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Author Topic: Shard of Keb - Turn 5  (Read 10664 times)

~Neri

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Re: Shard of Keb - Turn 3
« Reply #90 on: July 09, 2014, 06:07:21 pm »

Well I understand your point Kashyyk, I have very little respect for people who would attempt to intentionally get us a game over because they want to disagree with someone.

Not exactly a logical thought process. Emotions are good when it doesn't involve getting us endgame.
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The Froggy Ninja

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Re: Shard of Keb - Turn 3
« Reply #91 on: July 09, 2014, 06:21:50 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.
+1

Varee

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Re: Shard of Keb - Turn 3
« Reply #92 on: July 09, 2014, 06:43:52 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.
+1
+1
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Rolepgeek

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Re: Shard of Keb - Turn 3
« Reply #93 on: July 09, 2014, 07:02:10 pm »

I disagree with Kevak's plan for three reasons.

1, I don't think we should continue to try to do 2 for 1 trades, especially since it might not necessarily work. I'd still rather have us be patient and wait a turn and gather ourselves to rush more whole-heartedly.
2, Kevak is being really rude and arrogant, when we're all part of this, not just 'oh let's listen to what he wants to do', and I don't like satisfying those sort of people.
3, I don't see a reason to manifest AntiForeign, or a reason to have 2 Dash this turn.
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Shadestyle

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Re: Shard of Keb - Turn 3
« Reply #94 on: July 09, 2014, 07:05:39 pm »

why not use one of the corpses as a body shield? we already sacrificed em, might as well make use of their sacrifice.
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The Froggy Ninja

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Re: Shard of Keb - Turn 3
« Reply #95 on: July 09, 2014, 07:31:40 pm »

I disagree with Kevak's plan for three reasons.

1, I don't think we should continue to try to do 2 for 1 trades, especially since it might not necessarily work. I'd still rather have us be patient and wait a turn and gather ourselves to rush more whole-heartedly.
2, Kevak is being really rude and arrogant, when we're all part of this, not just 'oh let's listen to what he wants to do', and I don't like satisfying those sort of people.
3, I don't see a reason to manifest AntiForeign, or a reason to have 2 Dash this turn.
I don't know about two dash but if eight doesn't manifest antiforein he'll die next turn and we'll lose a soldier.

~Neri

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Re: Shard of Keb - Turn 3
« Reply #96 on: July 09, 2014, 07:36:25 pm »

I disagree with Kevak's plan for three reasons.

1, I don't think we should continue to try to do 2 for 1 trades, especially since it might not necessarily work. I'd still rather have us be patient and wait a turn and gather ourselves to rush more whole-heartedly.
2, Kevak is being really rude and arrogant, when we're all part of this, not just 'oh let's listen to what he wants to do', and I don't like satisfying those sort of people.
3, I don't see a reason to manifest AntiForeign, or a reason to have 2 Dash this turn.
Reason for 2 dashing is so we can get him next to 1 and make him be able to withstand a shot via energy transfer. By the time we need 2, he will be recharged.

If you have another suggestion for 8 to manifest then please state it, multiple minds tend to be better then one if they have experience in the focused area. I would prefer giving him a passive energy gain or ranged spine attack but we don't have the knowledge yet... Wait, could we use our discovery of bones and muscles in the Mage to manifest a bone spine attack? Maybe a recharge for it to grow back after firing? That would be great if we could do that.

2 shadows for 1 soldier is the best we can do for now I think. We get replacements and they don't. Although once 2 mutates, and if 8 can bone spine, I expect 1 shadow for 1 soldier or 0 shadows for 1 soldier. As the shadows get 100% success to their attacks and the soldiers don't, it might be better to do the distract and kill anyways for this turn since they could miss and give us a 0 for 1 or a 1 for 1. Next turn we probably will be unable to kill easily so that turn can be a consolidation turn as we prepare to tank 2 and maybe shoot a shot from 8 if we can make that logic jump.

And yes, I am being a butt, I sorta didn't get enough sleep last night and it's making me cranky, sorry about that, I'll avoid blowing up in the future, I shouldn't have earlier so I apologize.

why not use one of the corpses as a body shield? we already sacrificed em, might as well make use of their sacrifice.
If we can do that then I will alter the plan to incorporate that. Since that would be great.

I disagree with Kevak's plan for three reasons.

1, I don't think we should continue to try to do 2 for 1 trades, especially since it might not necessarily work. I'd still rather have us be patient and wait a turn and gather ourselves to rush more whole-heartedly.
2, Kevak is being really rude and arrogant, when we're all part of this, not just 'oh let's listen to what he wants to do', and I don't like satisfying those sort of people.
3, I don't see a reason to manifest AntiForeign, or a reason to have 2 Dash this turn.
I don't know about two dash but if eight doesn't manifest antiforein he'll die next turn and we'll lose a soldier.
8 will not die next turn, none of are units are close to dying from old age.
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Rolepgeek

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Re: Shard of Keb - Turn 3
« Reply #97 on: July 09, 2014, 07:48:24 pm »

Aye, it's not a countdown to 0, it counts up to 6.

I would suggest either another MR(two tanks are better than one...), a Jump(not entirely sure what it would do), Reflexes(better Dodge), or Frenzy(if he kills someone with his attack, he can attack one more time) for 8's manifestation.

I don't think it is the best we can do, though; if we wait a turn and get our shadows into position, we can probably get at least a 3 shadows for 2 soldiers. Possibly 1 to 2 shadows for all the soldiers if they can't kill them on their turn.
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~Neri

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Re: Shard of Keb - Turn 3
« Reply #98 on: July 09, 2014, 07:52:28 pm »

I like the frenzy idea. Although don't they only have the ability to attack when dashing? Not entirely sure but GM could clarify.
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Shadestyle

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Re: Shard of Keb - Turn 3
« Reply #99 on: July 09, 2014, 07:56:41 pm »

do we have knowledge of a line of sight attack? cause it killed like, two of our shadows, We could just have one or two mutate line-of-sight auto-attacking like the soldiers, then hide around the corner and pick them off like they did us.
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~Neri

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Re: Shard of Keb - Turn 3
« Reply #100 on: July 09, 2014, 07:58:16 pm »

Bone needles anyone?
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Rolepgeek

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Re: Shard of Keb - Turn 3
« Reply #101 on: July 09, 2014, 08:54:18 pm »

Bone needles anyone?
I really doubt examining the bones of a corpse will give us the ability to fire needles made of bone.

What would launch them, after all? We have no knowledge of that. And we only have the most rudimentary knowledge anyway.
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~Neri

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Re: Shard of Keb - Turn 3
« Reply #102 on: July 09, 2014, 09:13:51 pm »

Somehow we figured out how far the mages can move, along with the fact that they had a soul and were capable of a certain level of magic and mana storage. I would think that we memorized their muscular structure and the fact that try have bones.

We could probably adapt that to make some sort of launching system for the bone. Maybe needing to eat a corpse for ammo?
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Shadestyle

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Re: Shard of Keb - Turn 3
« Reply #103 on: July 09, 2014, 09:30:26 pm »

I still think Auto-attacking would be far more effective, for goodness sake it has killed two of ours already while we had a strategic advantage. Even without a long range attack it would still be effective if we baited them to come closer, And baiting them would also put them right into a choke point, We could have one of our shadows adapt a mouth to imitate the dead mage's voice, luring them in.
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Rolepgeek

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Re: Shard of Keb - Turn 3
« Reply #104 on: July 09, 2014, 09:37:40 pm »

No I mean, look at the 'Knowledge' we currently have. It lists Basic Universal Mechanics and Rudimentary Magic. Neither of those things is likely to allow us to make Bone-Spitters.
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