Werebiscuit wrote:WaterMonkey314 wrote:Getting hit by 1 mouse is ok. We'll heal next turn.
Getting hit by 2 mice is potentially fatal, and I'd rather not be the only one out there...
Remind me of your hits again ? Oh..yeah...how about 1 mouse & 3 crossbows.
it's not safe out there unless you've over 20 hits... just look who's out there
MarbitChow wrote:(I'm just going to point out that this scenario was originally designed with 4 expendable NPCs in mind. You might be able to pull it off without losing any units, but players who already have higher-level primary characters might want to consider sacrificing themselves for the greater good. )
With the introduction of "delaying", units can actually attack twice in the same round. Each unit gets 1 Move and 1 Action on their phase. If they delay, they can use those on any phase afterwards, up until their next phase. MS01 and MS02 moved and attacked on Phase 6, and gained another move/attack on Phase 5. They will not be able to move or attack again until Round 2, Phase 5.tigerusthegreat wrote:Mistakes I see: MS01 and MS02 already moved and attacked whump this round, so they cannot attack Wegio as well. (all enemy units have moved this round as far as I can tell).
That's a typo. It should have been PG02. Note that PG02 was not dodging when attacks resolved. (He'd probably have been in much better shape if he stayed dodging, and attacked on the following phase, but constructs aren't that bright.)tigerusthegreat wrote:PG01 cannot attack Wegio without having the strike special, attack only allows adjacent attacks.
tigerusthegreat wrote:I'm confused then, what are they delaying? If as the attacking side, we initiated combat, and this is the first round of combat....how are they getting two actions?
I'd understand if this were the second round of combat, and they had a delayed action from the first round, but this is just the first round...any way you can clarify this for me?
tigerusthegreat wrote:Okay, I understand now....seems that the defender has some significant advantages.
MarbitChow wrote:As always, let me know if you see any mistakes.
Yup. The 1st scenario is a learning exercise. That's why you've got disposable units. (And, since they're being run by experienced players, in theory they should also have been able to catch that. ) Losing a few level 1 melee units isn't a big deal - PCs that die here could claim a Level 2 NPC from Dis City (if any survive) or roll up another level 1 without any trouble. Losing casters is a bigger deal, though.tigerusthegreat wrote:If I'd have realized that, though, I'd have recommended waiting until phase 1 to send in additional units.
Nope. I just missed it. That would have given him significantly better defense; I'll retcon it in. I assume you'll be standing in J1?BLANDCorporatio wrote:PS: or, did the 8 Combat of Wegio result in him going in quicker than Zed-too's 5?
You can absolutely count on me being a dick. That's kinda my job, in fact. (For reference: see Archons shooting Altruistic Elves) But I do try to avoid using OOC knowledge.bob the 6th wrote:This is verging on the GM being a dick territory... edit: hell, kilroy is standing there, as an archer, WITHOUT A ROCK! really, the hell?
Rules say you only need to be adjacent. I make the changes tonight.BLANDCorporatio wrote:That would fit with the cowardly motif. If be a bit awkward with the guarding.
On the one hand, this is true, no offense Marbit but you do kinda have a tendency to not document actual "mechanics" rules. It seems that about half of how combat actually works isn't written in the Rules Post.tigerusthegreat wrote:Why do I feel like Parson when he arrived on erf? Only knowing half the rules of the place.
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