Werebiscuit wrote:Nnelg... I'm not sure you understand the movement rules. Allies units do not pose obstacles to movement of other allied units. Otherwise how do you think those units will get past Melissa who appears to be blocking the corridor?
Oh, so you mean I carefully plotted everyone's manuevers so that everyone would have a clear path to do what they needed to do for no reason?
Werebiscuit wrote:Also currently the only way to get to the square in front of Whump is to bull rush as Kilroy stop movement at the square diagonally adjacent to him without anyone bull rushing. So it would be hard to get 3 on 1 attacks
You forget their delayed actions. Each of those guards is going to get to go twice before any of us gets another action.
Ok, guys, we have two possibilities. The difference is in the amount of danger to Whump, Zed2, and Kilroy, so I'll let their players determine which one to use.
1. Everyone in front of Melissa falls back. Zed2 buffs Melissa's Defence, and we let her tank everything while the archers and casters pick the enemy off one-by-one.
2. Whump closes in to attack GD1. With Zed2 Gaurding him, he has less over 97% chance of survival even if the Dog doesn't go down this turn (which it has a small, but not-insignificant chance of doing). In this plan though, the marbit jailers will be pounding Zed2 and Kilroy continuously, and they have a significant chance of death.