
Thank you.Swodaems wrote:Well played MarbitChow. Well played.
Swodaems wrote:MarbitChow, I have a few questions: Does dying cry help with attacks versus structures? Does it affect movement time? Would it be possible for the brickbats to screen shots coming from an adjacent target instead of just screening to protect a unit?


ETheBoyce wrote:Wait what? Rallying Cry s described as a Combat Bonus, and Siege attacks do no benefit from Combat Score

MarbitChow wrote:Thank you.Swodaems wrote:Well played MarbitChow. Well played.
Inspiration bonuses <snip> modify the base stats like a magic item does. Because of this, it will also impact movement time, although I only recalculate reaction time at the start of every round.

Not sure where you're getting that from. At 4th level, Triage gets Quick-shot, which gives him the ability to make another Fire attack, but that has no bearing on his spell-casting. All casters can only cast 1 spell per turn normally, no matter what level they are.ETheBoyce wrote:...Triage can currently cast 4 spells in a round thanks to his staff.



ETheBoyce wrote:They'll act on phase 16 in round 3 , 22 in round 4 and 26 after that (presuming the archons kill 3 more elves next round and the last 2 the following. But I'm of the opinion we take out the gumps before worrying about the archers,...
ETheBoyce wrote:They'll hire out Charlie to kill their allies, and Coil is too evil for them!?
ETheBoyce wrote:Instead of just all retreating? Now T. Coil will really want Armolad in his clutches


BLANDCorporatio wrote:ETheBoyce wrote:Until then though, a modest proposal. We have Gumps that are few and strong, and Infantry who are many and squishy, who are capable to hurt our walls. What if T. Coil were to keep the Gumps stunned in perpetuity, since Ickypron can stun 3 units. Thus, T. Coil alone can disable the Gumps, while the rest of our ranged units croak the elven melee?
A hitch in the plan is that there are four Gumps (five, but the fifth is mostly dead), so we still need to expend some considerable firepower to croak the fourth. That accomplished however, once there are three gumps we could target the lesser units with archers, including Will.
That is, if we absolutely must fight with one hand tied behind our backs. We've got a host of melee units that -we are not using-. This battle is still not close at the moment. It may get more nasty once all Alt Elves are dead and everyone gets a +8 bonus of Emo, but until then, and we should commit to this fast, an Infantry charge would deplete their ranks nicely.


BLANDCorporatio wrote:Don't we have enough Mana potions to start a modest dealership? Can't another caster spare theirs if somehow T. Coil dunks the 2 he already has?

MarbitChow wrote:Are there any other actions that anyone wants to take on phases 10 and 9, other than what Swodaems has detailed in his last post? If not, I'll run through those this evening and provide the next update.
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