Morning starts with a river crossing and a visual of a sturgeon's pathing failure. Its vision arc exits the river as Bim wades in from the south.
Late afternoon, heading north/northeast in bad weather. In rain, view range is limited to 20 tiles. Bim's greeted by the smell of death, so he periscopes into fast travel mode for a check: eastward is an asterisk. He doesn't need to travel out of his way to approach from upwind (I don't think there's a benefit to upwind approach or a penalty to downwind, but it seems in character, though this Bim hasn't always been consistent with his approach).
Long distance volleying is a clear weather activity where view range is the full 25 tiles and the "inactive" target is kept in that 21-to-25 tile pocket. Medium distance bow/xbow work I'd bracket at under 20 tiles, but 15 or over. Since he has 20 distance at most, Bim drives whatever forest critters he can in the direction of the night troll to flush it out into the open.
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It muddies up the tile range sometimes for the good, and sometimes not. The result is middling: Lomifo Tunnelurn the shadow freak wrestler starts at 15 tiles out.
Bim fires a starting shot to mark tile distance moved, but because of the turkeys, Lomifo moves to the 16 tile mark with a NE heading, seeking a turkey that's a bit too quick.
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This first copper arrow is discounted as it not only does negligible damage (no grounding, no mortal wound), but more importantly, Lomifo has not advanced.
With the turkeys gone, the second arrow will mark distance moved. Lomifo advances 7 tiles before being grounded and is now 9 tiles out.
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Bim fires a third arrow and Lomifo not only advances the 9 tiles, but also attacks Bim 4 times.
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At medium distance, a ranged character has 1-3 shots before distance is closed and must defend. The number depends on how many tiles the NPC advances during the first shot. If grounding occurs early enough, you could get 3, but usually its 2 shots and this is at legendary archer/bowdwarf.
Before switching to melee, Bim Legolases a final shot and is missed 7 times, but needs to make a successful defensive roll 4 times even with expert dodger and the bonuses from
Focused!/
superdwrvn-spatial/
superdwrvn-kinesthetic.
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Presuming a legendary archer/bowdwarf, whose dodge could cause attack roll-to-hit failure, the number of unanswered attacks should be closer to 8, but those 6 tick dodges (you jump away) open quite a door.
Dual-wielding short sword and knife, Bim finishes with pommel shots. The
Water 7 Sanji frowns, but it's the easiest way to get more edge work in. Sword and knife stats barely move.
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Trip continues north in the rain. New hamlets come into view. Ah, the Kingdom of Day...