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Voting closed: June 10, 2018, 10:42:38 am


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Author Topic: A First Host's Game: FE RtD.  (Read 38017 times)

TricMagic

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Re: A First Host's Game: FE RtD.
« Reply #165 on: June 04, 2018, 12:41:35 pm »

For the record, your merc can't distract the boss. I'll type everything up until I reach a turn point in your plan.

Keep in mind the boss is UnT, and has 4 move right now. He also can't cross I-8, or rivers.

This is actually a thing, these guys are horrible swimmers. They sink like stones.

 Doesn't mean they can't get across, but they can't charge across it either.
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TricMagic

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Re: A First Host's Game: FE RtD.
« Reply #166 on: June 04, 2018, 01:34:42 pm »

Everand attacks the Laguz at D8 with a roar!

Hit: 99
Roll: 98... that was close,

Crt roll was 52.

Everand Finishes off the Laguz.
Roll-2, then 99!

[This will be rolled next turn against the other at D-9]

Exp, 41,(60/100)


Archer to I-6

Archer to L7

Mark to G-5

Poison arrows are readied.

Archers

Hit Rate: 98 vs CL's Evasion 26 +10

Total Hit, 62%, then 27% for other target.

Rolling: 67, first miss, 9! Hit Amber-

Dealt 0 Damage (Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Crit roll was 29, no additional damage.


Second strike, 98 vs 26-5-2=19 +10

Total hit, 69%, then 29% for other target.

Rolling: 67, Hit Alice!

Dealt 1 Damage(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Crit roll was 42.


Mark's attack on Amber.

Hit Rate, 91 vs 19 +10

Total hit, 62, then 26 to 31.

Rolling: 89, then 38. Missed.

Volley end. Level up can't affect this roll.

26(114/100)
Spoiler: Level Up (click to show/hide)
+23+13(50/100)


Moving on to the next set.

Does the bandit attack from E-6 or F-5? Cause your units have +2 move this turn.
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randomgenericusername

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Re: A First Host's Game: FE RtD.
« Reply #167 on: June 04, 2018, 02:04:06 pm »

Oops, also forgot about the extra mov. Can I quickly switch the positions of the archers and the direction the other units attack from? Positioning in plains shouldn't affect combat rolls.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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Re: A First Host's Game: FE RtD.
« Reply #168 on: June 04, 2018, 02:05:01 pm »

Go ahead, just give the new positions.
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randomgenericusername

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Re: A First Host's Game: FE RtD.
« Reply #169 on: June 04, 2018, 02:15:17 pm »

Thanks. Since units have that +2 mov, I should probably use it to block their escape.

Both archers move, one to E4 and the other to G5. Mark takes the center of the formation and goes to F4, blocking their escape route.

Bandit goes to F5, Jane goes to E6 and the mercenary goes to G6. Since I have enough move for it, the other wounded mercenary should move to F7 and vulnerary themselves there instead to box them. With a bandit to the north and mercenaries all around, they have no way to escape. Because of their poison, they aren't in conditions to fight effectively and we have enough heals to tank some hits. I don't think any of my units are missing 10 health points or more, so we're safe fighting on plains.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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Re: A First Host's Game: FE RtD.
« Reply #170 on: June 04, 2018, 02:22:57 pm »

Your bandit is missing 10. 10/20 to be exact.

Also, I'm guessing you're sticking to poison arrows for the next battles?
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randomgenericusername

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Re: A First Host's Game: FE RtD.
« Reply #171 on: June 04, 2018, 03:10:41 pm »

Oh, then the bandit should probably heal using his last (I think) vuln to not die and taunt to get attacked to be able to counter with his poison axe. I need that poison.

I'm limited on poison arrows, so I would rather save them and use normal ones unless specified.

I hope you don't mind my constant changing of plans. I'm trying to not make any mistakes.
« Last Edit: June 04, 2018, 03:13:02 pm by randomgenericusername »
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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    • View Profile
Re: A First Host's Game: FE RtD.
« Reply #172 on: June 04, 2018, 03:17:44 pm »

Now I'm wondering if you plan to poison the boss to death? Somehow.

Typing.
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TricMagic

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Re: A First Host's Game: FE RtD.
« Reply #173 on: June 04, 2018, 03:26:24 pm »

Continue turn 5-

Bandit moves to F-5, uses a Vulrenary. (20/20)No Vulrenary left.

Jane moves to E-6.

Mercenary moves to G-6.

Wounded merc goes to F-7, uses a vulrenary(6>16/20)

Any actions beside this?


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randomgenericusername

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Re: A First Host's Game: FE RtD.
« Reply #174 on: June 04, 2018, 03:45:18 pm »

Jane moves to F7 and attacks Alice from behind and the mercenary at F9 moves to G6 to also attack Alice.
Continue with the plan. I think this is everyone. If I can't attack Alice, the mercenary attacks Amber so Jane can target Alice, but I think thet should be able to since I already attacked Amber?

Note: Ignore the movement from the quote.
« Last Edit: June 04, 2018, 04:30:02 pm by randomgenericusername »
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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    • View Profile
Re: A First Host's Game: FE RtD.
« Reply #175 on: June 04, 2018, 06:10:48 pm »

That would be a no... This could go badly..

Let's see then.

Scratch that, this is going to go horribly..

Merc at G-6 attacks

Hit-Rate: 83%
Evasion: 14%
Critical: 4%
AS/Attack= 7/10


Vs Amber.

(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Empowered[+2 to Str Skl, Spd, Def, & Res]

Hit Rate: 83% +4 Empowerment
Evasion: 22% -2 and -5 from Poison / +4 Empowerment
Critical: 8%
AS/Attack: 12/12


Time for Rolling- Total Hit 64%:
Roll: 29, Dealt 1 Damage[25/26]
Crit roll was 61.


Amber counterattacks twice!

Total hit 73%(53% this battle)

Rolls: 6, crit roll 11, 22, and crit roll 33.

8-16, roll-....


6. Merc has been critically wounded and pushed back to H-6. (4/20)

29 exp gained(116/100)
Spoiler: Level Up (click to show/hide)

Alice has been separated from Amber- Jane attacks!


HIT-RATE: 77%
EVASION: 16%
CRITICAL: 4%
AS/Attack: 7/12

Feeling Natural Passive is officially active.
When wielding a sword with a Weight equal to or less than your Constitution, gain +5 Hit and Evasion, and +1 Damage.

Vs Alice
(Stack 1: -1 Spd/Def, -2 Str, -5 Evade)[Lasts ? turns on Laguz]
Empowered[+1 to Str Skl, Spd, Def, & Res]

Hit-Rate: 75%+2 Empowerment
Evasion: 16%-5 from poison
Critical 6%
AS/Attack: 8/5

Enemy can't counterattack due to holding a Key Item.

Roll: 43, hit!
Crit roll was 41.

Dealt 10 damage!(15/26)

Quick time roll- 2.

Alice kept a hold of the Key Item. Alice makes her escape from this battle. Roll was a 2.

SA roll: 6!- Jane performs a second attack!

Roll: 94, missed.

Escape Roll: 1- Alice manages to escape this battle. She's joined back up with Amber.
Her Empowerment was used up to do so however.

Roll 3. Amber barely manages to hold on to her Empowerment- it is now +1.

Jane gains 23 and 13 exp.(52/100)

Spoiler: Critical Wounds, PCC (click to show/hide)


Enemy turn Begins now.
[After a bit, blocking them in guaranteed you to get attacked, and the boss is in range to bail them out.]
« Last Edit: June 06, 2018, 07:46:23 am by TricMagic »
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randomgenericusername

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Re: A First Host's Game: FE RtD.
« Reply #176 on: June 04, 2018, 06:18:47 pm »

The mercenaries aren't that useful with their low damage (1!) and I had to break Alice's protection to give Jane the chance to attack.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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Re: A First Host's Game: FE RtD.
« Reply #177 on: June 04, 2018, 07:25:25 pm »

Event-

Alice rejoins Amber.
"Damn it, they're everywhere, Amber."

Sit Awareness Roll: 6, then 1/100


"I think most of them are here up north"


"Back the way we came then.. If they're this thick.."
Alice drinks an Vulrenary(25/26) Poison damage roll- 3, 2 damage, 2 addition damage from various conditions.


"Alice.."


"Get going Amber."

"We need to meet back up. this way is no good."

Roll: 4.

Amber and Alice traveled to I-7.

Roll 3:Amber takes 5 damage from poison.(20/26)


Call Ally, Command: -: "Get your Butts back Here before I skin the Lot of Ya!"
Mitchel's finally manage to get them moving. Granted, a 6 here is a bit too much.

Roll, 97....and a 7 is even worse..

3, not nearly enough.

Everand rolls 15, killing the other Laguz.
101/100
Spoiler: Level Up Number 3 (click to show/hide)


Meanwhile the other Cat Laguz.

Runs right past the commotion to G-9.

It's turn... 5... Uh oh..
Roll: 2, 6 damage..(19/26)


Mitchel

Instinct vs Knowledge
3 vs 6.

"Tch."
Mitchel has partake of a Vulrenary.(34/36)

"Time to show them who they're dealing with."

The Boss Has Transformed.


Turn 6 begins.


The Laguz's[Turn 2 Stone] has run out. The Laguz shifts back.
Roll 4: The Poison was burned out.
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randomgenericusername

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Re: A First Host's Game: FE RtD.
« Reply #178 on: June 04, 2018, 07:58:38 pm »

How did they move? They're surrounded by all sides.

Also, the buff ends in the end of this player phase, right?
« Last Edit: June 04, 2018, 08:02:43 pm by randomgenericusername »
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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    • View Profile
Re: A First Host's Game: FE RtD.
« Reply #179 on: June 04, 2018, 08:08:54 pm »

In case you didn't notice, your merc got pushed back due to getting hit twice, and the 6.

They weigh just over 30. If they want to knock you around, they can and will when the opportunity comes up.

And the boss weighs 18 untransformed.

Granted, that 6 also opened up Alice to a second attack, thanks to needing escape rolls.


4 allowed them to escape, but nowhere near the speed they could have.


Also, Everand is in range of them. Or rather, they're in his range.
 With his hit rate, He could take them down with the archers.

Get 1 more poison stack/hit on Alice, and Everand can take her out in one more blow.


I need to get to bed now. Night.
« Last Edit: June 04, 2018, 08:22:49 pm by TricMagic »
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