Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

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


Pages: 1 ... 126 127 [128] 129 130 ... 141

Author Topic: Monster Defence (Fourth Age)  (Read 122421 times)

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1905 on: July 29, 2010, 01:06:36 pm »

Right, I'll add that, Rolan.
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1906 on: July 29, 2010, 01:14:18 pm »

Waiting for RedWarrior0.
RNG, your wrench is made of cardboard (it's just for show) and your puny fists do not harm the zombies. What do you want to do?

Spoiler (click to show/hide)
« Last Edit: July 29, 2010, 01:27:36 pm by Cheddarius »
Logged

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1907 on: July 29, 2010, 01:25:30 pm »

Move 1E to C6
Use epinephrine on Meph
Move 2E to E6


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.

I wasn't giving Para drugs this round, but I just edited my action so I am, so now everything's cool. 
Here's a link to my action:

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
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Paranatural

  • Bay Watcher
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1908 on: July 29, 2010, 01:37:10 pm »

Oh, do the drugs only last for 1 round?
Logged
The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1909 on: July 29, 2010, 02:01:35 pm »

Oh, do the drugs only last for 1 round?

Ahahaha, yeah.  There was some confusion when they were first introduced, because I was using the drugs on people after their turns were posted, and that caused them to have +5AP in their *next* round instead of the current one.

I suppose that could still happen, if I didn't reserve such an early post.
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

RedWarrior0

  • Bay Watcher
  • she/her
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1910 on: July 29, 2010, 04:19:31 pm »

If there is a dreadnought in my LoS, kill it. Otherwise, normal zed.
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1911 on: July 30, 2010, 04:38:26 pm »



Boom attempts to fire a grenade at I11. Unfortunately, his grenade launcher jams.

The Fonz realizes that he can't give scrap to Delmond diagonally. He goes to G6 instead of F6 and hands Delmond the scrap he's found so far, then scavenges three more times; unfortunately, he only finds one piece.

Roland moves south, injects Para and Brion with epinephrine, and then moves eastwards.

Fenrir fires at the zombie at F10. His Thompson skitters wildly, and though the first shot hits, he misses three more times before he gets another hit, and then misses again before a third hit kills it. He misses twice more, then gets a lucky hit on the zombie at D10. However, he misses nine times in a row before finally hitting his target one again. (Zombie at D10: 1.5 HP; Zombie at F10: Dead)

Brion fires off a shot at D11 with his lightning-fast drug-boosted speed, then moves to the safety of the wooden wall and primes it for next round (will cost 11 AP next turn). The charge explodes spectacularly, killing a zombie, wounding the dangerous Dreadnought to below half HP, and also wounding three other zombies. (Zombie at D10: Dead; Dreadnought at C11: 3.0875 HP; Zombie at D11: 1.9 HP; Zombie at E11: 1.9 HP; Zombie at D12: 1.9 HP)

Para gets a surprisingly good shot in. He devastates the zombie at A10 with one critical pellet and only two misses, dealing a heavy 5.625 damage and easily killing it. He then aims for the Dreadnought at C11: His second shot also deals 5.625 damage, killing the dangerous Dreadnought. (Zombie at A10: Dead; Dreadnought at C11: Dead)

Harry Eastwood starts to move, but stops himself. "If I move, the commu- I mean, zombies win! Better dead than zed! Until I go below 1.5 HP, I will not budge an inch! YOU SHALL NOT PASS!" He stands resolutely in his place.

Delmond Conagher builds a wooden wall, then dodges around The Fonz to retreat to G5.
Note: I modified your wall sprite. The rules I'm using for the wall sprites are, firstly, the wall must not touch the border of the square unless it is connected to another wall over that border, and secondly, spikes do not alternate, they are symmetrical.
Also note that you have no unarmed attack.
Also could you draw up a picture of a burnt zombie for me? Not a really elaborate one. Something that I can easily and quickly draw myself with slight variations, like how I make little blood spatters when zombies are shot.

Red the Redder aims carefully at the Dreadnought in front of him, already weakened by explosives. It's a bit far, but for a trained sniper like him, it's an easy shot. Looking through the scope of his Enhanced Marksman Rifle, he gently pulls the trigger, sending a 7.62x51mm NATO bullet smashing through the skull of the Dreadnought and killing it.



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

Zombie at B11: 1.9 HP
Zombie at D11: 1.9 HP
Zombie at E11: 1.9 HP

Zombie at B12: 1.9 HP
Zombie at C12: 1.9 HP
Zombie at D12: 1.9 HP
Dreadnought at I12: 6.8 HP
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1912 on: July 30, 2010, 04:49:54 pm »


Spend 10AP priming the grenade launcher.


We're doing well on this side, but we really need to start taking out the ones on the right side. Org, do you want to head over that way and start helping out?

Next round I'll be able to fire a grenade into that mess as well. (I *really* need to get more AP)
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1913 on: July 30, 2010, 04:50:12 pm »



The zombies surge forward. Boom is threatened. Para is surrounded by zombies. Hopefully his powerful shotgun, with doubled accuracy at point-blank range, will be able to get him out of this; if not, his allies can help. A Reaver charges at The Fonz, scratching him for 1 damage! His scrap-finding chance drops to 6-14.

Zombie at H7: 1.8 HP
Zombie at I7: 1.8 HP
Zombie at J7: 1.8 HP

Zombie at C8: 1.9 HP

Zombie at A9: 1.9 HP
Zombie at B9: 1.9 HP
Zombie at C9: 1.9 HP
Zombie at D9: 1.9 HP
Zombie at E9: 1.9 HP

Dreadnought at I10: 6.8 HP
« Last Edit: July 30, 2010, 06:26:08 pm by Cheddarius »
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1914 on: July 30, 2010, 04:52:43 pm »

Sorry, put my turn in before the zombie turn happened.


Spend 10AP priming the grenade launcher.


We're doing well on this side, but we really need to start taking out the ones on the right side. Org, do you want to head over that way and start helping out?

Next round I'll be able to fire a grenade into that mess as well. (I *really* need to get more AP)

This all still applies, though.

Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1915 on: July 30, 2010, 04:55:54 pm »

Angel and RAM are both valiant, so screw the east side, they can take care of themselves (I hope for their sake!).
I'm out of drugs and have no weapon, so I'll hover behind the west side ready to provide first aid.


Move 2NW to C4
Encourage my teammates to believe in the Medic who believes in them!
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1916 on: July 30, 2010, 05:00:31 pm »

Panic until everyone else has gone, so my turn is last.

Build a wooden door at F6.

Retreat to D4
« Last Edit: July 31, 2010, 11:05:40 pm by RandomNumberGenerator »
Logged
The end of the world is more fun then I expected.

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1917 on: July 30, 2010, 05:04:23 pm »

Actually I forgot about deducting your scrap; I'll do it now. You only have 2 scrap, that's not enough for a door (unless RAM gives you a piece)
Logged

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1918 on: July 30, 2010, 05:10:28 pm »

Move one left, fire at C8.
Logged

wolfchild

  • Bay Watcher
  • Wyvern Buddy
    • View Profile
Re: Monster Defence (Fourth Age)
« Reply #1919 on: July 30, 2010, 05:24:00 pm »

Fire at D9 untill dead, then E9 Untill Dead, then 59 Untill dead, Then E10 Untill dead, then whatever normal zombies i can shoot
Logged
You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!
Pages: 1 ... 126 127 [128] 129 130 ... 141