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

I'm so sorry
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I'm a bad person
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Please forgive me
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Total Members Voted: 42


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Author Topic: Monster Defence (Fourth Age)  (Read 122468 times)

Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2010 on: August 03, 2010, 09:32:44 pm »

Still need Archangel.
Spoiler (click to show/hide)
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Archangel

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Re: Monster Defence (Fourth Age)
« Reply #2011 on: August 04, 2010, 04:04:56 am »

Move H2, G, F, E, D 2, prime a grenade.
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2012 on: August 04, 2010, 04:22:15 pm »



Roland fires southwest. His first shot misses, but his second hits the zombie for 1.75 damage, killing it.
He then tries to move to D7, but doesn't have enough AP.

The Fonz finds three pieces of scrap and gives them to Delmond.

Brion spends 10 AP priming his grenade launcher. His cost next turn will be 7 AP.

Fenrir fires at the zombies in front of him. He misses wildly, and only three of his first ten shots hit the zombie in front of him. His eleventh shot kills it, and four more shots kill the Dreadnought. Turning around, he fires at the zombie behind him; one shot kills the already severely weakened zombie at E7, and he harms the zombie at E6 as well.

Para fires at the zombie at D6. Four hits slam into it, one of them a critical, killing it. He then moves south to C9.

Red the Redder fires at the zombie in front of him, completely obliterating it with a clean shot to the head.

Delmond goes to E2 and builds two stonefall traps.

Boom retreats, stepping carefully over the stonefall trap tripwire and moving around Delmond, then primes his grenade launcher for 8 AP, reducing its cost next turn to 9 AP.

Zombie at H3: 2.8 HP
Zombie at J3: 2.8 HP

D5: 2 Bandages
Zombie at H4: 2.8 HP
Zombie at I4: 1.6 HP
Zombie at J4: 2.8 HP

Zombie at E5: 0.5 HP

Zombie at E6: 2.75 HP
Dreadnought at G6: 6.8 HP

Zombie at B7: 1 HP
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2013 on: August 04, 2010, 04:38:03 pm »


The eastern zombies start moving west. One is hit by the stonefall trap and takes a bit of damage, almost dying. Another suffers a similar fate. A zombie attacks The Fonz, finally tearing through his armor and wounding him. Another scratches up Roland, but his armor is still strong. One claws at Fenrir's back, seeking vengeance for having been shot and dealing some damage. Though weakened, one zombie slashes powerfully at Red the Redder, easily tearing through his tender, unarmored flesh. The rest of the zombie wave moves forward resolutely.

Zombie at F2: 0.55 HP
Zombie at G2: 2.8 HP

Zombie at E3: 0.55 HP
Zombie at F3: 1.6 HP
Zombie at G3: 2.8 HP

Dreadnought at E4: 6.8 HP

D5: 2 Bandages
Zombie at E5: 0.5 HP

Zombie at B6: 1 HP

Zombie at E7: 2.75 HP
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #2014 on: August 04, 2010, 04:45:40 pm »

Shoot behind me, prioritising normal zombies, then dreadnoughts
« Last Edit: August 04, 2010, 05:00:03 pm by wolfchild »
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Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #2015 on: August 04, 2010, 04:48:10 pm »

What do people think? Should I fire at F3 or F4? F3 will probably kill a bunch of the weakened zombies, F4 will hit both dreadnaughts.
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #2016 on: August 04, 2010, 04:51:03 pm »

dreadnoughts are actually less of a threaght than standard zeds, also Para and Red can 1shot em, meaning that damaging them may well be useless.

also changing my turn

Shoot behind me, prioritising normal zombies, then dreadnoughts, do this after meph's turn
« Last Edit: August 04, 2010, 04:59:53 pm by wolfchild »
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2017 on: August 04, 2010, 04:57:17 pm »

Either edit your original turn, or make your original turn not bolded any more and remove the quotes from this last post. When I run through the thread to look for turns, it helps for there to not be superfluous bolded stuff that looks like turns but actually isn't, and I ignore quoted turns because I assume they're not actual turns, just quotes of them.
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #2018 on: August 04, 2010, 05:01:00 pm »

fixed
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Mephansteras

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Re: Monster Defence (Fourth Age)
« Reply #2019 on: August 04, 2010, 05:01:37 pm »

Good point. wolf.


Fire at F3. (Uses 7AP due to priming)

Spend 3AP priming the next grenade.
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Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #2020 on: August 04, 2010, 05:08:01 pm »


Equip bandages from ground instead of first aid kit (I forget how much AP this costs)
1S to D6
1SE to E7 (I'm sure wolfchild will have killed it by now)
Heal wolfchild with a bandage
Heal self with a bandage
1NW to D6
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2021 on: August 04, 2010, 05:42:55 pm »

1SE to E7 (I'm sure wolfchild will have killed it by now)
Don't be so sure. Wolf now has a 3/20 hit chance.
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RandomNumberGenerator

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Re: Monster Defence (Fourth Age)
« Reply #2022 on: August 04, 2010, 05:57:45 pm »

I'm waiting to see Angel's action before I post mine, so he isn't standing were I want to build my traps.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2023 on: August 04, 2010, 06:49:28 pm »

Why not post an action, and if Archangel's position interferes with that, change it?
Or, in fact, do your turn before he moves, so that you know where he is (friendlies don't trigger traps)?
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RandomNumberGenerator

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Re: Monster Defence (Fourth Age)
« Reply #2024 on: August 04, 2010, 08:17:23 pm »

Why not post an action, and if Archangel's position interferes with that, change it?
Or, in fact, do your turn before he moves, so that you know where he is (friendlies don't trigger traps)?
Actually, I need him to move before I can do what I want to do.
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