The Colonel wrote:I CAN RAISE ONE MORE SKELETON! WHAT DO I SUMMON?
I was thinking either a beefy archer (Com 7) or a well-armed warrior/spearman (Com 8.) These would move either at the same time or before the enemy archers next round, allowing them to attack no matter the archer's decisions. A skele archer archer may be the best choice because of the ability to attack while staying out of Wanderus' attack zone. (I believe Wanderus has decided to stay out of RLOS of the ground no matter what, so any position in row 19 or 20 should be safe.
BTW, it may help to know that my plans for leadership declarations for the next round are Cupid, flier-8, Yuri, Rolf, Will, and your 2 skeletons on the wall.
Also, check your inventory, you have 2 scrolls of bone puppeteer on you. You can raise 3 more skeles this battle.
ETheBoyce wrote:So did we want to ,likely, level our Healamancer or our Shockamancer? Clearly I prefer me, because AOE is nice.
I'd actually prefer if he was the one to get the croak. Those scrolls he's carrying are his best way to level up in a hurry and when they're gone, he'll be stuck with healing duty. Given that our best chance of surviving the next battle may be for him to level to 3 before this one ends, (so that he can get minor ward and have it already placed on us before the battle starts next time, like Junetta did this battle,) I'd rather not waste any chances to feed him more XP than he could get otherwise.
MarbitChow wrote:At this point, I'm probably going to throw away turn deadlines and just run the turn whenever enough people have submitted their moves to be able to figure out a large chunk of the next action sequence.

During the week, I try to get it started by 8pm CST, so you all can use that as a reference, but if there's complex discussion going on, I'll postpone the turn until everyone's ready.
I think we've heard from most of the players in the 'Cupid, Flier-8, DW Dark Warriors, DS Dark Spearmen, SK Skeleton Warrior, T. Coil, Bill, Triage, BS Brickabats' group. A couple of them are still debating specifics, I see that we still need moves for the DW and DS. (We've already dedicated BS-1 to the fliers, told BS-3 to retreat, and Flier-8 has been commited to continuing the attack upon the archers. BS-2 is staying where it is. Bill, we also need orders for the active and soon to be summoned skeles.)
There are 4 DW and 4 DS standing adjacent to myself and the casters, which I had intended to be used as personal guards and bodyguards for us. With the exception of two of them, I'd like those to stay where they are while the other 8 units should move to pick up the rams and start moving them around the gumps to the wall.
I noticed that despite declaring leadership, I haven't done anything else this round. My action for this round is, before T. Coil and Triage act, to move to P7 and strike Gump-1. (This should make it very likely that Gump-1 takes the full 24 damage needed to bring him to -5 this round.) The DS in T6 will move to Q6 and the DW in R6 will move to P6 in preparation for bodyguard duty next round.
I also shout to Junetta and Wanderus in as deep a voice as I can, "YIELD!"