tigerusthegreat wrote:So, tactical thought time:
Threats (in decreasing order of significance):
SM02 (can reach H7 and explode to damage Anex and Killroy)
SM01 (can explode, penetrating all defenses)
MA01 (full hits, can attack anyone)
MA02 (1 hit, can attack anyone)
Don't worry, we have answers to all of these.
SM02: Melissa's next move after finishing MW02 should be to N-O/7-8, attacking (and restricting the movement of) SM02. (This won't kill it, but the mouse will most likely explode on its delayed action.)
SM01: Fort can debuff this one (in fact, his player orders demand it). Then Kilroy can run up to P3 (provided MW02 is croaked) and soak its luckamancy-reduced explosion.
MA01: Anex can take out this target with a good deal of certainty, especially if Rudy supports and coordinates her.
MA02: Nemo can finish this one off from afar with 97% odds.
As for the rest, it's basically just a mop-up operation once those four threats are gone. No need to do anything fancy, so long as we don't leave one of the casters exposed.
So, new proposal:
(This Round)
Phase 1: Melissa moves to [J-K/7-8] and attacks MW02. Nemo delays. (No need to rush in
just yet...)
(Next Round)
Anex Supports Rudy, Rudy Supports and Coordinates with Anex. Zed-Too Gaurds and Interposes for Regus.
Phase 10: Anex moves to [G12] if it won't break the support, (for a clear line of sight) and shoots MA01.
Phase 9: Melissa moves to [N-O/7-8] and attacks SM02. Nemo moves in to [G13] and fires at MA02 unless Anex failed to kill MA01 by more than a couple hits.
We can see what happens before comitting to Phase 8 actions.
tigerusthegreat wrote:Also, for lols, can we call the kitty Naughty Melissa instead :-p
Er; no, I don't think that would work.