
tigerusthegreat wrote:Looking through now for a summary:
Here is what has been stated so far (I decided stack order, but it seems to be about what we need)
Stack:
Leader: Regus (5 combat, lvl 1, bonus +1 com, +1 def) [Move to G10, Dodge]
Members:
Fortune's Chance (3 Combat) [No orders given]
Nemo (3 Combat) With Naughty Kitty [No orders given]
Wegio (5 Combat) [move to H1]
Whump (6 combat) [Move to L2, Dodge]
Rudy Eye (7 combat) [No orders given]
Anex (10 Combat) [Move to G12, Dodge]
Not Stacked:
Zed-Too (5 Combat) [Move to G3?]
Kilroy Jenkins (5 Combat) [move to K8]
Larry 'Curly' Moe (5 Combat) [Move to J5?]
Actions before enterring hex (as far as I have read):
Veil Whump to look like T. Coil
Lesser Curse on Whump
Lesser Boost on Anex
bob the 6th wrote:yeah, wait and see. make them stop dodging. also, anexa should maove with rudy to get a +6 combat boost from him, uping her to 13 and one shoting cloth golems territory.
tigerusthegreat wrote:Spoiler: show

Nnelg wrote:Werebiscuit, unless you've intentionally called up an older version of the plan, the current idea is like this:tigerusthegreat wrote:Just so I'm clear on this: Whump would not gain any leadership bonus until I entered the hex, right?
I agree with the new orders, and recommend stacking like this for now:
Stack:
Leader: Regus (5 combat, lvl 1, bonus +1 com, +1 def) [delay]
Members:
Anex (10 Combat) [delay]
Rudy Eye (7 combat) [No orders given]
Wegio (5 Combat) [delay]
Zed-Too (5 Combat) [delay]
Fortune's Chance (3 Combat) [No orders given]
Nemo (3 Combat) With Naughty Kitty [No orders given]
Not Stacked:
Whump (6 combat) [Move to L2, Dodge]
Kilroy Jenkins (5 Combat) [delay]
Larry 'Curly' Moe (5 Combat) [delay]
Since Whump won't get any bonuses until I enter the hex, it won't matter if he's stacked, and this way, another unit that might be able to attack gets the stacking bonus.
Or alternatively, move in the two unstacked legionaires, outside of mouse range, with Whump, then bring in the stacked units in after the enemy acts.
Whump's going in first, as bait. We might want to send in a legionaire or too as well, but we shouldn't send Anex and Rudy in until the enemy has moved; so that they'll stop dodging and so that we can move into a better position tactically.

The Colonel wrote:Is taking 2 well armed and 1 mighty blow okay?

Nnelg wrote:No. If the marbits do nothing in responce to Whump, we send out a few legionnaires (veiled as high-damage archers, of course). And if they still don't react, we'll just move in anyways and deal with it. In no way are our actions beyond phase 6 set in stone.
And even if the enemy doesn't stop dodging after moving, they've lost their chance to attack. So I fail to see the harm in sending the tank in as bait and waiting to see what bites. It's a very low risk move with potentially worthwhile rewards, and practically no opportunity cost.




Werebiscuit wrote:Arrgh...just realized we don't have the luxury of changing riders...as it would take an action to mount/dismount losing the round for the rider/new rider.
it would have to be Nemo that attacked and his def is worse than Anex's !
scratch that plan then.

tigerusthegreat wrote:One mistake I see is that for the first round, Whump is not stacked (his place was taken by Zed Too)
If splody mice survive all the ranged, then Regus is the best chocie to take out the remaining one, as he has a range advantage.

Yes. Until you were in the hex, all marbit units just delayed their action. In addition, defensive units that couldn't normally move yet also start with delayed actions. It's one of the advantages of defending - all your units can react immediately, no matter when the attackers enter the hex.Nnelg wrote:Um, I take it that you've simulated through phase 5 now, Marbit?
Yes, it's the collective "you", not each "you" individually. However, I have no problem allowing additional unit to be either Veiled or Boosted/Cursed, since that won't make a major difference to the fight. Changing who is mounted, however, would require the actions of both units this turn. The mount could still enter, however.Nnelg wrote:Wait. I was under the notion that we have unlimited actions until we entered the hex. Was that supposed to mean until any of us enter the hex?
Note that if you're bull-rushing, you're not dodging, and if you bull-rush a unit with a delayed action ready, they could choose to use it to attack the bull-rushing unit, which means that they are no longer dodging when the bull-rush resolves. (Both actions occur simultaneously.)Nnelg wrote:Hm, another thought occurs to me: Bull Rush automatically succeeds against dodging units. We can use that to our advantage.
If you set up conditional actions (such as 'Shoot Anex's target if it is still alive'), they have to wait until the current phase resolves. So, if Anex attacks on 5, units who act based on her result can't act until 4. If other units wait to see what happens for THAT result, they go on 3, and so on. This fight is simple enough that setting up a few conditional orders isn't a big deal, so if you want to set that up, that's fine. Note that many of the marbit units also act on 5; the spearmen, for example, get to go again this phase, so it might be safer to see what the results of a phase are and change your orders rather than letting multiple phases play through. It's your call, though.tigerusthegreat wrote:Also, Marbit, how piecemiel can we do these orders? Can we have Anex attack and see what she rolls, then decide on the rest? I don't want to make a bunch more work for you, but that seems to be the best scenario for us.

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