I felt bad about modifying actions, but it's for the best. Players walking into each others lines of fire, or overkilling squares four times over, is hilarious of course... except when it's the result of a complicated and fast-shifting ruleset, not any fault of the players themselves.Ditch: 8,26
move: 6,27
Ditch: 5,26
I hope you mean to dig 8,27 not 8,26. I don't think you should be able to turn walls into trenches like that.
Move to the crack in the wall near trenches and start flaming them
A little vague, but alright. You don't hop into the trench RAM digs, but you can still just manage to flame 7,22. It's super effective!
Fire my sidearm (I can still do that while grabbed, right?) at 12,21, then set that tile on fire.
You manage to shoot the zed off before it can bite you, then you pick up your weapon.
Bastard.
Okay. I think the only way to save archangel is for him to shoot the guy to the north of him (The only zombie next to him on a pit square that has climbed out so far right?
Then That blue flamer got to put the guy next to him on fire. If we don't do this a runner can bite him this turn.
Then if mega man can shoot the Orange guy that I can not we should be okay this turn.
Good plan, I had blue flamer guy follow it, but you forgot to choose your own action.
Hm. FuzzyZergling's shooting 12,21 off him... right now that doesn't give you LoS to 14,19, because loldiagonals, but I already mentioned that maybe diagonals like that should allow LoS (otherwise you can't see a zed grabbing your from the northeast if there's one east and one north).
So alright, it's a tough shot, but you kill that Runner after all. He didn't see that coming!
I let rip with the chaingun, and then move to 22,21 facing West, once again revving up. If a special is not protected by commons will it die in my wall bullets?
Oh, I misread your question slightly. The special will die *even if* there are commons in the way. Specials are just supposed to be too smart to catch in chaingun fire, they're supernaturally aware bastards. I've been a bit lax in their intelligence - because this is a test run, let's say. They should really be the true threat, using the otherwise helpless commons.
Here and now, though, you wipe out almost everything threatening Sheb, including the cold special, and the remainders wander into the flames.
move to 26, 21, fire north/northeast. If there are still any targets, fire again at them, if not, move back to 28,24
And yes, the east is looking pretty good. Sheb and I can probably take this lot.
Ah, no, Kashyyk is shooting there (hard to tell before it happens). You could finish off column 31, but there's no point with the flames, so you run west to assist that side.
Move to 26,24. Flame 28,19
Same deal as Burnt Pies - this side is cleared. You move west, though not so quickly :/
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.
Given recent events, you move and fire into the western cluster. Eight down!
run towards grey and hit zombies if i am able to
You charge west, waving your shovel. Nothing's in range but you aim to fix that.
Move 10/26
Put wall down at 9/25
Alright. Better safe than sorry.
Shoot the one ahead of me.
Have I apologized for suggesting you move to the square that got you grabbed? 'cuz I am sorry. You're finally free, though. And on the bright side, you kept the zeds from overrunning the east side!
Perhaps I could add a melee class that focuses on not dying in melee, but doesn't kill much. I was going to have a scientist class that could influence the commons, but this sounds more fun. Maybe both.
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.
Since that one's toast, you shoot northwest instead.