Darkness Rising

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Re: Darkness Rising

Postby ETheBoyce » Sun May 27, 2012 1:49 pm

T. Coil is going to do the same thing as last turn
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Re: Darkness Rising

Postby MarbitChow » Sun May 27, 2012 2:43 pm

BLANDCorporatio wrote:Can our warriors move forward with the rams? I don't think they moved this turn, and with the Gump contained, I don't think we should allow even one turn in which we lag around not approaching the walls.

Actually, the spearmen and warriors did move this past turn. They spent several squares of move to position themselves, pick up the rams, and move off to either side away from the Gumps, but they only moved it about 3 squares after all that. They're in a position to move it a full 5 squares forward this turn, if those are their orders.
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Re: Darkness Rising

Postby Exate » Sun May 27, 2012 5:28 pm

All right, basic plan:

Leadership bonus gets dumped on all units with RLOS to the enemy archers except the brickabats, which I believe is just the two remaining flying units and the skeletons on the wall. After that, it goes to the warriors trying to beat down the last Gump.

All melee troops not holding rams or guarding casters/warlord swarm and beat down the last Gump. It'll have a Leadership bonus to defense and probably not use Mighty Blow, but there's little to be done about that.
Those guarding/bodyguarding casters/warlord continue to do so, and move with them.
Those holding the rams march forward as far as possible.

Casters with hoboken finish off the Gump.
Anyone with the ability to attack the enemies on the wall does so, trying to focus fire to bring down more archers.
Brickabats stop the first 7 Fire attacks, but let attacks beyond that past to preserve themselves.

If we can take out the remaining Gump this round, then failing a bunch of hidden enemy forces somewhere there will be nothing left between us and winning this battle through human wave of our melee troops, even if the archers start to focus fire on them. There just aren't enough archers left to stop us.
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Re: Darkness Rising

Postby BLANDCorporatio » Sun May 27, 2012 5:34 pm

That's a sound plan, Exate, but the current turn is not yet over.

We still have, apparently, the ability to advance our ram carriers by two hexes. And I think we should take that possibility.

Also, unless we've done so already, a bat swarm should protect our casters, and a bat swarm should protect our fliers. After that, we may end turn.
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Re: Darkness Rising

Postby Exate » Sun May 27, 2012 5:40 pm

BLANDCorporatio wrote:That's a sound plan, Exate, but the current turn is not yet over.

We still have, apparently, the ability to advance our ram carriers by two hexes.
Ah...
MarbitChow wrote:The turn is over. Prepare to submit your orders for new turns.
MarbitChow wrote:Actually, the spearmen and warriors did move this past turn.


I suppose you could confirm that point with the GM, but I'm pretty sure this is a new turn with new orders to be given.
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Re: Darkness Rising

Postby WaterMonkey314 » Sun May 27, 2012 5:49 pm

Since there's a decent chance of the casters/leadership/Cupid taking fire this turn, what can we expect to happen? Can we make all the squishies immune with Brickabats? (And if so, should I get ready to heal them right afterwards?)
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Re: Darkness Rising

Postby BLANDCorporatio » Sun May 27, 2012 5:53 pm

Ah, ok.

But our Brickbats are in place, I suppose, to defend the Fliers and Casters?

As for Will, try to get inside a Bat protection zone and wait to obtain the killing shot on the last Gump; that is the order.
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Re: Darkness Rising

Postby Werebiscuit » Mon May 28, 2012 5:25 am

OOC Rolf will hold position and similar to Will, will try to delay his attack, if necessary, since he goes after the BURW's anyway, to obtain the killing stroke. I'm pretty sure Yuri will move in and try to do the same, so best of luck guys...may the best Rolf win. :P /OOC
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Re: Darkness Rising

Postby The Colonel » Mon May 28, 2012 8:22 am

And I'm out folks. Now you just have another subpar archer until the next battle. So WHO DO I TARGET?!
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Re: Darkness Rising

Postby Werebiscuit » Mon May 28, 2012 8:51 am

The Colonel wrote:And I'm out folks. Now you just have another subpar archer until the next battle. So WHO DO I TARGET?!

OOC Check the player stats - you have 2 bone puppeteer scrolls and a lucky streak scroll - none of which need juice to operate, I think I'm right in saying.
You're not quite a sub -par archer yet. The question is do we hold off the scrolls for the next fight ? /OOC
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Re: Darkness Rising

Postby The Colonel » Mon May 28, 2012 8:54 am

The next battle seems to be the worst yet so, yeah next battle.
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Re: Darkness Rising

Postby HerbieRai » Mon May 28, 2012 11:50 am

The fliers will continue operation counter fire.
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Re: Darkness Rising

Postby BLANDCorporatio » Mon May 28, 2012 11:54 am

It's going to be really funny to then switch mode completely and do a siege defense, yes. But we're not yet there.

Anyone else got orders for the round?
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Re: Darkness Rising

Postby Swodaems » Mon May 28, 2012 3:57 pm

The Colonel wrote:The next battle seems to be the worst yet so, yeah next battle.

I'd actually feel better about this battle if you were to use one of the scrolls this turn to raise another skele archer on the wall. Wanderus, Junetta, and the 5 Archers are out of range of all but 4 of our current units and that may simply not be enough to finish the archers without further losses to living units. (BTW, due to the 8 squares per round of movement it has, the only enemies your Skele knight can attack this round are Wanderus, Junetta, and the 2 archers directly behind Wanderus.) It should be noted that, since our next battle is going to be a defense of this city, you will be able to bone puppeteer the corpses from this battle in the interim time, giving you plenty of uncroaked going into the next battle. (There is also the chance that you may gain 3 xp this round from your uncroaked croaking an archer, leveling you to 3 and giving you 8 more juice, making the scroll issue moot, but I think this is unlikely.)

Triage, given the facts that I leveled at 15 XP, the primary bonus from your disipline is 'Healmancy: Unit gains 0.1 XP for each Hit they heal on an ally,' and that there is already 21 damage spread out amongst our troops, you should level to 3 if you simply dedicate yourself to healing the most wounded unit you can for the rest of the battle. (This is likely to be Rolf after the next attack from the gump.)

BLANDCorporatio wrote:As for Will, try to get inside a Bat protection zone.

Damn it BLAND, you just stole my spot. Since none of the other units currently surrounding the sole bat on the ground can move fast enough to make a hole for me before the archers can fire, I will move to Q4 and recieve guard and bodyguard bonuses from the 1 DW and 2 DS that surround that position. DW2 and DS3 will later move to P5 and Q5, also to protect me. Leadership goes to Cupid, Flier-8, Yuri, Rolf, the 2 skeles on the wall and to T. Coil. (If TheColonel decides to create another skele archer on the wall this round, then I want that skele to have leadership instead of T. Coil if that sort of declaration is possible.)

Orders for the ram carriers are to move closer to the door. The heavies will try to pile damage onto the gump. Orders for BS 1 and BS 2 are as follows: (NOTE: Includng Junetta's 2, there are a maximum of possible 7 fire attacks from the units we can see on the field, so none of the bats on the field should croak.)
If either Bat is reduced to 1 health, it retreats the field.
If BS-1 is forced to retreat, it is replaced by BS-2. (Myself and the casters have guards and bodyguards, so leaving us exposed is not as bad as leaving the fliers exposed.)
If BS-1 instead gets reduced to 2,3, or 4 health, it switches places with BS-2.
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Re: Darkness Rising

Postby BLANDCorporatio » Mon May 28, 2012 5:33 pm

Ah, if there's only room for one more unit in the Bat Swarm, then I'll cede that place to the Leader and try to get some cover defense bonus by way of infantry lines.
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Re: Darkness Rising

Postby Swodaems » Mon May 28, 2012 7:06 pm

BLANDCorporatio wrote:Ah, if there's only room for one more unit in the Bat Swarm, then I'll cede that place to the Leader and try to get some cover defense bonus by way of infantry lines.

If you're going to do that, I suggest doing what I was going to do, and moving to Q4 for guard and bodyguard bonuses. DW2 and DS3 will have to move to R6 and T6.
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Re: Darkness Rising

Postby WaterMonkey314 » Mon May 28, 2012 10:08 pm

Triage prepares to triage:

Heal units in this order:
1) Self (if somehow I've been wounded) -> Revitalize
2) "Heavily Wounded" PC unit (more than 16 hits lost) -> Renew
3) Heavily wounded NPC units -> Renew
---3a) Brickabat Swarm
---3b) Spearman
---3c) Warrior
4) "Wounded" PC units (8 to 15 hits lost, inclusive) -> Revitalize
5) "Wounded NPC units (same priority scheme as wounded) -> Revitalize
6) "Lightly wounded" PC unit (7 or less hits lost) -> Revitalize
7) "Lightly wounded" NPC unit (same priority scheme as wounded) -> Revitalize
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Re: Darkness Rising

Postby MarbitChow » Mon May 28, 2012 10:27 pm

(MarbitChow mistakenly deletes this entire post instead of posting a new update...)
Last edited by MarbitChow on Wed May 30, 2012 12:41 pm, edited 2 times in total.
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Re: Darkness Rising

Postby ETheBoyce » Mon May 28, 2012 11:58 pm

Great so now I'm really going to fall behind the other casters despite me being the one who was going to level the fastest.

Orders: Hoboken Enemy Unit prioritizing the Leadership unit
If no targets are present, Hiya the gate
Last edited by ETheBoyce on Tue May 29, 2012 4:18 pm, edited 1 time in total.
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Re: Darkness Rising

Postby Exate » Tue May 29, 2012 12:12 am

MarbitChow wrote:Player Stats
Yuri (Exate): Warrior {Lvl 2, 5xp, 1 AP Banked, +1Com/Def Banked} [ 9 Combat / 10 Defense / 28 Hits. Attack. Special: Heavy.]
I'm reasonably certain Yuri's stats are 10/10/28, not 9/10/28.

Seems to me that mop-up is almost linear at this point. Croak the Gump- Yuri will do that if it's not dead by his turn- the rams and infantry swarm forward, shoot more archers, raise more skeletons.
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