BLANDCorporatio wrote:Another issue is sending Will in the hex. Will cannot attack the healer (unless she's on the walls, for some reason) but might chip at an archer. Before we send Will in though, let's send in the infantry/siege clump and see what the Archers do. Same turn, we'll send the flier and Leader stack, bone archers and maybe Will as well.
/OOC
Darkness Units rules wrote:Brickabat Swarm [ 0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen - Brickabat Swarm can negate a single Fire attack against any adjacent target, at the cost of 1 Hit. Cannot be targeted by Fire, Strike, or non-AoE Spells.]


The Colonel wrote:BEEFY AND MIGHTY BLOWING ARCHERS. DO I ENTER THE HEX OR STAY OUT?
BLANDCorporatio wrote:OOC: now seriously, we will send the Bone Archers in. I'll leave it as anyone else's guess whether Mighty Blow or Beefy. But we will not send the Croakamancer in yet. And we won't send fliers nor archers before the infantry siege clump gets in the line of fire.
/OOC
Werebiscuit wrote:OOC We're giving them a free round of fire actions on the infantry ? Now I'm the one not seeing the sense in keeping the archers in reserve. /OOC


BLANDCorporatio wrote:OOC:Werebiscuit wrote:OOC We're giving them a free round of fire actions on the infantry ? Now I'm the one not seeing the sense in keeping the archers in reserve. /OOC
It's a combat ordering thing. Their Archers have a higher combat, ie they shoot before, our fliers. So here's what may happen.
We send in siege clump and fliers. If their Archers target the infantry clump, it's as if we had sent it first, and fliers second. Just like my plan.
If their Archers decide to fire on our Fliers, it would put a serious spanner in our offensive works. I'd rather not give them that option. Hence, yeah, send infantry clump first.
/OOC
Unit Unit Unit
Unit BBat Unit
Unit Unit Unit

MarbitChow wrote:Regarding Skeletons: They can get the Ability "Beefy", although when applied to them it is called "Calcium-Enriched".
MarbitChow wrote:Regarding Brickabats: One brickabat can be used to screen an entire 3x3 square, protecting up to 8 units:
MarbitChow wrote:Regarding sending only melee in first: If the elven archers have orders to hold their action until the fliers or casters enter, and the casters do not enter, the elven archers would not fire at all this round. The only way they could determine that the fliers / casters are not entering this round is if the round ends, at which point it is too late for them to do anything else.




BLANDCorporatio wrote:Fucking brick-bats. That's the third time that ability needed explaining, and the third time it makes necessary to redraw plans.
Will do so, later.
Werebiscuit wrote:You realize {the enemy Archers firing on the infantry siege clump} depends on them being Stupid. No one can reach them first turn...they can delay firing till they see what choice of targets they have.


BLANDCorporatio wrote:Ok, back to bat usage. It should be possible then to have the bat protecting more units than Marbit mentioned. We could have our 8 fliers around a Bats (sic), Cupid directly above the Bats, and the Leader AND Will below the Bats. Yay!
Still leaving two bats for ram guard duty. And we have two rams.
Werebiscuit wrote: The real question for the first turn is what priority do we think their archers have ? /OOC


Werebiscuit wrote:OOC The only trouble with this is once they have used up 8 shots to take care of the bats then they still have 6 to target the fliers. /OOC




MarbitChow wrote:Regarding Skeletons: They can get the Ability "Beefy", although when applied to them it is called "Calcium-Enriched".
Regarding Brickabats: One brickabat can be used to screen an entire 3x3 square, protecting up to 8 units:
- Code: Select all
Unit Unit Unit
Unit BBat Unit
Unit Unit Unit
The Brickabat can be ordered to protect all targets in this formation, or to select one or more higher-priority targets and let the rest get hit.
Regarding sending only melee in first: If the elven archers have orders to hold their action until the fliers or casters enter, and the casters do not enter, the elven archers would not fire at all this round. The only way they could determine that the fliers / casters are not entering this round is if the round ends, at which point it is too late for them to do anything else.
Swodaems wrote:Okay, but how does that work in a 3D space? (We seem to have a ground level, a wall level, and a flier's only level. Way I see it, a brickbat in the middle level has a cluster of 27 cubic volumes he could be described as adjacent to.)
Swodaems wrote:Is that what will happen if we give orders with conflicting conditionals? (IE. 'Archers, wait to fire until the fliers enter.' 'Fliers, wait to enter until the Archers have fired.')


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