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Author Topic: Determined Monster Defense  (Read 15483 times)

Sheb

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Re: Determined Monster Defense
« Reply #150 on: November 11, 2010, 05:31:25 am »

I'll pistol-whip the one on my right.

Also, if I become a Zombi, do I get to keep the chaingun?
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Kashyyk

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Re: Determined Monster Defense
« Reply #151 on: November 11, 2010, 10:37:37 am »

CAn I do a conditional action? I pistol the nearest Zed that isn't getting shot by someone else. I then turn NNE and aim the chaingun so that the righthand edge of my cone just misses Sheb.
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adwarf

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Re: Determined Monster Defense
« Reply #152 on: November 11, 2010, 04:00:56 pm »

I would like to be at 1,29
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Rolan7

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Re: Determined Monster Defense
« Reply #153 on: November 11, 2010, 04:08:04 pm »

I'll pistol-whip the one on my right.

Also, if I become a Zombi, do I get to keep the chaingun?

Heard you the first time, it's a surprise :P

Turn will be delayed, been hanging with mom for her birthday. Maybe tonight.
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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.

Rolan7

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Re: Determined Monster Defense
« Reply #154 on: November 12, 2010, 04:39:03 pm »



Thank you for your patience (:
If I missed any moves, please let me know.
The blue square is the new special, see bottom of this post


Go 2 spaces forward (into and out of the trench) and start whacking at the zeds on the right side

Hm... trenches are short, players can walk over them unlike stoopid zeds.  Specials don't walk over them though.
You cross the trench to reach the zeds.  "gahr?"  SPING, SPAKONG

I move one tile west, and set fire to 13,21 and 9,22.

Cool, you move and fry the Runner off Archangel (and set that other fire).  Brave.

Flame 28,20 and 30,20

Move to 29,26.

That should help out the far eastern side a good bit and reduces of many zombies can attack Sheb.

No idea how to save the west.

First few times I looked, I thought Sheb was at 28,20.  Fun.
That should help a lot.

move to 26,22. Fire East and Northwest, then move back to 28,24

You fire east, putting Sheb out of his misery
I know what you meant (:
And wow, that's an excellent position, as you can see on the map.  The shotgun is certainly useful for clearing off commons, which was its purpose.  Too useful?  Hard to say, given its relative uselessness in the first turn or two.

Runner 3 will get Sheb anyway, so I'll put a round through it. If it's not in my LOS, I'll move up to two units east first.
Edit: Scratch that, I move two east and shoot in front of me to kill one of the rows attacking Kash

You tell Kashyyk to duck.  He says "What?" as you put a round over his shoulder and kill three commons ahead of him.
You imagine doing that (even imagining a little yellow bullet trail), then see that Burnt Pies has blown those commons away.  You grumble and lean right, shooting Runner 3 in mid run.  Nice.  But wait, there was something hiding behind it, not on heat scanning!
(Burnt Pies was out firing his shotgun when you sniped, so he wasn't blocking your LOS.)

I'll pistol-whip the one on my right.

Also, if I become a Zombi, do I get to keep the chaingun?
You get another brief reprieve, and take the opportunity to fire your sidearm north, felling a common.  There's no time to do anything else - they climb over the fallen to grab you again.
The one on your right is burnt toast (:

CAn I do a conditional action? I pistol the nearest Zed that isn't getting shot by someone else. I then turn NNE and aim the chaingun so that the righthand edge of my cone just misses Sheb.

You throw a zed off you and into Jetsquirrel's shovel.  SPAKONG!  You desperately wave your sidearm around, but it looks like you're in the clear for now.  You spin up your *real* gun.

I blast the fucker who's grabbed me. Is there really any other sane thing I could do?

Actually that zed is now carbon.  You turn and shoot the one at 7,21 instead, as you pick your shotgun up off the ground.

Move to 15, 25
Trenches at (15, 24), and (14, 24)

Done!

Move to 7,27 and build a wall at 8,26.

Built!

Can I move two W and shoot north. Killing one runner and seven commons?

As you line up the shot, the Runner explodes in flames.  Though you can't see jack, you take the shot anyway - 7 commons down.



The cold-blooded special has been revealed!  It looks wet, greenish, and kinda slow.  It has 5 AP like a common, but is intelligent like all specials, and doesn't show up on heat tracking.
Enemy turn up shortly.
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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.

Burnt Pies

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Re: Determined Monster Defense
« Reply #155 on: November 12, 2010, 04:55:51 pm »

I can't believe I still manage to get my left and right mixed up, damnit.
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Sheb

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Re: Determined Monster Defense
« Reply #156 on: November 12, 2010, 05:16:23 pm »

Wow, two turned being grabbed and back! I love it!
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RAM

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Re: Determined Monster Defense
« Reply #157 on: November 12, 2010, 05:37:03 pm »

Default action:
Window: 7,26
move: 5,28
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Sheb

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Re: Determined Monster Defense
« Reply #158 on: November 12, 2010, 06:39:00 pm »

I really wonder how we're going to deal with the Western half of the horde.
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Europe consists only of small countries, some of which know it and some of which don’t yet.

lemon10

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Re: Determined Monster Defense
« Reply #159 on: November 12, 2010, 06:51:41 pm »

Pretty easily, the trenches should really help, and even if the whole left side dies, by that time the right side would have killed there zombies by that time.
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Rolan7

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Re: Determined Monster Defense
« Reply #160 on: November 12, 2010, 06:52:19 pm »



The cold-blooded special disappears west into the horde.  Where could it be??

Archangel, Fuzzy Zerg, and Sheb are grabbed.

Lemon and adwarf get to move now.
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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.

adwarf

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Re: Determined Monster Defense
« Reply #161 on: November 12, 2010, 06:55:32 pm »

Move to the crack in the wall near trenches and start flaming them
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Megaman

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Re: Determined Monster Defense
« Reply #162 on: November 12, 2010, 06:55:57 pm »

Megaman continues his special killing spree! I move two tiles NW and shoot that closest orange bastard! If I'm out of range, I guess I'll fire into the western cluster.
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Archangel

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Re: Determined Monster Defense
« Reply #163 on: November 12, 2010, 07:01:10 pm »

I shoot the bastard to the left of me, (7,22).

I think it would be helpful if the numbers were on all sides of the map, not just the top and left.
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Mephansteras

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Re: Determined Monster Defense
« Reply #164 on: November 12, 2010, 07:11:26 pm »

Hmm...you guys think we're good enough on the right for me to just start moving left? I think we need more firepower over there.
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