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Poll

I'm alive! Would you like to continue playing KotE?

Yes!
- 7 (70%)
No!
- 0 (0%)
Yes, but a reboot would be in order.
- 3 (30%)
But, I have my own idea about what should be done, Khaiel! (Tell me in this thread)
- 0 (0%)

Total Members Voted: 10


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Author Topic: Knights of the Empire (FEF OOC)  (Read 29519 times)

Twinwolf

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Re: Knights of the Empire (FEF OOC)
« Reply #330 on: July 04, 2015, 12:50:21 pm »

I was under the impression that they are also bringing their supplies, and a single mounted unit wouldn't be able to carry the both of them and their supplies.
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GiglameshDespair

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Re: Knights of the Empire (FEF OOC)
« Reply #331 on: July 04, 2015, 12:53:18 pm »

And a guy on foot would?
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Twinwolf

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Re: Knights of the Empire (FEF OOC)
« Reply #332 on: July 04, 2015, 12:55:31 pm »

No, but then they can each take a third, as opposed to having the mount hold all the weight.
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Rolepgeek

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Re: Knights of the Empire (FEF OOC)
« Reply #333 on: July 04, 2015, 03:55:03 pm »

I figured it was something along the lines of helping pull the cart, and no time to hook up a horse.
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Blade Master Model 42

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Re: Knights of the Empire (FEF OOC)
« Reply #334 on: July 04, 2015, 05:52:11 pm »

<Insert IC excuse for not wanting guys with +2 MOV or +2 MOV and Flying rescuing so the map doesn't end after 2-3 turns here>

You shoulda put some forests in there then.

Khaiel

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Re: Knights of the Empire (FEF OOC)
« Reply #335 on: July 05, 2015, 11:32:39 am »

Saya has MOV 8. The +2/+3 is because she has +2 MOV on indoor maps and +3 on outdoor maps.

Twinwolf

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Re: Knights of the Empire (FEF OOC)
« Reply #336 on: July 05, 2015, 11:33:00 am »

Oh, thank you for clarifying.
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Swordstar

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Re: Knights of the Empire (FEF OOC)
« Reply #337 on: July 05, 2015, 02:59:00 pm »

Uh, why does she get an extra move outside? Is thata house rule or something cause that's certainly not standard
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F.O.E.

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Re: Knights of the Empire (FEF OOC)
« Reply #338 on: July 05, 2015, 03:05:03 pm »

It's the Cloud Walking skill.
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Swordstar

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Re: Knights of the Empire (FEF OOC)
« Reply #339 on: July 05, 2015, 07:17:32 pm »

... Well that got boosted in 1.3. That's... kinda dumb. They have enough mov as it is, especially when you add in the FalcoKnight skill...
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F.O.E.

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Re: Knights of the Empire (FEF OOC)
« Reply #340 on: July 05, 2015, 10:48:10 pm »

Okay so I made a plan.

Hix to M3.
Kautof hide on M5 instead of L7.
Saresh  to K5 and equip his lance.
Saya to H5.
Kya take Saya's spot and trade Seraphim's pike to Varion.
Everyone else hold.

I realize it's literally TURTLING HARD but we really don't want to rush right into them.
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Blade Master Model 42

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Re: Knights of the Empire (FEF OOC)
« Reply #341 on: July 05, 2015, 11:49:37 pm »

What's our overarching strategy for this map? Aren't we supposed to be beatin' feet?

F.O.E.

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Re: Knights of the Empire (FEF OOC)
« Reply #342 on: July 05, 2015, 11:52:28 pm »

There's no turn limit so it doesn't really matter IMO.
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Rolepgeek

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Re: Knights of the Empire (FEF OOC)
« Reply #343 on: July 06, 2015, 12:20:51 am »

There's no turn limit so it doesn't really matter IMO.
What about when reinforcements start showing up?

You know, the unlimited kind.
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F.O.E.

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Re: Knights of the Empire (FEF OOC)
« Reply #344 on: July 06, 2015, 12:49:13 am »

If you wanna rush into longbows, magic and overall high might considering our relatively low, by comparison, durability I'm not gonna stop ya. We can charge after we deal with the initial wave but getting right up in their faces now will get us slaughtered.
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