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Author Topic: Blood Arts (TISG)  (Read 10804 times)

Elephant Parade

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Re: Blood Arts (TISG)
« Reply #45 on: May 22, 2016, 01:04:32 pm »

Yes.
Hooray!

In that case, we want to make the bandits stay within range of the ballista for as long as possible. Ballista F9/Wall F10 should accomplish that, hopefully, but there might be an even better place to build.

Another question: When firing the ballista, do you stand on its tile or a tile next to it?
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Solymr

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Re: Blood Arts (TISG)
« Reply #46 on: May 22, 2016, 01:06:43 pm »

Whoops I left out that part.

Ballistas and all other offensive buildings fire automatically and do so after the enemy moves.
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Elephant Parade

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Re: Blood Arts (TISG)
« Reply #47 on: May 22, 2016, 01:35:49 pm »

Whoops I left out that part.

Ballistas and all other offensive buildings fire automatically and do so after the enemy moves.
That changes things pretty massively! We're pretty much playing tower defence, now.
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adwarf

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Re: Blood Arts (TISG)
« Reply #48 on: May 23, 2016, 01:27:40 pm »

Can ballistae shoot through walls?

If they can, ballista on F10. We can build a wall on F9 next turn.
+1
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Solymr

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Re: Blood Arts (TISG)
« Reply #49 on: May 23, 2016, 01:55:30 pm »

(If you don't specify a coordinate I'm automoving to any adjacent spot)

You create a ballista nearby, ready to shoot at the enemies.

Enemy Phase

The bandits slowly make their way to the entrance of the cave.

Turn 2
Spoiler: Important info (click to show/hide)
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Elephant Parade

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Re: Blood Arts (TISG)
« Reply #50 on: May 23, 2016, 01:57:32 pm »

Move to E9. Build a wall at F9.
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adwarf

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Re: Blood Arts (TISG)
« Reply #51 on: May 23, 2016, 02:05:14 pm »

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crazyabe

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Re: Blood Arts (TISG)
« Reply #52 on: May 23, 2016, 02:14:04 pm »

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Solymr

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Re: Blood Arts (TISG)
« Reply #53 on: May 23, 2016, 02:23:23 pm »

You move and with the last of your blood raise a wall to protect the ballista.

Enemy Phase

The bandits move deeper, and one of them notices the splatter on the wall.

Hey, someone's been fightin' here!

You think it was Yani? Yani are you in there?

The call goes unanswered for the moment, and the bandits start tensing up.

Turn 3
Spoiler: Important info (click to show/hide)
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crazyabe

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Re: Blood Arts (TISG)
« Reply #54 on: May 23, 2016, 02:30:33 pm »

>Wait
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Elephant Parade

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Re: Blood Arts (TISG)
« Reply #55 on: May 23, 2016, 02:42:31 pm »

We can only survive two bandits' attacks. They have a 75% chance to hit us, so we should be careful to never be within three tiles of three or four.

>Wait
+1.
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Solymr

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Re: Blood Arts (TISG)
« Reply #57 on: May 24, 2016, 07:37:43 am »

Enemy Phase

The bandits move and notice you waiting for their arrival.

You ain't Yani!

He killed Yani, get 'im!

The small gang grip their axes and prepare to kill you.

Building Phase

But then, the ballista triggers and shoots one of the bandits. He gets quite wounded.

Quote from: F10-Ballista vs Bandit B
Hit: 90-5=85. Roll: 4. Hit!
Bandit B takes 15-3=12 damage!

Turn 4
Spoiler: Important info (click to show/hide)
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Elephant Parade

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Re: Blood Arts (TISG)
« Reply #58 on: May 24, 2016, 09:10:00 am »

Do all the enemies move before any attack, or does each enemy move and attack before the next?

If the former, normal attack Bandit A without moving. Brute Force's extra damage won't matter unless we personally attack the same bandit twice, so there's no reason to use it on our first attack.
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Solymr

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Re: Blood Arts (TISG)
« Reply #59 on: May 24, 2016, 12:23:26 pm »

Each enemy moves and attacks.

Note that only certain enemies can move after attacking, so it doesn't make much difference.
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