Fixed.tigerusthegreat wrote:Mistake I see on your listing: Moe took his action in an attack, so he should not have a delayed action listed.
Yes. (Quick request: it helps immensely if you bold orders and rules questions so that I don't miss them.)tigerusthegreat wrote:Rules Question: Can you move through a friendly occupied space, provided an enemy doesn't border it?
Updated. (Edit: Misread the Naughty Melissa part. Doh! So, no, it's just Melissa. Rider gets naming rights, especially on the assumption that the mount will be buying Imprinted, which is practically a given for all caster mounts.tigerusthegreat wrote:Also, for lols, can we call the kitty Naughty Melissa instead :-p
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)
tigerusthegreat wrote:Also, for lols, can we call the kitty Naughty Melissa instead :-p
CroverusRaven wrote:?My previous orders for Whump still stand.
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. )
Nnelg wrote:Kilroy moves to P3 to soak the Mouse's explosion.
If Kilroy ignores the Mouse it probably won't be too bad... But if nobody blocks that gap, Fort's toast.
Wegio, Anex, Moe, Kilroy, and Zed-Two were not originally intended to be 'PCs' - they were going to be 0-level warriors without any AP to spend - just base warriors and an archer. The Luckamancer was a bit of a last-minute add as well. Without his own AP plus Zed-Two's guarding, Wegio would have died already. But yeah, the scenario wasn't supposed to be too tough. It was really supposed to give you players a feel for the rules, and give me a feel for how luckamancy and exploding units are going to work.Nnelg wrote:You know, I have no idea whether it was beginner's luck, you going easy on us, or something else entirely, but this scenario just doesn't seem so hard in retrospect.
Your luckamancer didn't actually do anything positive for the fight yet - all he did was negate a critical.tigerusthegreat wrote:I think this scenario became much easier because of the critical hit rules, and having a luckamancer.
TBH, critical hit/critical miss rules are almost too good with a luckamancer. I hope higher levels and more hits for enemies will make them less powerful, but at this low level they are very powerful.
MarbitChow wrote:Without his own AP plus Zed-Two's guarding, Wegio would have died already.
MarbitChow wrote:Your luckamancer didn't actually do anything positive for the fight yet - all he did was negate a critical.
I think the luckamancer seems to be on par with the other casters so far, but I'd love to hear other's thoughts on the subject.
Nnelg wrote:MarbitChow wrote:Without his own AP plus Zed-Two's guarding, Wegio would have died already.
Well, he who emulates Leroy Jenkins is wont to meet the fate of Leroy Jenkins.
LTDave wrote:"Rudy! Hold fire while I hit this twerp."
Quick note: after you use your action, your move drops to 0. You can delay both move and action, or delay your action, but you can't use your action and save your move.bob the 6th wrote:Rudy shoots MW01, and delays his move.
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