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Don't vote in the poll if you aren't in the game, man!

I'm so sorry
- 11 (26.2%)
I'm a bad person
- 19 (45.2%)
Please forgive me
- 12 (28.6%)

Total Members Voted: 42


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Author Topic: Monster Defence (Fourth Age)  (Read 122483 times)

Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1875 on: July 27, 2010, 09:34:02 pm »

Then I'll skip your turn.
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Org

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Re: Monster Defence (Fourth Age)
« Reply #1876 on: July 27, 2010, 09:34:33 pm »

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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1877 on: July 28, 2010, 01:20:16 am »



Roland injects Brion with epinephrine (2.5 AP), moves west (3.5 AP), injects Para and Red the Redder with epinephrine (8.5 AP), then realizes that he only has enough AP left for two movements, not three, and shrugs, staying where he is.

Brion fires his grenade launcher at B14. An explosion rocks the area, damaging each of the zombies there for 2.1 damage. He then primes his grenade launcher, reducing the cost next turn to 11 AP (you must note this in your turn, much like drugs). (Zombie at B13: 1.9 HP; Dreadnought at A14: 5.9 HP; Zombie at B14: 1.9 HP; Zombie at C14: 1.9 HP; Zombie at B15: 1.9 HP)

Delmond fires straight ahead, but the stubby derringer is entirely useless at such a range! It was basically included as a joke. Sadly he realizes this and throws it away. He is cheered a bit when exactly $75 rains from the heavens and falls into his lap. He feels better - why, almost as if he will have twice the amount of energy that he usually has next turn! (Also: Scraps can be handed to another player for free, but the players must be adjacent)

The Fonz searches for scraps in the wasteland. Miraculously, he finds 4 pieces of scrap in the exact same spot! He marvels at his luck.

Para moves up and fires at C13. Pow! Pellets blast out of his shotgun, but most miss; he only hits three times. His second shot is a little better, hitting thrice and critting once. The heavy 4.5+ damage easily kills the already-weakened zombie. (Dreadnought at C13: 5.1875 HP; Zombie at B13: Dead)

Boom fires his M79, but as he only has a range of 7 (cardinal), he decides to fire at I13 instead. The grenade hits the ground and bursts into flames, dealing 1.2 damage to everyone around. (Zombie at H13: 1.8 HP; Zombie at I13: 1.8 HP; Zombie at J13: 1.8 HP; Dreadnought at I14: 6.8 HP)

Fenrir fires at the zombies. Despite being behind a sandbag, he misses an enormous amount of the time - only seven bullets hit their mark. Two bullets kill the fragile Reaver, and another four kill a normal zombie, with another hit wounding a zombie. (Zombie at F13: 2.75 HP)

Red the Redder aims carefully through the M8541 Scout Sniper Day Scope of his M39 Enhanced Marksman Rifle. Laying down carefully, the beautifully crafted weapon resting on its Harris S-L bipod, he prepares to fire. He aims at the medulla oblongata, or "apricot", of the zombie, attempting to kill it in a single shot and instantly remove its capacity to move at all. He smiles. His weapon is, perhaps, not one that others would pick; they prefer crude weapons, seeking to mow down zombies with brute force. But what others think does not matter to him; he prizes his rifle above all else. But what's that? His eyebrow twitches involuntarily. Something has disturbed his shot. He looks to his side, and to his astonishment, sees another human being. What is that... that brute doing?! Ugh! Ron, or whatever his name is, he knows Red can't aim when people are bothering him! He's... he's probably trying to steal Red's gun! My God! Red screams in despair and curls up into a ball, seizing his rifle and sobbing uncontrollably.

Blint Weststone tries to fire at D15, but suddenly realizes there's a wooden wall and two other zombies in the way. He shrugs and does nothing.
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411570N3

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Re: Monster Defence (Fourth Age)
« Reply #1878 on: July 28, 2010, 01:41:09 am »

Remember to bold your actions. In future turns, non-bolded actions will have halved damage.
You don't have to be so specific, otherwise scavengers or other players might use it to their advantage. Just make it to their disadvantage with a penalty you can make up on the spot.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1879 on: July 28, 2010, 01:48:17 am »

The zombies move forward. Another small wave appears.



Zombie at F10: 2.75 HP
Zombie at H10: 1.8 HP
Zombie at I10: 1.8 HP
Zombie at J10: 1.8 HP

Zombie at B11: 1.9 HP
Dreadnought at C11: 5.1875 HP

Dreadnought at A12: 5.9 HP
Zombie at B12: 1.9 HP
Zombie at C12: 1.9 HP
Dreadnought at I12: 6.8 HP
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1880 on: July 28, 2010, 01:49:41 am »

You don't have to be so specific, otherwise scavengers or other players might use it to their advantage. Just make it to their disadvantage with a penalty you can make up on the spot.
"To their advantage"? What advantage? I mean, am I going to start seeing scavengers laughing maniacally, shouting, "AHAHAHAH I CAN WRITE MY ACTIONS WITHOUT BOLDING THEM AND THERE'S NOTHING YOU CAN DO TO STOP ME!!!"? If that's the case, well, I'll probably kick them out just for being annoying.
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Archangel

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Re: Monster Defence (Fourth Age)
« Reply #1881 on: July 28, 2010, 03:56:44 am »

I'll fire at I11.
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411570N3

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Re: Monster Defence (Fourth Age)
« Reply #1882 on: July 28, 2010, 04:02:19 am »

Half damage = twice the bullets to kill an enemy = potentially twice the robbed money per kill.
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RAM

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Re: Monster Defence (Fourth Age)
« Reply #1883 on: July 28, 2010, 04:42:03 am »

The Fonz:
Move: E4-F5-F6

Give all Scrap to engineer.
Scavenge, Scavenge, Scavenge.
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Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #1884 on: July 28, 2010, 08:08:13 am »

That... is a lot of zombies.  Starting to wish I picked up a gun, any gun.  Then again a dinky pistol wielded by a pacifist is unlikely to turn the tide here.

Sorry I tried to use 12 AP, I got confused with the other Monster Defense.

You know what would help a lot?  A legend labeling the player icons, like the one on the first page, posted to the right of each map.  Call me lazy but I'm still not sure who A6 and B8 are.  I could put the legend together but I'm behind on my RTD.


Move 1S to B7
Use epinephrine on Para
Use last epinephrine on Meph
Move 1NE to C6
Move 2E to E6


Editted: No longer using epinephrine on Red.
Editted: Using epinephrine on Para
« Last Edit: July 29, 2010, 01:21:44 pm by Rolan7 »
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Re: Monster Defence (Fourth Age)
« Reply #1885 on: July 28, 2010, 08:15:48 am »

The derringer wasn't that bad of a weapon, actually... cheaper than the .22, and essentially did the same damage/turn (2 extra AP cost, but that's only useful if you wanted to move). Oh well, I guess getting refunded isn't bad, either.

How much AP does it cost to build constructions?
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #1886 on: July 28, 2010, 09:10:30 am »

Kill (if I can) F10, then D10, then E11, Use any AP left over (if any), to shoot at the dreadnought, then if by some miracle I still have AP left use it on F11 then D11, I can't imagine having any AP left after that even if all hit
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Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #1887 on: July 28, 2010, 10:19:52 am »

Cost to fire GL this round: 11
Extra AP from drugs: +5

Fire Grenade Launcher at D11.

Move to D7

Prime Grenade Launcher with remaining 3AP
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1888 on: July 28, 2010, 02:00:21 pm »

Half damage = twice the bullets to kill an enemy = potentially twice the robbed money per kill.
Ah, that's a good point - but I don't think I've seen active farming in the game before - that is, deliberately weakening yourself in order to get more scavenger money. I mean, it's quite conceivable that, in the last turn, everyone would stop firing and the Scavenger would take 5 turns to mop up the rest of the zombies, but it just doesn't happen. And if it did, I would send a wave of zombies so terrifying they would kill all the players just for their impudence. I AM A FICKLE GOD. BOW TO ME!

You know what would help a lot?  A legend labeling the player icons, like the one on the first page, posted to the right of each map.  Call me lazy but I'm still not sure who A6 and B8 are.  I could put the legend together but I'm behind on my RTD.
Oh! I didn't think of that at all. I guess I must have thought that since I knew all the sprites basically by heart (since, of course, I'm the GM and handle them very often), the others would too. Silly, I guess. But, could you not go to the first post and open up the People Template in a new tab? It would be a bit troublesome to put a legend on the map... it'd extend the pictures and such.

How much AP does it cost to build constructions?
Things that are "deployed" are built for free.
« Last Edit: July 28, 2010, 04:12:09 pm by Cheddarius »
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Paranatural

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Re: Monster Defence (Fourth Age)
« Reply #1889 on: July 28, 2010, 03:43:46 pm »



15 AP due to the drugs.

Fire my shotgun at A10 (7AP)
Fire my Shotgun at C11 (7AP)

If, for some reason those two are dead, shoot at any dreadnoughts, then normal zombies.

No movement.

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