WaterMonkey314 wrote:So I just had a crazy out-of-the-box idea to screw with Charlie - what if I start trying to Ward the Altruist Elves? It doesn't look like we'll need much healing this turn, so I could in theory Ward 2 a turn with my staff. With 4 hits and a 16-hit Ward, the elves would no longer go down in 1 shot from the Archons.
Of course, maybe the elves don't WANT to be warded... but why not? I'm being (somewhat) altruistic here - I feel sorry for the poor innocents getting killed out there. (Or maybe they've been ordered to die... but that has its own implications).
That Idea's not crazy...it's excellent.
Of course it won't stop the archons killing another 2 on phase 11 of round 3 as you can't protect all 5 that are left but it should mean that there are none killed on round 4 and with our healomancers working in tandem we can heal and re-ward their target as well as calming archons we may be able to cut off the bonuses on the elven forces at +15 com & +5 def.
And if we can get the altruistic elves to turn the archons would have to cease or risk breaking the contract. Brilliant !
Warding the Alt elves is going to get expensive fast in terms of juice however. With doubled juice cost on the second cast, it will cost Triage 15 juice to ward the first 2 elves using his round 2 action and 5 more at com 6 to ward the only other survivor we'll have after the archons fire again. This will leave Triage with 14 juice after round 3.
We'll have Junetta space out Buffy this round. Due to her Shockamancy special, Rona has the greater chance of croaking an alt elf in round 4, despite Triage's ward, but we can expect Buffy to use a wake up action on Rona if we calm Rona instead. Targetting Buffy instead gets a slight numerical incentive for Rona not to wake either of her friends up, giving Junetta a chance to freely space out Faith again.
Triage also needs to make sure to keep a swarm of bats next to him while warding the alt elves. Armolad can still reenter the hex and shoot. If Triage move forward, one of T. Coil's 2 brickbat swarms moves to protect him.
Swodaems wrote:I'm thinking Will, Cupid, Rolf, and Yuri should concentrate on mauling a couple enemy warlords early in this round. 2 of them are adjacent to 3 spearmen, and the other 2 are adjacent to only 2. (And the ones adjacent to 2 are sharing 1.) At the moment, we can expect them to have 18, 21, or 22 def depending on what units they are boosting. This will jump by 2 as soon as the Archons get to fire. I'm thinking Will and Cupid can down the 3 guards on the less protected warlords and then Rolf and Yuri can do the rest. (Well, Wandereus's garrison archers will probably be needed to help finish things off.)
Interpreting this to mean that Will should fire at SE01 & SE02 which will remove them completely. Their def is max 15 (def4+insp3+lead2+6 dodge) which means will will do 26+2d6 to each for a minimumn of 28 ( they have 20 +8 ward) Cupid will do 12+2d6 so should need 2 shots to take out SE 10 with no chance of it surviving. This leaves commanders WE03 & WE04 unprotected and they will have a maximum of 22 def vs Rolf's 31com and Yuri's 21 com.
so Rolf will do 4d6+9 twice ( for a minimum of 26 ~ avg 46) and Yuri 4d6-1 twice (for a minimum of 6 ~avg 26).
Rolf's target will die and Yuri will kill his if he gets lucky but should seriously wound him at a minimum. He may as Swod suggests need to be picked off by our garrison archers on com 10 who will be damaging at 2d6-3
This should cause 10 of their units to become unled and possibly charge our ground forces at the gate
Thanks for doing the math.
I think we've got a basic outline for what we're doing until com 13 or 12 on round 3:
Triage uses his staff to ward to -16 ward 2 of the alt elves. (guarded by brickbats, of course.)
Will, Cupid, Rolf, and Yuri use the above targeting scheme to try and take out two of the enemy's warlords. Tod will be shouting "surrender or croak".
Vinny will be firing on a spearman.
Am I missing anything? (Do we want to send SK-1 at the enemy warriors and hope it draws an attack or two?)
Com 13 or 12 looks like it should be our next breaking point for this round. The Warrior elves can move at Com 14 and the Archons will have had a chance to fire their shots. Com 13 or 12 will be a good time to reassess the situation before our heavies lose delayed actions on com 11. (I'm saying 13 or 12 because the warriors may choose to move at Com 13, allowing them to receive dying cry from the alt elf the archons can croak on com 14. If they move at 14, I'd like a chance to counter at 13, giving myself a bit of a buffer. If not, 12 would be my movement time of choice.)
And I yet again have another idea mid-post, We could use the heavies delayed action to send them out before com =14. This gives the enemy warriors a chance to go at them before they can receive dying cry. Like I said before, if these heavies don't do anything but dodge, they have 27 def. At com 14, the warriors elves will still be operating at a maximum of 22 com. ~2 hits per attack is something the heavies can easily take.