North East one space.
6 would dash and kill the soldier, mirroring the dead shadow that killed the other soldier.
Move 1 Southwest, next turn we will mutate 1 with energy gather traits. and the turn after that, melee range energy transfer traits, which we will be applying to Shadow 8 after that with the intention of making him a magic tank and have a 100% resist 2 magic. 1 would be removing the foreign trait on the last turn possible and otherwise transferring energy to 8 to make him as tanky as possible to rush the likely to come reinforcements several turns from now.
Move 8 Southwest to make room and get ready to mutate magical resistance the next turn.
2 mutates longer dash and prepares for a charge next turn.


[Is_Strategist]
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Varee

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Re: Shard of Keb - Turn 2
« Reply #64 on: July 09, 2014, 01:48:20 am »

i think only one unit is on reation fire so a bait is not needed i think
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Varee

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Re: Shard of Keb - Turn 2
« Reply #65 on: July 09, 2014, 01:55:56 am »

also 1 should look at corpse to gain knowledge
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Re: Shard of Keb - Turn 2
« Reply #66 on: July 09, 2014, 02:01:15 am »

One unit is on reaction fire.

That gives a less then 40% chance of the attack succeeding based on the rolls previously. Which is not an acceptable success level, anything below 90 is not acceptable to a hightier gamer. We are using expendable units to raise the chance of success to 100%.

What will happen without bait unit and with bait unit based on previous behaviors:

With bait unit: Reaction shot may or may not hit bait unit, if hit then -1 shadow, If not then we have a good distraction who next turn we can mutate to try to tank the energy bursts. Charge unit hits soldier and kills. All 3 remaining soldiers open fire on charging unit and kill it. The rest of our units get into positions to utterly devastate them the next two turns.

Without bait unit: Reaction shot may or may not kill charging unit, if kill then soldiers unload their shots into our main group, killing up to 3 of them and putting us at an extreme numerical disadvantage and pretty much ending the game for us as they will have reinforcements arrive and no matter what we do, we will not be able to get into position to counter attack without dying. We lose in several turns. Or person misses charging unit and kills soldier, next turn it gets blown away. Turn after as nothing is in a decent attack or distraction position, they fire into us, killing many.

Remember, they can oneshot our units. This is not an acceptable risk. An equivalent scenario here would be playing X-Com and having your assault charge into a room that you know is full of aliens in overwatch with absolutely no support and have all your other troops in the direct line of fire from a low health Cydisk with your troops having no actions remaining when you could have had the assault take it down that turn instead of charging into a deathtrap.

also 1 should look at corpse to gain knowledge
1 should be preparing for mutations. We can get around to the corpse when the enemies are mostly disposed of. Which should be in about two or three turns. We can have 9 deal with that when it comes through the portal actually.
« Last Edit: July 09, 2014, 02:03:04 am by Kevak »
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Varee

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Re: Shard of Keb - Turn 2
« Reply #67 on: July 09, 2014, 04:54:08 am »

Well i guess am adapting my xcom strategy of having tons of sniper that pretty much die if the alien get too close then, your plan of making a tank tough.... Am not sure if it the best idea, maybe you can get 1 armor and put points in hp? Hmm there the foreign trait too though.
I really feel we should prioritize getting knowledge as it may allow us to open a new portal or something as the mage bring us here. There other shade that is on corpse too so if one need to siphon energy other can maybe take a look?
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Kashyyk

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Re: Shard of Keb - Turn 2
« Reply #68 on: July 09, 2014, 05:29:11 am »

Our main problem for after we've killed the southern hostile is they will be too far away for any of our units to reach in a single turn. However at that point we can start accepting a higher rate of casualties to remove the rest.

Now I can't remember who it was, but someone suggested something very similar to this:
Shadow 3 Move NE, Dash E E E (Distraction, will almost certainly die)
Shadow 6 Move NE, Dash E E E, attack SE (Our killing unit, will probably also die in their turn)
Shadow 4 Move E, Dash E E NE (Moves our shadow into cover from all of the hostiles, Setting up for an attack for a future turn, may die)
Shadow 1 & 8 Move E
Shadow 2 Move SE


Now, once we've finally dealt with these guys we'll want to do the following:
Get a shadow to manifest Portal Energy Collection, remove Foreign and then manifest Energy Transfer. We'll have a permenant energy source to provide our shadows with upgrades.
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Varee

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Re: Shard of Keb - Turn 2
« Reply #69 on: July 09, 2014, 05:39:01 am »

Our dash have cool down, dont dash in if you are preparing for attack also we can get double range dash so we can technically reach them
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Kashyyk

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Re: Shard of Keb - Turn 2
« Reply #70 on: July 09, 2014, 05:41:35 am »

Our dash have cool down, dont dash in if you are preparing for attack also we can get double range dash so we can technically reach them

How can we double dash? Whilst in cover this Shadow can also manifest a shorter cooldown next turn which will allow him to Dash again the turn after.
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Varee

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Re: Shard of Keb - Turn 2
« Reply #71 on: July 09, 2014, 05:51:02 am »

We can manifest a double range dash, that is what is am twlling you
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~Neri

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Re: Shard of Keb - Turn 2
« Reply #72 on: July 09, 2014, 06:02:59 am »

Read my plan, it states for one of then to manifest doubledash this turn and dash them next turn.
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cerapa

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Re: Shard of Keb - Turn 2
« Reply #73 on: July 09, 2014, 02:08:18 pm »

I need more votes. There appear to be 3 valid plans at the moment, with no extra votes for any of them. Kevaks plan is a bit hard for me to process and IATON is older, so if there isn't a tiebreaker I'm just gonna with Kashyyks plan, but I would rather not do that.
« Last Edit: July 09, 2014, 02:14:56 pm by cerapa »
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The Froggy Ninja

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Re: Shard of Keb - Turn 2
« Reply #74 on: July 09, 2014, 02:17:03 pm »

Plan 'I'm awful at thinking of names' or IATON:

4 NE
6 NE, Dash E, SE, SE, Attack NE. (almost mirror of 7's dash - this will draw the reaction fire, but I personally am prepared to risk it)
1 Examine mage corpse
3 E
8 NE
2 Manifest 2 MR @ 50%


varee - We can't move and manifest on the same turn.
And there's no point manifesting 1 MR as they deal 2 damage against a shadow's 1 HP

Our safest route of attack is the dashes, so we should work towards getting into position for them.

Double ninja with both my comments :P
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