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Author Topic: Shard of Keb - Turn 5  (Read 10636 times)

Shadestyle

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Re: Shard of Keb - Turn 3
« Reply #150 on: July 11, 2014, 02:35:47 pm »

But the difference between 4 and 5 range is minimal, while accuracy is a very important factor. i would rather not bank us losing more shadow's on a 40% when we could have a measly 25% chance of failure, and if we did not need the damage I would even go on to say we should pick 2.
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cerapa

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Re: Shard of Keb - Turn 4
« Reply #151 on: July 11, 2014, 03:01:35 pm »

Kevak has the final word on flechettes, as his plan was voted for.


Following plan CUTE AND COLORFUL

3: Manifest Bone Flechettes. [2 DAM, 60% Acc, 5 Range, requires one stored Bones]
4: Manifest Frenzy.
1: Manifest Portal Energy Gather. (Plan next turn to give 1 Energy Transfer.)
8: Manifest Bone Flechettes. [2 DAM, 60% Acc, 5 Range, requires one stored Bones]
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.
9: Move East.



Friendly Turn

Shadow 3 Manifests ability Bone Flechettes and associated stats and abilities
Shadow 8 Manifests ability Bone Flechettes and associated stats and abilities


Shadow 4 Manifests ability change for Dash -> Frenzied Dash


Shadow 1 Manifests ability Siphon Portal Energy


Shadow 2 SW
Shadow 2 dashes SE, S

Shadow 9 E


Enemy Turn
[Ordered top-to-bottom]

Unknown 1 W

Unknown 2 readies for Reaction Fire

Unknown 3 readies for Reaction Fire

Unknown 4 NW




[I ran out of digits, so now any additional units will have letters]

The shadows spend their time changing positions or changing themselves. The enemies approach at a steady pace, with two ready to fire on any approaching Shadows, and the others moving to the next positions. You hear some chatter coming from the enemies communications device.

What is the plan?



General stats:
Kills: 1
Deaths: 3
Times Change Manifested: 5

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 3
Shadow 8 foreigner death timer at 2
Shadow 9 foreigner death timer at 1

Spoiler: Shadow 1 (click to show/hide)
Spoiler: Shadow 2 (click to show/hide)
Spoiler: Shadow 3 (click to show/hide)
Spoiler: Shadow 4 (click to show/hide)
Spoiler: Shadow 8 (click to show/hide)
Spoiler: Shadow 9 (click to show/hide)
« Last Edit: July 11, 2014, 03:05:07 pm by cerapa »
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Re: Shard of Keb - Turn 4
« Reply #152 on: July 11, 2014, 03:13:24 pm »

Oooh! We have a perfect lineup for the frenzy dash! Plan up in a few minutes.
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Kashyyk

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Re: Shard of Keb - Turn 4
« Reply #153 on: July 11, 2014, 03:16:46 pm »

9: Move E, Dash E E E
4: Move S, Dash SE SE E Attack East
1: Siphon Energy
2: Hold Position
3: Move SE, Acquire ammo
8: Move N, Acquire ammo
A: Move E

This plan sacrifices one shadow, so our Frenzy can kill two. It'll probably die too. But the bone shooters should have ammo by now, and thus we should manage to take out the last two next turn.
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~Neri

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Re: Shard of Keb - Turn 4
« Reply #154 on: July 11, 2014, 03:58:33 pm »

9: Move East before Dashing East, East, Northeast. (To soak up reaction fire.)
4: Move Southeast before Dashing Southeast, South, East and Frenzying the two soldiers in a line. Confirmed Kill to both of them.
3: Southeast and Harvest Bones.
8: North and Harvest Bones.
2: East.
1: Siphon Energy From Portal.
A: East.


Thoughts? Changes?

This'll give us a 2:2 ratio at worst and a 1:2 or 0:2 at medium or best, as well as put us in a great strategic position.

I would assume we can harvest bones fired from the Flechettes right?

Also could we maybe get a list of known mutations?
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Shadestyle

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Re: Shard of Keb - Turn 4
« Reply #155 on: July 11, 2014, 04:04:58 pm »

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Kashyyk

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Re: Shard of Keb - Turn 4
« Reply #156 on: July 11, 2014, 04:06:58 pm »

2: East
I thought we wanted to keep it with 1 so it can recieve energy from it next turn.

Otherwise I think my suggested plan is basically identical, so I'm cool with it.
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The Froggy Ninja

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Re: Shard of Keb - Turn 4
« Reply #157 on: July 11, 2014, 04:12:50 pm »

2: East
I thought we wanted to keep it with 1 so it can recieve energy from it next turn.

Otherwise I think my suggested plan is basically identical, so I'm cool with it.
+1

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Re: Shard of Keb - Turn 4
« Reply #158 on: July 11, 2014, 04:17:53 pm »

2: East
I thought we wanted to keep it with 1 so it can recieve energy from it next turn.

Otherwise I think my suggested plan is basically identical, so I'm cool with it.
I decided that we wouldn't be able to get anything out of it, it would result in a choice between 2 and 1, I decided mutating 1 with antiforeign would be better next turn since it'll die before it can use the second siphoned energy and then we would be down a siphoner.

2 is currently worth less then 1 since 1 can gain energy every other turn.

We can probably end the soldiers next turn if we get everything in position.
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Kashyyk

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Re: Shard of Keb - Turn 4
« Reply #159 on: July 11, 2014, 04:26:00 pm »

What if we were to use 2 as the distraction then? Currently a soldier has a 50% to hit due to a -5 acc and our +5 evasion. With the 50% chance to ignore the damage that's two 25% checks it'll have to pass instead of 8 having to pass two 50% checks. I suggest this as 2 will die in 3 turns, unless as you said, we sacrifice 1. This way we can keep a younger shadow to Antiforeign and buff.
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~Neri

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Re: Shard of Keb - Turn 4
« Reply #160 on: July 11, 2014, 04:27:16 pm »

2 is on Dash cooldown. Woulda used it if he wasn't.
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Kashyyk

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Re: Shard of Keb - Turn 4
« Reply #161 on: July 11, 2014, 04:30:13 pm »

Ahh. Fair enough then.
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cerapa

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Re: Shard of Keb - Turn 4
« Reply #162 on: July 11, 2014, 04:43:48 pm »

I would assume we can harvest bones fired from the Flechettes right?

Also could we maybe get a list of known mutations?
Nope. Gotta eat em corpses.

List of known mutations? You mean like stuff that has been discussed?
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Re: Shard of Keb - Turn 4
« Reply #163 on: July 11, 2014, 04:45:11 pm »

Like mutations we are aware we can do. (Ones you confirmed we can do.)
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cerapa

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Re: Shard of Keb - Turn 5
« Reply #164 on: July 15, 2014, 01:06:58 pm »

Following plan Kevak (Kevak, please format your plans in the same way that Kashyyk does, your plans were nearly identical, but reading yours is way harder)

9: Move E, Dash E E E
4: Move S, Dash SE SE E Attack East
1: Siphon Energy
2: Move E
3: Move SE, Acquire ammo
8: Move N, Acquire ammo
A: Move E



Friendly Turn

Shadow 9 moves E
Shadow 9 dashes E, E, E - Interrupted by Reaction Fire from 2 Unknown
Dodge bonus +4 vs Accuracy -5
1d20-5-4=+8 HIT 2 Damage
Dodge bonus +4 vs Accuracy -5
1d20-5-4=+7 HIT 2 Damage
Shadow 9 has been utterly annihilated.


Shadow 4 moves S
Shadow 4 dashes SE, SE, E
Shadow 4 attacks E Unknown
Automatic Hit Primary target 4 Damage, Secondary target 2 Damage
Unknown has been killed
Unknown has been killed

Shadow 1 Siphons Energy from Portal

Shadow 3 SE
Shadow 3 Collects Bones

Shadow 8 N
Shadow 8 Collects Bones

Shadow 2 E
Shadow A E


Enemy Turn
[Ordered top-to-bottom]

Unknown 1 attacks Shadow 4
Cover bonus 0 vs Accuracy -5
1d20-0-5=+13 HIT 2 Damage
Shadow 4 has been killed.

Unknown 2 screams loudly into communications device




Two Unknown killed.
Two Shadows lost.

Using their old tactics, the Shadows do a head on charge with one Shadow, while the other hit more on the side. The frenzied charge of the Shadow simply crushed one enemy, and killed another, but was itself killed by return fire from the enemies. Seeing the other Shadows consuming the corpses of the Mages, one of the enemies opts to spend its time by communicating with whoever is on the other end of the device it carries, and proceeding to scream its lungs out.

What is the plan?



General stats:
Kills: 3
Deaths: 5
Times Change Manifested: 5

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 foreigner death timer at 4
Shadow 8 foreigner death timer at 3
Shadow A foreigner death timer at 1

Spoiler: Shadow 1 (click to show/hide)
Spoiler: Shadow 2 (click to show/hide)
Spoiler: Shadow 3 (click to show/hide)
Spoiler: Shadow 8 (click to show/hide)
Spoiler: Shadow A (click to show/hide)
« Last Edit: July 15, 2014, 02:48:30 pm by cerapa »
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