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Author Topic: Boss Rush RtD - MSPA Intermission. (T27/Psyche)  (Read 71227 times)

zchris13

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #345 on: November 18, 2009, 05:07:14 pm »

Determine shape of meadow.  Determine what type of center would be best to find. (centroid, some other stuff, Algebra II and Geometry II which I don't remember and didn't do respectively...)

Go to said center.
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Vlynndar

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #346 on: November 18, 2009, 06:09:01 pm »

Please, do it for me.

For the good of all of us.
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For that viciously bad pun, I'm gonna introduce a NPC named Vlynndar just so that I can kill him of in a cruel and unusual way.
Watermelons are pretty important.

zchris13

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #347 on: November 18, 2009, 06:18:19 pm »

It's going to kill you one day, you know that.
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Errol

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #348 on: November 18, 2009, 06:21:02 pm »

Haha, indeed it will.

What weapons do my soldiers wield?

2 halberds, 1 club, 2 heirloom swords that normally hang over the oven, 2 heirloom katana that see regular use, 2  carp bone crossbows, 1 klatchian flamethrower.
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Vlynndar

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #349 on: November 18, 2009, 06:45:42 pm »

But it will be cruel and unusual.

Also, you had all opportunity to get 'except the ones who are dead' in your reply somewhere.
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For that viciously bad pun, I'm gonna introduce a NPC named Vlynndar just so that I can kill him of in a cruel and unusual way.
Watermelons are pretty important.

dragnar

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #350 on: November 18, 2009, 07:17:55 pm »

Please, do it for me.

For the good of all of us.
Except the ones who are dead.
But there's no sense crying over every mistake, you just keep on trying till you run out of cake...
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Eagle

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #351 on: November 18, 2009, 08:06:48 pm »

I name my soldiers, along with my earlier stated action. The 2 wielding katanas shall be my sergeants

Club: Robby
Halberd 1: Johnny
Halberd 2: Tommy
Sword 1: Sammy
Sword 2: Bobby
Katana 1: Magnus von Magnusson
Katana 2: Max Fightmaster
Crossbow 1: James
Crossbow 2: Smith
Flamethrower: Demolitions Expert Nobby

Errol

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #352 on: November 19, 2009, 08:57:06 am »

Tip: You have eight soldiers. One of them therefore dual wields.

Probably Nobby, but if anything, he quadruple wields.
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Eagle

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Re: Boss Rush RtD. Turn 22 - Failed a common sense check
« Reply #353 on: November 19, 2009, 07:00:07 pm »

Tip: You have eight soldiers. One of them therefore dual wields.

Probably Nobby, but if anything, he quadruple wields.

Dammit, you noticed.  ;D Yep, give the crossbows to Nobby, no Smith or James.

Errol

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #354 on: November 20, 2009, 03:32:10 pm »

To-morrow~ And, right now~

zchris13 - Determine shape of meadow.  Determine what type of center would be best to find. (centroid, some other stuff, Algebra II and Geometry II which I don't remember and didn't do respectively...)

Go to said center.

(3) You can't survey the whole damn meadow, but you determine that you stand at the one end of the thing, and therefore should walk away from this end. This might even be the correct direction, provided the whole thing is not too fractal.
(1) As your bad luck wills it, you run into a steampunk zombie elephant eviscerating some redshirts! It notices you!

tehstefan - I try and shoot a mole, and then use my swordchucks if they try and double team me.

(5) As the moles appear to be confused, you pretend they are a rock and shoot one of them. It's a clean shot, and it dies quickly. You ready another arrow, as the moles don't seem to do anything particular...

You may attempt to shoot twice next turn.

Jack_Bread - Okay, try out "Leeroy Jenkins". Then milk the nearest mammal.

(1) You scream "Leeroy Jenkins!!!" The dog pretends to not notice you, and the barkeep facepalms, as your loud command attracts a very furious medic who seems to have her clothing ruined by a mad idiot rushing through the front door. She does not appear to be very receptive to diplomacy, or excuses. She wields an enormous longbow and an entirely unsettling silver scalpel.

Eagle - Try to communicate telepathically with the can solders/knights. If that fails, DESTROY THEM. WITH TELEKINETIC FIRE.
I name my soldiers, along with my earlier stated action. The 2 wielding katanas shall be my sergeants

Club: Robby
Halberd 1: Johnny
Halberd 2: Tommy
Sword 1: Sammy
Sword 2: Bobby
Katana 1: Magnus von Magnusson
Katana 2: Max Fightmaster
Crossbow 1, Crossbow 2, Flamethrower: Demolitions Expert Nobby

(3) You try communications once more but fail once more, so you activate your TK powers and try to telekinetically burninate your opponent! You also name your troopers and split them in three squads (grunts, guard, and nobby), and order them to attack! Unfortunately, this takes up all your precious time you scheduled for TK burning.

Dies-Horribly - Okay, um. I forgot which slots are still open. I'll play the DDoS card in the leftmost available slot.
CHARGE!
Oh, and mind the walkie-talkie.

The slots are quantum, essentially. So you reach out to the far left and place the--
DUN DUUUUUUUUUUUN!

It's Gutsman's ass! It has some SHAVING CREAM on it (not pictured)! This makes things more unsettling by the tenfold.
You attempt to ignore the vile thing (3) and find yourself unable to see through it, so you just slam the DDoS card in a random slot to the left. (5) Fortunately, it was the right one. You played it in the LEFT FLANK slot. There will be a DDoS carpetbombing in the left flank for now, making it entirely unusable.
You pick up the walkie-talkie again (5) and notice that it has several different settings, such as SLEEPER, ARMY and OPPONENT. It also has an on/off switch, which was set to off. After facepalming, you switch it on and command your ARMY to charge the opponent while staying off the left flank.
Memory roll: (1) You forget to draw a card AND to inspect some card of yours. Silly you!

Barkeep - Try to talk Jack_Bread out of doing even more stupid things.

(2) It's too late! Instead, he takes a few very, very cautious steps back.

Squad Grunts - ATTAAACK!

(6) In a great and furious charge, the grunt squad storms the ladder-building can soldiers. They strike down most of them in a matter of seconds, albeit with some serious collateral.

Squad Guards - Guard the sarge.

(1) They end up asking everyone who the sarge actually is, and fail to find him.

Squad Nobby - Mwahahahahaha...

(3) Nobby sets up the flamethrower and the (repeater) crossbows. This will take a while...

Can Ambushers - React to meatbags' silly antics.

(1) They assume no ill will from your side and continue working on their ladder, which works slightly unwell thanks to lack of hands.

??? - Third turn, amirite?

A summoning occurs. A helpful window spouts out that ??? has summoned a Sub Commander, Princess Tenko.

Dog - Obey orders!

(3) It sees no reason to search for chicken right now, so it remains put.

Rabid Moles - Waltz in and surround!

(2) They appear to be bickering who gets to attack the left and who attacks the right.

Statuses

The Game.

Spoiler (click to show/hide)

Zchris13
Spoiler (click to show/hide)

Jack_Bread
Spoiler (click to show/hide)

'Scarface' tehstefan
Spoiler (click to show/hide)

Eagle
Spoiler (click to show/hide)

Dies-Horribly
Spoiler (click to show/hide)

Medic
Spoiler (click to show/hide)

Barkeep
Spoiler (click to show/hide)

Dog
Spoiler (click to show/hide)

Mima
Spoiler (click to show/hide)

'Rabbit' Soldier 1, 3, Commander

Nonfactor.

Army of Eight

Grunt Squad

Spoiler (click to show/hide)

Guard Squad

Spoiler (click to show/hide)

Nobby Squad
Spoiler (click to show/hide)

In No-Formation

AMBUSHERS
Can Soldier 3, 5
Can Knight 1, 2

Building a ladder.

Rabid Mole 1, 3

Rabidly arguing.

Steampunk Skelephant

Seriously.


GLOBAL ANNOUNCEMENT: FROM NOW ON, PLAYERS IN 'THE GAME' MAY DRAW UP TO TWO CARDS EACH TURN.
« Last Edit: November 21, 2009, 11:26:32 am by Errol »
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Errol

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #355 on: November 21, 2009, 11:31:53 am »

Also, just to set a few things clear... I DO roll for what the other player draws. I have a separate action file and all that for him, for Kanako's sake!
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tehstefan

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #356 on: November 21, 2009, 01:29:48 pm »

I shoot both the moles, as they've shown to be mah enemies! Resort to sword chucks if attacked directly.
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zchris13

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #357 on: November 21, 2009, 02:47:40 pm »

Zombies are ground type.  SSSSSSSSOOOOOOOOOOOOOOOLLLLLLLLAAAAAAAAAARRRRRRRRRRRRBBBBBBBBBEEEEEEEEAAAAAAAMMMMMMMM
« Last Edit: November 22, 2009, 04:18:14 pm by zchris13 »
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Vlynndar

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #358 on: November 21, 2009, 05:13:23 pm »

What, Princess Tenko?

I'll set the walkie-talkie to sleeper and say hi. Also, SAVE THE KEYBOARD.

If I know about his existence, I'll tell my army not to attack him. Unless they are attacked by, say, solar beams.

And play Vindows Vista to my right. Vampires have no reflection. So they won't be fooled by tricks with mirrors. Logicgism!

What happens if I play an additional summon-card? Or in a different slot?
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For that viciously bad pun, I'm gonna introduce a NPC named Vlynndar just so that I can kill him of in a cruel and unusual way.
Watermelons are pretty important.

Jack_Bread

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Re: Boss Rush RtD. Turn 23 - The Naked Heaven Fox?!
« Reply #359 on: November 21, 2009, 06:16:06 pm »

Smile and nod while preparing knives for COMBAT.
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