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Author Topic: Shard of Keb - Turn 5  (Read 10688 times)

~Neri

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Re: Shard of Keb - Turn 2 - Requesting votes so I can finally do turn 3
« Reply #75 on: July 09, 2014, 03:29:55 pm »

If we die because of this, I'm gonna blame you Froggy.
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The Froggy Ninja

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Re: Shard of Keb - Turn 2 - Requesting votes so I can finally do turn 3
« Reply #76 on: July 09, 2014, 03:38:18 pm »

We can't die. We are a gigantic god made up of countless realms.

~Neri

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Re: Shard of Keb - Turn 2 - Requesting votes so I can finally do turn 3
« Reply #77 on: July 09, 2014, 03:40:38 pm »

We are not the god, we are a shard of the god.

I'm pretty sure it's a game over if the portal is destroyed.

In the future, please listen to the person who has beaten X-COM on impossible ironman when he points out an unacceptable risk.
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The Froggy Ninja

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Re: Shard of Keb - Turn 2 - Requesting votes so I can finally do turn 3
« Reply #78 on: July 09, 2014, 03:47:20 pm »

It appears that we are currently playing as Keb controlling the Shadows. I also had no idea  what your plan was.

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Re: Shard of Keb - Turn 2 - Requesting votes so I can finally do turn 3
« Reply #79 on: July 09, 2014, 04:46:13 pm »

The title states "Shard of Keb"

And seeing how we lack control of stuff on the other side of the portal, we are a shard.

I will spell it out better so you can udnerstand the plan, some of it was explaining the reasonings behind it as possible actions in future turns.

~~~

Shadow 3 dashes for the one soldier to reaction fire. ~ (As it is further away from the reaction soldier then the kill shadow would be, that is a higher miss chance.)

Shadow 6 would dash and kill the soldier, mirroring the dead shadow that killed the other soldier on turn 1. ~ (This will result in the remaining 3 soldiers shooting at it on their turn.)

Shadow 1 moves Southwest so it is next to Shadow 8.

~ (next turn [turn 3] we will mutate 1 with the energy gather trait and the turn after that [turn 4] melee range energy transfer traits [We will be providing energy to 8 for mutations.] Energy will be applied to Shadow 8 intention of making him a antimagic tank and Shadow 8 will have a 100% resist 2 magic, we can plan out further mutations from that point. [Shadow 1 would be removing the foreign trait on turn 6] Otherwise Shadow 1 will be transferring energy to Shadow 8 to make him as tanky as possible to rush the likely to come reinforcements several turns from now.)

Move Shadow 8 Southwest to make room for Shadow 9 to come through the portal (Next turn we will have 8 mutate magical resistance.)

Shadow 2 mutates longer dash and will charge next turn. (We can use shadow 9 for the distraction on turn 3 if we lose both shadows this turn.)

Should one of the two shadows we used to kill a soldier this turn survive, we can use it as a distraction and have 9 go and look at the mage corpses on Turn 3. Primary objective is kill enemies. When we get a minute to breath, then we can knowledge.
« Last Edit: July 09, 2014, 04:47:58 pm by Kevak »
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cerapa

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Re: Shard of Keb - Turn 3
« Reply #80 on: July 09, 2014, 05:07:28 pm »

You are a Shadow of Keb, a Shard of Keb and Keb itself. Every single piece of Keb has equal rights to the title of Keb, with the XXX of Keb simply being a descriptor of power. But in particular, you are currently a hivemind of the Shadows, with a small amount of information transfer with the whole of Keb located on other worlds.

You will not lose unless every single piece of Keb has been destroyed. As long as even a single Shadow lives, you are alive and perfectly fine.



Following plan IATON

4 NE
6 NE, Dash E, SE, SE, Attack NE.
1 Examine mage corpse
3 E
8 NE
2 Manifest 2 MR @ 50%


Friendly Turn

Shadow 4 NE

Shadow 6 moves NE
Shadow 6 dashes E, SE, SE - Interrupted by Reaction Fire from Unknown
Dodge bonus +4 vs Accuracy -5
1d20-5-4=+6 HIT 2 Damage
Shadow 6 has been killed. (Sorry Kevak)

Shadow 1 examines corpse. Identified as Mage. [Full bio below]

Shadow 3 E
Shadow 8 NE

Shadow 2 Manifests trait Minor Magic Dispersion [Provides 50% chance to block 2 magical damage]



Enemy Turn
[Ordered top-to-bottom]

Unknown 1 readies for Reaction Fire

Unknown 2 W

Unknown 3 W

Unknown 4 readies for Reaction Fire




One Shadow lost.

The Shadows move towards the enemies. One of the Shadows dashes to attack the enemies, but is gunned down in the attempt. Shadow 1 examines a mages corpse to see what you are dealing with. Meanwhile the enemies approach the Shadows, and two prepare to shoot any dashing Shadows.

The examination of the Mage corpse reveals where the enemies get their magical power. Sadly it seems to have vacated the body on death and you have trouble ascertaining the particular methods of casting spells.

What is the plan?




Mage
Health: 1 hp
Speed: 1 tile/turn
Energy Storage: 5 e

Abilities:

Average Spell [energy cost 1 to 3]
   Create up to an average magical effect

Traits:

Magical Reflexes
   Reduce Magical damage taken by one
   +5 to resisting magical effects

Lesser Soul
   Regenerate 0.20 energy per turn



General stats:
Kills: 1
Deaths: 3
Times Change Manifested: 0

Knowledge:
Basic Universal Mechanics [Health, Movement, Physical Abilities and Traits]
Rudimentary Magical Damage [Basic Magical Melee Abilities and Weak Magical Traits]

Units stats:

Shadow 1,2,3,4 foreigner death timer at 2
Shadow 8 foreigner death timer at 1

Shadow 2 has trait Minor Magic Dispersion [Provides 50% chance to block 2 magical damage]
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Shadestyle

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Re: Shard of Keb - Turn 3
« Reply #81 on: July 09, 2014, 05:20:17 pm »

Damn, we don't have enough time to use lesser soul to compound mutations before the foreigner death timer runs out. since it would require at least 5 turns to fully generate enough magic to gain another mutation. I would say our best bet is to try and move the pillars to block that entrance until more shadows come through the portal. then we have those ones mutate lesser soul, charge up some mana, then mutate away the foreigner trait.

4, Move pillar to your left to the bottom of you, 3, move pillar below you to your right. 8, remove foreigner.

this should provide a choke point while we try to take control of the situation along with increasing 8's lifespan so it can wait for reinforcements if there are any, we could also request one more shadow from the keb collective to speed up the process maybe.
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cerapa

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Re: Shard of Keb - Turn 3
« Reply #82 on: July 09, 2014, 05:24:01 pm »

You do not have the knowledge necessary to create a soul.
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The Froggy Ninja

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Re: Shard of Keb - Turn 3
« Reply #83 on: July 09, 2014, 05:29:52 pm »

Damn, we don't have enough time to use lesser soul to compound mutations before the foreigner death timer runs out. since it would require at least 5 turns to fully generate enough magic to gain another mutation. I would say our best bet is to try and move the pillars to block that entrance until more shadows come through the portal. then we have those ones mutate lesser soul, charge up some mana, then mutate away the foreigner trait.

4, Move pillar to your left to the bottom of you, 3, move pillar below you to your right. 8, remove foreigner.

this should provide a choke point while we try to take control of the situation along with increasing 8's lifespan so it can wait for reinforcements if there are any, we could also request one more shadow from the keb collective to speed up the process maybe.
+1 we should try to capture one of the mages alive so as to study their souls.

Rolepgeek

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Re: Shard of Keb - Turn 3
« Reply #84 on: July 09, 2014, 05:32:30 pm »

Somehow, I doubt we can move a pillar. It's a pillar, after all, necessary to hold up the ceiling and whatnot.

I think...

Shadow 1: Move East.
Shadow 2: Examine Corpse.
Shadow 3: Move South-East. Manifest ?
Shadow 4: Move South-East. Manifest ?
Shadow 8: Manifest Not Foreign; If incapable of this, Move South-East
Shadow(?) 9: Move East
« Last Edit: July 09, 2014, 05:48:38 pm by Rolepgeek »
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~Neri

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Re: Shard of Keb - Turn 3
« Reply #85 on: July 09, 2014, 05:35:33 pm »

You people plan on listening to me now? We lost something with no chance of a gain compared to my plan which would have gained us something and put us in a better strategic position.

Great job. We are now in an absolutely horrible strategic position.

Lets see if I can salvage this trainwreck before it gets worse.

3: Move Northeast before Dashing at soldiers as distraction.
4: Move Southeast before dashing East three times and killing the adjacent soldier.
1: Manifest Portal Energy Gather. (Plan next turn to give 1 Energy Transfer.)
8: Manifest AntiForeign.
9: Move East.
2: Move Southwest before Dashing South East and then South again, stopping in front of 1. (Two turns from now we will increase the amount of tanking for 2 since we will be able to transfer energy from 1 into 2 and magitank him.)


Edited 8's action.
« Last Edit: July 09, 2014, 05:37:58 pm by Kevak »
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Rolepgeek

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Re: Shard of Keb - Turn 3
« Reply #86 on: July 09, 2014, 05:38:56 pm »

I'm opposed to attacking them yet. We should, rather, gather ourselves to rush, instead than continually throwing ourselves at them. Though I didn't realize 9 could move...
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~Neri

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Re: Shard of Keb - Turn 3
« Reply #87 on: July 09, 2014, 05:42:37 pm »

Seeing how they will be in range of several shadows if they move this turn, attacking is the only action likely to slow them down.

We can also get a confirmed kill this turn and with the next two turns depending on how it plays out, we can confirm 1-2 kills in two turns. Next turn is a consolidate turn after there is an ample distraction to prevent their advance.
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Rolepgeek

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Re: Shard of Keb - Turn 3
« Reply #88 on: July 09, 2014, 05:45:45 pm »

Let them advance if they wish; we can stay just out of range, since 'just out of range' is where we have to be to attack them effectively. Even if none of the shadows move, and just spend the turn manifesting, they won't be in range next turn, as they can only move one per turn.
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Kashyyk

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Re: Shard of Keb - Turn 3
« Reply #89 on: July 09, 2014, 05:56:46 pm »

It's unfortunate that of the three proposed turns the only one which didn't have a confirmed kill was chosen...

I propose the following modifications on Kevak's plan:

8: Manifest AntiForeign Move SE, then Dash E E E
3: Move Northeast before Dashing at soldiers as distraction.
4: Move Southeast before dashing East three times and killing the adjacent soldier.
1: Manifest Portal Energy Gather. (Plan next turn to give 1 Energy Transfer.)
9: Move East.
2: Move Southwest before Dashing South East and then South again, stopping in front of 1. (Two turns from now we will increase the amount of tanking for 2 since we will be able to transfer energy from 1 into 2 and magitank him.)

Eight doesn't need Antiforeign. A shadow's current highest threat to life is being shot in the face, not old age. We can instead use this shadow as the Distraction so that Three can move a step closer in preparation of dashing next turn. If we're really unlucky, soldiers can move and shoot in a turn, in which case Three might die, but I'm hoping Four will be considered the larger threat and thus be shot at more.

Also, Kevak: I understand your displeasure that a less than optimal plan was chosen, but passively insulting everyone else is not the way to persuade people that you were right, and may actually cause them to go against you on principle.
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