Werebiscuit wrote:Anex pipes up "Don't you think this information is valuable to Tenebris, in and of, itself ? If it is we have a 4th option. We do not know what forces the dollamancer holds, nor even if he has the gobwin as he claims but the knowledge of his lair is solid and something we should pass on. Not something that should die with us if we have badly miscalculated. We can always be ordered to return to continue the deal. Let the dollamancer know you must speak to your king before you offer over some of his subjects. I'm sure we can forage for wild units on the way back "
I'm certain that loony wouldn't honor the terms of any such agreement, even
if he'd make him. Go up and ask if you will, but I guarantee you he'll demand we fulfill his request
now.
On second thought, don't go up; we need the element of surprise. At the moment he's probably not ready to execute the gobwin, and those Guard Dogs might not have orders to attack as soon as someone moves adjacent. Even talking to him could change either.
Anyways, there are plenty of other reasons why leaving's a bad idea. I highly doubt that Lolly will remain here, now that this lair has been discovered. He's also likely to execute the gobwin just for fun. And last, but certainly not least, he'll be crafting golems every turn, while our side can ill afford every unit that's sent to us instad of the front lines.
The absolute
last thing we need is for a second front to open up in the north. We need to deal with Lolly
now, while he's still weak. Even if not for the gobwin, now would be the time to strike.
MarbitChow wrote:Nnelg wrote:Oh, and Marbit, exactly which squares can the Guard dogs see us in?
You think that they can only see you if you're in the L and M rows. Someone *might* be visible in K7, but K8 is definitely out of view.
Our scouting report, for reference:

So then, here is my plan. We carefully and silently stack up like so:
- Code: Select all
╤═╤═╤═╤═╤═╤═╤═╝
│ │R│Y│Z│M│M│W│
┼─┼─┼─┼─┼─┼─┼─┼─
│N│F│A│K│M│M│ │
╧═╧═╧═╧═╧═╧═╧═╧═
W: Whump
M: Melissa (Wegio mounted)
Z: Zed2 (Guarding & Interposing Melissa)
K: Kilroy
A: Anex (Supporting Rudy)
Y: Rudy Eye (Coordinating -but not Supporting- Anex)
R: Regus
N: Nemo (still veiled from Parley)
F: Fort
(Fort boosts Melissa and WW beforehand, saving his last two juice for debuffs).
On Phase 10, with everyone dodging with delayed moves and actions, the following orders are enacted:
Whump: Move to N13 and strike GD2.
Melissa/WW: Move to L-M/12-13 and strike GD2.
Kilroy: Move to O12, shout
"Killlrooooy...", and prepare to strike anyone who tries to sneak by.
Zed2: Move to N12.
Rudy: Move to L11 and fire at GD2.
Anex: Move to L10 and fire at GD2.
Fort: Move to M9 and cast
Lesser Curse on GD1.
Nemo: Move to M8 shout down the tunnel:
"You wanted entertainment, yes? Well, I've decided to be generous and give you more than just
two units to play with! They do like to horseplay, though, so if things get to rough for you just cry 'Uncle'!"
This might be a bit overkill, (I haven't had enough time to do the math) but there's a chance those Guard dogs don't have orders to attack anyone who comes adjacent. So, it'll
definitely be worth it if we can croak one before it has a chance to strike. The specific way everyone's positioned also leaves K8-L9-M10-M11-N12 open for Regus to advance or everyone else to retreat, as needed.