Battle for Gobwin Bump V

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Re: Battle for Gobwin Bump V

Postby The Colonel » Fri May 11, 2012 8:39 am

Aaaand I cast a spell on you. Illusion.
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Re: Battle for Gobwin Bump V

Postby BLANDCorporatio » Fri May 11, 2012 8:43 am

LTDave wrote:Remember that you need to choose your action and movement as well as your abilities. Just under 20 hours till the turn ends...


That's nice.

So Berserker: does it work from the 2nd row?
The whole point of this is lost if you keep it a secret.
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Re: Battle for Gobwin Bump V

Postby HerbieRai » Fri May 11, 2012 9:03 am

I'll get precise shot and mighty blow, I'll move into the back rank and use mighty blow on the enemy caster
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Re: Battle for Gobwin Bump V

Postby Exate » Fri May 11, 2012 12:26 pm

As written, Halberdiers can indeed Berserker from the second row. I don't see why they wouldn't be able to. It's a solid tactic when you've got a Knight or Warrior tanking in front of you, but if you make a habit of it ranged enemy units will probably catch on and tear you a new one.

Numma Trois will keep to the very back rank and Support Numma To in shooting Enemy T.
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Re: Battle for Gobwin Bump V

Postby MarbitChow » Fri May 11, 2012 1:09 pm

Exate wrote:Numma Trois will keep to the very back rank and Support Numma To in shooting Enemy T.


/ooc (Ok, let me see if my min-max hat still works...)

I'd encourage you to to use Mighty Blow on T instead of support.
Support will add +2 damage to Numma To's shot.
T has a DEF of 2, however, so with Mighty Blow, you should do COM 3 + MBlow 2 + 1d4 - Def 2 (- rank 2?) = average of 3.5 damage.
If Numma To also uses Mighty Blow, he should do COM 2 + MBlow 2 + 1d4 - Def 2 (- rank 2?) = average of 2.5 damage
More importantly, you've got a chance of getting a kill, giving you another level, depending on when the shots land.

On the other hand, support means you'd do 4.5 average damage, and 6 max damage total.
If you both take shots, you'd do 6 average, 9 max.

If we can drop the ranged attacks, our back rows are safe. Once we drop both the back rows and the champion, we can parry/puree the rest.
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Re: Battle for Gobwin Bump V

Postby BLANDCorporatio » Fri May 11, 2012 3:12 pm

Well, if Lun- uhm, Berserk, works from 2nd row, Ian Marius Stanley picks that as an ability. (The other one was guard).

In the second row, Ian Marius Stanley guards Tim, and will strike at whatever enemy is directly in front.
The whole point of this is lost if you keep it a secret.
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Re: Battle for Gobwin Bump V

Postby Exate » Fri May 11, 2012 4:23 pm

MarbitChow wrote:
Exate wrote:Numma Trois will keep to the very back rank and Support Numma To in shooting Enemy T.


/ooc (Ok, let me see if my min-max hat still works...)

I'd encourage you to to use Mighty Blow on T instead of support.
Support will add +2 damage to Numma To's shot.
T has a DEF of 2, however, so with Mighty Blow, you should do COM 3 + MBlow 2 + 1d4 - Def 2 (- rank 2?) = average of 3.5 damage.
If Numma To also uses Mighty Blow, he should do COM 2 + MBlow 2 + 1d4 - Def 2 (- rank 2?) = average of 2.5 damage
More importantly, you've got a chance of getting a kill, giving you another level, depending on when the shots land.

On the other hand, support means you'd do 4.5 average damage, and 6 max damage total.
If you both take shots, you'd do 6 average, 9 max.

If we can drop the ranged attacks, our back rows are safe. Once we drop both the back rows and the champion, we can parry/puree the rest.

My big concern was enemy counterfire.

Enemy T has Precise Blow for 2 damage anywhere he wants it.
Enemy S has Mighty Blow, for COM2 + MBlow2 + 1d4 = 6.5 (max 8) damage before defense.

So we can probably count on one of our rear rank taking 8.5 (max 10) - Defense damage this turn. I've got only 7 hits and would thus go down quickest, so I'm the most likely target. With Support, I'd have 4 Defense and be sure to live through that. With Mighty Blow I'd have only 2 defense and have a 50% chance of being croaked. Admittedly this did not account for the helpfulness of Illusion, which would reduce the damage taken by 1 (as Precise Blow is not subject to damage reduction from Illusion, since it's not based on COM score) and thus put my odds of biting it under enemy focused fire down to 25%.

Since we won't be able to croak Enemy T this turn between the two archers regardless of what move we make, since he has more than 9 hits and I believe that would be our max possible damage with two Mighty Blows, I was inclined to play it cautious.
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Re: Battle for Gobwin Bump V

Postby MarbitChow » Fri May 11, 2012 4:31 pm

Exate wrote:My big concern was enemy counterfire....I was inclined to play it cautious.

Whoops - missed that Tim announced Illusion. You're right - we can't one-shot them. Play it safe.
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Re: Battle for Gobwin Bump V

Postby five-thirteen » Fri May 11, 2012 6:44 pm

Exate wrote: With Support, I'd have 4 Defense and be sure to live through that.

glad I waited to choose skills this time :D I'll take Mighty Blow and Guard, then use Guard to screen Trois.
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Re: Battle for Gobwin Bump V

Postby A.B.C. » Fri May 11, 2012 11:18 pm

Alright, I think I'll snag Berserker and Guard, then Guard Numma To from the back, and Strike at whoever I can reach at.
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Re: Battle for Gobwin Bump V

Postby Swodaems » Fri May 11, 2012 11:56 pm

I've already said my abilities (parry and beserker,) so as my movement I'm going to place myself in the front row to prepare for parrying.
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Re: Battle for Gobwin Bump V

Postby Exate » Sat May 12, 2012 1:17 am

five-thirteen wrote:
Exate wrote: With Support, I'd have 4 Defense and be sure to live through that.

glad I waited to choose skills this time :D I'll take Mighty Blow and Guard, then use Guard to screen Trois.

With this, I can safely use Mighty Blow against Enemy T instead of my previously stated action, so I shall. Thanks, and let's hear it for teamwork.
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Re: Battle for Gobwin Bump V

Postby LTDave » Sat May 12, 2012 5:28 am

Image

Events
XXX (Swodaems) will Parry…
Anday (MarbitChow} will Parry…
Numma To (HerbieRae) use mighty blow on Enemy T… COM 2 + RDM 4 - DEF 6 AND MODS 2 Mighty Blow = 2 Hits inflicted
Numma Trois (Exate) use mighty blow on Enemy T… COM 3 + RDM 1 - DEF 6 AND MODS 2 Mighty Blow = 0 Hits inflicted
Tim (The Colonel) Casts "Illusion"…
Derek (A.B.C.) Guard Numma To - Strike at Whoever… COM 2 + RDM 2 - DEF 5 AND MODS -2 Guard = 0 Hits inflicted
XXX (five-thirteen) use Guard to screen Trois COM 2 + RDM 4 - DEF 5 AND MODS -2 Guard = 0 Hits inflicted
Ian Marius Stanley (BLANDCorporatio) will Attack nearest enemy… COM 2 + RDM 3 - DEF 5 AND MODS 0 = 0 Hits inflicted

Enemy S will strike Anday with a Precise Blow 2 Hits inflicted
Enemy T will strike Anday with a Precise Blow 2 Hits inflicted
Enemy U will stike Anday with a Mighty Blow COM 3 + RDM 4 - DEF 6 AND MODS -10 PARRY = 0 Hits inflicted
Enemy V will strike the Warrior with a Mighty Blow COM 3 + RDM 1 - DEF 4 AND MODS -10 PARRY = 0 Hits inflicted
Enemy W will strike Anday with a Precise Blow 2 Hits inflicted
Enemy X Guard S, Strike front enemy COM 2 + RDM 1 - DEF AND MODS -13 Illusion, Guard, and Parry = 0 Hits inflicted
Enemy Y Guard S, Strike front enemy COM 2 + RDM 2 - DEF AND MODS -13 Illusion, Guard, and Parry = 0 Hits inflicted
Enemy Z Guard T, Strike front enemy COM 2 + RDM 3 - DEF AND MODS -13 Illusion, Guard, and Parry = 0 Hits inflicted

Character Stats
Spoiler: show
XXX (Swodaems) Warrior, Level 0 : COM 4 , DEF 4 , HIT 7 /8 {Parry, Berserker}
Anday (MarbitChow} Knight, Level 0 : COM 4 , DEF 6 , HIT 1 /10 {Parry, Mighty Blow}
Numma To (HerbieRae) Archer, Level 0 : COM 2 , DEF 2 , HIT 8 /8 {Precise Blow, Mighty Blow}
Numma Trois (Exate) Archer, Level 1.1 : COM 3 , DEF 2 , HIT 7 /9 {Mighty Blow, Support}
Tim (The Colonel) Blue Caster, Level 1 : COM 2 , DEF 3 , HIT 9 /9 {Heal Wounds, Illusion}
Derek (A.B.C.) Halberdier, Level 0 : COM 2 , DEF 4 , HIT 8 /8 {Berserker, Guard}
Otto (five-thirteen) Halberdier, Level 1 : COM 2 , DEF 5 , HIT 7 /9 {Mighty Blow, Guard}
Ian Marius Stanley (BLANDCorporatio) Halberdier, Level 0 : COM 2 , DEF 4 , HIT 7 /8 {Berserker, Guard}

Enemy S Krit'ik, Level 0 : COM 2 , DEF 2 , Hits 10 /10 {Precise Blow, Mighty Blow}
Enemy T Bit'ya, Level 0 : COM 2 , DEF 2 , Hits 8 /10 {Heal Wounds, Precise Blow}
Enemy U Bag'ga, Level 0 : COM 3 , DEF 5 , Hits 10 /12 {Block, Mighty Blow}
Enemy V Bag'ga, Level 0 : COM 3 , DEF 5 , Hits 8 /12 {Block, Mighty Blow}
Enemy W Champion Hay'ta, Level 3 : COM 5 , DEF 6 , Hits 11 /13 {Precise Blow, Parry}
Enemy X Wyn'a, Level 0 : COM 2 , DEF 3 , Hits 8 /10 {Support, Guard}
Enemy Y Wyn'a, Level 0 : COM 2 , DEF 3 , Hits 10 /10 {Support, Guard}
Enemy Z Wyn'a, Level 0 : COM 2 , DEF 3 , Hits 10 /10 {Support, Guard}
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Re: Battle for Gobwin Bump V

Postby LTDave » Sat May 12, 2012 7:58 am

22 hours to submit orders...
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Re: Battle for Gobwin Bump V

Postby HerbieRai » Sat May 12, 2012 12:29 pm

I'm a little confused, X,Y, and Z were guarding T?
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Re: Battle for Gobwin Bump V

Postby BLANDCorporatio » Sat May 12, 2012 12:29 pm

Which enemy designation is the Archer? So far I see only two ranged enemies, the Archer and their caster, and it looks like both have Combat 2. So it may be plausible that Ian Marius Stanley will survive a

Berserk at closest enemy, I want to deal some damage!
The whole point of this is lost if you keep it a secret.
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Re: Battle for Gobwin Bump V

Postby Swodaems » Sat May 12, 2012 1:20 pm

I'm going to stay where I am and use my standard attack on enemy V. Oh, and my character's name is Chess.
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Re: Battle for Gobwin Bump V

Postby Exate » Sat May 12, 2012 1:30 pm

If our enemies are going to Guard on their back ranks consistently like this, then they might be the ones using the optimal strategy here- Precise Blow plink away at the ranks that the healers can't reach. And it might be more beneficial for us to locate our healer in the center of our formation in the future, where he can reach everyone, rather than in the back rank.
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Re: Battle for Gobwin Bump V

Postby MarbitChow » Sat May 12, 2012 2:35 pm

I'm going to call for a heal and Parry again.

EDIT:
Quick question, and this is important for determining whether Tim should bother to heal me or not.
How is healing resolved?

Since all actions are simultaneous, and healing is based on the amount of damage I've taken, there are a number of ways I can see this working out:

Option 1: This turn I take another 6 damage. That puts me at -5. Tim heals, but has no effect, since I'm already dead.
Option 2: Tim heals me. That puts me at 6. I take another 6 damage. I'm dead.
Option 3: This turn I take another 6 damage. That puts me at -5. Tim heals me for 15 / 2 = 8 pts. I'm at 3 points, and still going.

If it's option 1 or 2, Tim should not bother to heal, since I won't survive no matter what.
But if it's option 3, then as long as Tim keeps healing me each round, the attackers would need to get me to -10 before I can die, otherwise each heal would knock me back in the positives.
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Re: Battle for Gobwin Bump V

Postby LTDave » Sat May 12, 2012 11:12 pm

Option 2.
Healing is based on how many wounds are missing at the start of the turn.

7 hours until the end of the turn.
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