Exate wrote:ETheBoyce wrote:Another mobility consideration is our Balrug; but what I think our initial focus should be is on capturing Armolad. That will, however be an easy task as it only really requires me and Junetta on Kitties, me to go in and stun them both, assuming they are alone, and her to then follow and space them both out.
Actually, I've been saying the same thing but I just realized that Armolad's mount has a whopping 24 overland move- enough that even after moving 8 alongside the infantry, she can retreat 16 hexes. Our Naughty Kitties won't be able to catch her; we'd have to use the Balrugs to reach her (and I'm not sure if those are in position for that at the moment) and risk having one of them shot down upon entering the hex, since as the move mechanics are described we can't land in the next hex over and march through on foot. Odds are pretty good that she'll make a clean getaway unless I'm missing something.
We will have a few ways of catching up to Armolad. (It should be noted that units can't ride a mount without using up their own move. We can't have a mount carry a <16 movement unit to one hex away from armolad, and then have that <16 move unit move into the hex by itself.)
The Balrug is currently in hex. It has 40 move and could make it to Armolad's hex and back. It is capable of carrying 4 non mount units, so we would have room for 3 on it if we want to use it to bring Armolad back.
The naughty kitties should gain a level after this fight. After this fight, the swift ability is getting added to the game. "[Requires Mount] Swift (0.5 AP): Mount gains +2{+2} Move. Can be purchased more than once." If they buy the ability twice, they'll have enough move to catch up to Armolad.
Fliers start with 12 move and gain 2 per level. Cupid currently has 18 move to use. He is the only PC that can enter the hex without using a balrug or kitty. (He can use the Balrug to return to the city.)
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Whatever we send is going to have to be able to deal with Armolad and Amandaria. They will have Armolad's +5 leadership and +1 from dance-fighting. They were also in hex for 3 of the alt elf deaths and thus have +6/+3 bonuses to Com/Def.
For reference, their stats:
Armolad - Archer {Level 5} [ 11 Combat / 11 Defense / 34 Hits. Fire, Quick-shot. Special: Leadership, Improved Leadership, Dance Fighting, Beefy] { Ward-16 }
Amandaria : Fryahovar {Level 3} [ 18 Combat / 20 Defense / 60 Hits. 14 {24} Move. Strike. Special : Beast, Heavy, Mount, Mighty Blow x2, Dance Fighting ] { Ward-16 }
(If Amandaria does nothing but dodge, she will have a spectacular 39 def. Armolad will be making 2 23-Com fire attacks every time she gets an action.)
Sending units in on the Balrug is a no-go if we can't find a way to protect it from Armolad's fire. (
MarbitChow, how much move does a Brickbat swarm have? Could a swarm ride the Balrug? The Balrug appears to be a plus-sized unit. Would we need more than one swarm to screen it? Would a cloak from Vinny work on the Balrug?)
Using Vinny and Junetta to deal with the pair is definately the way to go. We can capture both of them alive. Problem is that we'll have to leave at least one unit in the hex for the turn if we enter using a Kitty or Kitties. The elves will know that we have hit Armolad and may be able to hit us.
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If we wanted to spend the night in Armolad's hex, we have a couple options for bringing in additional units to act as defense.
Via shenanigans, we can use the balrug to ferry in up to 12 units. We get 4 in the inital trip (Balrug move= 40-16=24), then we get another 4 by picking up units that walk 8 hexes away from the city (Balrug move= 24-16=8), then we get another 4 by picking up units that get dropped 12 hexes away from the city by Kitty (Balrug move= 8-8=0). (We don't have enough kitties to pull off this last trick more than once.)
MarbitChow, if we capture Amandaria alive, can we make her do a forced march back to the city? If so, would she be capable of carrying one of our units?