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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 122371 times)

Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1950 on: July 31, 2010, 11:45:14 pm »

Okay. Turn up in a bit.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1951 on: August 01, 2010, 12:30:49 am »



Brion primes the grenade launcher for 10 AP, reducing its cost to fire the next time to 7 AP.
Spend 10AP priming the grenade launcher.

Roland tries to move northwest twice, but that schmuck Harry is in the way! He's not doing anything that turn, so he decides to move north, northwest, and west - he has more than enough AP.
He then cheers his teammates on. "Don't get eaten! Rah! Rah! Rah! Goooooooooo team!"

Fenrir fires at the zombies. He has surprisingly good luck this turn. He cuts down the zombie at D9 with his first three shots, only missing once. He then aims at the zombie in front of him at E9. He kills it in another four shots, missing twice. He attempts to fire at a zombie at 59, but he has no idea what "59" is. He thinks it might be an obscure sexual position. He shrugs his shoulders and fires at the zombie at F9 instead, bringing it down in another eight shots, half of which miss. Finally, he fires at the zombie at E10. Out of five more shots, only two hit, but they are enough to weaken it significantly. (Zombie at D9: Dead; Zombie at E9: Dead; Zombie at F9: Dead; Zombie at E10: 1.5 HP)

Boom retreats from the zombies and prepares his grenade launcher to fire, reducing the cost next turn to only 8 AP.

Para fires at the zombie at B9, unleashing a wave of lead from his Mossberg 500. At this short range, it is easy to blow the zombie off his feet. Every last pellet slams into the zombie and one even criticals. The already burned and weakened zombie is utterly demolished with 8.4375 damage. He then retreats to B5. (Zombie at B9: Dead)

Red the Redder fires at the most convenient-looking zombie, at A9. He scores a perfect shot, destroying the brain and killing it without so much as an involuntary twitch.

The Fonz scavenges for scrap. Despite his reduced find chance from injury, he manages to find two pieces, and he hands three scrap to Delmond. He quickly beats a retreat to behind the front lines.

Harry Eastwood, who is standing on D5, decides to fire at D5. He almost commits suicide, but then reconsiders. But then he reconsiders again. None of his moves have been valid. He has literally stood stock still, doing nothing, this entire time, while his comrades have bravely fended off huge hordes of zombies to protect him. A single fat tear rolls down his cheek. He fondles his beloved revolver. He whispers "Well, this is the end of the line for me. Everybody dies..." He holds the gun to the side of his head. The Fonz and Roland cry out to stop him. "Don't do it! You have so much to live for!" He shakes his head, resolute. He lets out a tiny whimper, a sob. Whispering "Goodbye, my friends," he pulls the trigger.

Delmond, who has been flailing his arms about and blubbering wildly, tries to build a wooden door diagonally at F6 in his hysteria. Calming down, he realizes that it's all right, he has more than enough AP to still accomplish his goals without having to build diagonally - a clear impossibility. He moves west, builds the door (it looks a little odd, but that's okay), moves west again, and then moves northwest to D4 with 2 AP to spare.


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 C9: 1.9 HP

Zombie at E10: 1.5 HP
Dreadnought at I10: 6.8 HP
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1952 on: August 01, 2010, 12:51:56 am »



The zombie wave charges forward inexorably. The Reaver, having tasted human flesh, again leaps after the most abundant prey and slashes at The Fonz, who suffers 1 damage.
Hey, so I forgot that The Fonz was wearing Leather Clothes. So he never had that accuracy decrease after all. And he still doesn't. He's at a healthy 3.2 HP, and though his clothes are a bit messed up he is totally fine. To amend the fact of the accuracy decrease I have given RNG one extra scrap because I think that's what he lost because of it. Sorry.
Brion is assaulted by a burnt zombie, enraged by its wounds. It claws at him, dealing him 0.5 damage. Fortunately, his clothes absorb the blow and he is able to keep firing with no penalty.
A zombie runs up and scratches Fenrir, but his clothes protect him.
Another medium-sized wave and two Reavers arrive! Oh no!

Zombie at H4: 1.8 HP
Zombie at I4: 1.8 HP
Zombie at J4: 1.8 HP

Zombie at C7: 1.9 HP

Zombie at C8: 1.9 HP
Dreadnought at I8: 6.8 HP

Zombie at E9: 1.5 HP
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RandomNumberGenerator

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Re: Monster Defence (Fourth Age)
« Reply #1953 on: August 01, 2010, 01:06:21 am »

Wait for everyone else to move.

If the reaver at E5 and the zombie at F5 are dead:

 - Move to F5 and and build a stonefall trap on F4.
 - Move to E5 and and build a stonefall trap on F5.

If they are not dead:

 - Move to C6 and build a stonefall trap on B6.
 - Move to C5 and build a stonefall trap on C6.



That's 10, right?

Oh and a dore, which is more of a gate-ish thing on account of walls really being more of a fence-palisade:

« Last Edit: August 01, 2010, 09:09:56 am by RandomNumberGenerator »
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RedWarrior0

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Re: Monster Defence (Fourth Age)
« Reply #1954 on: August 01, 2010, 01:09:11 am »

MAHFAH IN FRONT AH ME! DEAD.
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RAM

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Re: Monster Defence (Fourth Age)
« Reply #1955 on: August 01, 2010, 01:13:23 am »

I think I may have made this round a teensy bit too hard :/
Another medium-sized wave and two Reavers arrive! Oh no!
I am thinking Deus-ex-machina, run away, or infuse GM with bad language...

Wait until Roland has moved
Scavenge, Scavenge, Scavenge, give all Scrap to the engineer, move E4-D3-C4 C2 Give all scrap to Deslmond Conagher.
« Last Edit: August 01, 2010, 07:13:04 am by RAM »
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1956 on: August 01, 2010, 01:17:24 am »

Pick up Harry's gun and fire at nearest zombies.
Well, normally when people die their equipment is destroyed.
However, because this is a special case, I'll allow it.
However (again), you still have to go onto Harry's square to pick up his gun. You could pick up his bandages too, if you want - it doesn't cost AP.
A trap is always effective if at least one zombie will step on it. And 2.25 damage for a mere 1 scrap is nothing to sneeze at - you can deal 7.75 damage right now, severely weaken three zombies.

I think I may have made this round a teensy bit too hard :/
Another medium-sized wave and two Reavers arrive! Oh no!
I changed my mind. :D
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #1957 on: August 01, 2010, 01:50:09 am »

Turn around and kill the Reaver, Then Shoot the Normal Zombies in front of me
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Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #1958 on: August 01, 2010, 02:36:02 am »


Move 1SE to D5, get the gun (holding gun and first aid now)
Fire east twice.


Thanks RNG!
« Last Edit: August 01, 2010, 09:36:15 am by Rolan7 »
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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.

wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #1959 on: August 01, 2010, 02:42:25 am »

Survey the battle while muttering, "Excellent... all according to plan."

Wait for some Valiant fool hero to die and drop a weapon.
Though odds are real good that I'll be healing next round.  With any luck that is.

It looks like I've been hurt, but i think i can handle it, as long as the reaver dies (medics "heal" clothes)

Edit: Aparently not, im still the full 4/4hp
« Last Edit: August 01, 2010, 06:56:59 am by wolfchild »
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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!

RAM

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Re: Monster Defence (Fourth Age)
« Reply #1960 on: August 01, 2010, 07:09:58 am »

Actually, if the medic moves, I can hand scrap to the engineer without quite completely failing on the running away front...
I have changed my move accordingly...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #1961 on: August 01, 2010, 08:25:14 am »

Actually, if the medic moves, I can hand scrap to the engineer without quite completely failing on the running away front...
I have changed my move accordingly...

Alright, I editted my action.
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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

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Re: Monster Defence (Fourth Age)
« Reply #1962 on: August 01, 2010, 09:05:00 am »


Move to B3
Survey the battle while muttering, "Excellent... all according to plan."


Wait for some Valiant fool hero to die and drop a weapon.
Though odds are real good that I'll be healing next round.  With any luck that is.

Editted: Moving to B3
I think Cheddarius is only letting me take Org's weapon because Org has been completely useless this whole round, but he sent zombies at us expecting Org to shoot them. At least, that is what the special occasion sounded like to me.

Wait - I can just give you the pistol(Or actually, you can pick it up yourself, since your AP perks allow you to move and still fire the 5 AP gun twice.) Then I could spend more time building traps. Yeah, that sounds like a plan. I'll probably want the pistol back later to put in a turret or something, but for now this seems like the most economical use of AP, which we really can't afford to waste at the moment. Otherwise we will all die.

EDIT: I would suggest moving to D5, picking up the gun and firing it east at the reaver/zombies twice, then moving west once to D4 so you're out of the way when I hopefully build those traps there(if I'm forced to circumvent around somebody, I can only construct one trap).
« Last Edit: August 01, 2010, 09:19:57 am by RandomNumberGenerator »
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Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #1963 on: August 01, 2010, 09:38:18 am »

Wait - I can just give you the pistol(Or actually, you can pick it up yourself, since your AP perks allow you to move and still fire the 5 AP gun twice.) Then I could spend more time building traps. Yeah, that sounds like a plan. I'll probably want the pistol back later to put in a turret or something, but for now this seems like the most economical use of AP, which we really can't afford to waste at the moment. Otherwise we will all die.

EDIT: I would suggest moving to D5, picking up the gun and firing it east at the reaver/zombies twice, then moving west once to D4 so you're out of the way when I hopefully build those traps there(if I'm forced to circumvent around somebody, I can only construct one trap).

Editted my post, then saw your new edit.  I actually only have 11 AP, since the medic class gives -2 AP.  That's enough to pick up the gun and fire east twice, so that's what I did.
I'll move before you next round so I'm out of your way (:  Thanks again!
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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

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Re: Monster Defence (Fourth Age)
« Reply #1964 on: August 01, 2010, 09:59:38 am »

Wait - I can just give you the pistol(Or actually, you can pick it up yourself, since your AP perks allow you to move and still fire the 5 AP gun twice.) Then I could spend more time building traps. Yeah, that sounds like a plan. I'll probably want the pistol back later to put in a turret or something, but for now this seems like the most economical use of AP, which we really can't afford to waste at the moment. Otherwise we will all die.

EDIT: I would suggest moving to D5, picking up the gun and firing it east at the reaver/zombies twice, then moving west once to D4 so you're out of the way when I hopefully build those traps there(if I'm forced to circumvent around somebody, I can only construct one trap).

Editted my post, then saw your new edit.  I actually only have 11 AP, since the medic class gives -2 AP.  That's enough to pick up the gun and fire east twice, so that's what I did.
I'll move before you next round so I'm out of your way (:  Thanks again!
Oh... wow, I didn't realize you could move diagonally.  :-[
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