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What kind of format should games be done in?
  Games that are played slowly and casually over longer periods of time
  Scheduled games, perhaps done in phases, where all players come online together for an hour or so and take turns together
  Other (please explain in post)
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WhirlwindTerror
Crew

Dedicated Raider

PostPosted: Tue Dec 17, 2013 10:56 am


You are at the end of the turn order. After Seth, if I recall. Look at the ally info cards in the FS post and at the beginning of the topic. They are arranged in order of turns.
PostPosted: Tue Dec 17, 2013 10:57 am


Misuki Marishima
I hope you don't mind the double post, but I wanted to clarify...
My turn is after Shinon's, correct?

Also, welcome back, Shinon!

In short, it's your turn.

WhirlwindTerror
Crew

Dedicated Raider


Ninja_Maiden
Crew

Skilled Cleric

PostPosted: Thu Dec 19, 2013 9:55 pm


Game 4~
User Image - Blocked by "Display Image" Settings. Click to show.
User Image - Blocked by "Display Image" Settings. Click to show.


-------------------------- {[ --- The Mission --- ]} --------------------------

Escort Leena's caravan to the designated spot.
Mission will end when she reaches tile 55 OR Leena is defeated or she reclasses.

User Image - Blocked by "Display Image" Settings. Click to show.


------------------------- {[ --- About the map --- ]} -------------------------

This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.

There is 1 unvisited house on this map.
--- 1 on tile 31

There are forests (+1 def), forts (+2 def and heals 10HP), houses (+1 res), arena (+1 def), shop (+1 res), and church (+2 res).

There could be traps anywhere on this map. Be cautious. Those boulders on the cliffs do not look friendly.
Beware of the trap on tile 19.
--- Tile 19 is a poison trap. (-5 HP and poison status)

There's nothing on tiles 1, 5, 6, 7, 10, 11, 12, 13, 14.

Places of special interest:
The armory
--- Trade gold for various weapons.
User Image
"Hm? Ah, welcome. What can I do ya for, today?"
[X]

User Image Iron Sword (D rank | +1 damage | range 1 | 40 uses)
Price: 300
User Image Iron Lance (D rank | +1 damage | range 1 | 40 uses)
Price: 300
User Image Iron Axe (D rank | +1 damage | range 1 | 40 uses)
Price: 300
User Image Iron Bow (D rank | +1 damage | range 2 | 40 uses)
Price: 300
User Image - Blocked by "Display Image" Settings. Click to show. Soothing Sword (D rank | +2 damage | range 1 | 10 uses | Heals by the amount of inflicted damage)
Price: 920
User Image Javelin (D rank | +0 damage | range 1-2 | 25 uses)
Price: 700
User Image Hand Axe (D rank | +0 damage | range 1-2 | 25 uses)
Price: 700
Bowgun (D rank | +0 damage | range 1-2 | 25 uses)
Price: 700


The shop
--- Trade gold for various healing items.
User Image
"Welcome, welcome... see anything that suits your fancy?"
[X]

User Image Herb (Heals 5 HP | 5 uses)
Price: 150
User Image Vulnerary (Heals 10 HP | 3 uses)
Prince: 300
User Image - Blocked by "Display Image" Settings. Click to show. Concoction (Heals 15 HP | 3 uses)
Price: 1000
User Image Pure Water (Temporarily increases Resistance by 5; effect decreases by 1 each turn)
Price: 600
User Image Fire (E rank | +0 damage | range 1-2 | infinite uses)
Price: 150
User Image Thunder (E rank | +0 damage | range 1-2 | infinite uses)
Price: 150
User Image - Blocked by "Display Image" Settings. Click to show. Wind (E rank | +0 damage | range 1-2 | infinite uses)
Price: 150
User Image Heal (E rank | +5 heal | range 0-1 | 30 uses)
Price: 600


The church
--- Trade gold for direct healing. 5 gold per HP

The arena
--- Gamble for exp and higher amounts of gold. Visiting once uses up your action phase. You're only allowed 5 visits per game.
Note: By deciding to participate in the arena, you accept the risk of losing health or possibly dying.

After you visit the arena, FS will randomly generate an opponent. You have the option of fighting or fleeing. If you stay to fight, you and the RNG foe need to roll one 10-sided die add your strength or magic then subtract the enemy's defense or resistance stat. Both combatants will be using their most basic weapon so there's no extra damage modifier. Whoever does the most damage wins the match. Simple as that.

So the formula looks like this: # rolled + your Str/Mag - enemy's Def/Res = total damage

Also even if you lose, the price doubles the next time you visit.

--- Hall of Combatants
--------- Mihira - 4 wins 0 losses (4/5 visits)
--------- Vika - 4 wins 0 losses (4/5 visits)
--------- Ziaram - 3 wins 0 losses (3/5 visits)
--------- Shinon - 1 win 1 loss (2/5 visits)
--------- Seth - 1 win 0 loss (1/5 visits)

------------------------- {[ --- Enemy spotted --- ]} -------------------------
Enemy Info
User Image - Blocked by "Display Image" Settings. Click to show.


There are 13 enemies currently on the map. They are:
--- 1 x Boss (Ali) on tile 53
--- 1 x Mini boss (Jaren) on tile 52
--- 1 x Myrmidon on tiles 31
--- 2 x Archers on tiles 48 & 50
--- 3 x Mages on tiles 16 & 49
--- 1 x Fighter on tile 35
--- 3 x Barbarians on tiles 2, 40, & 41
--- 1 x Thief on tile 3

The thief on tile 3 will drop an Arms Scroll upon death.
All of the barbarians will drop 50 gold each upon death.
Jaren will drop 500 gold upon defeat.
Ali will drop an Herb, a Provoke Scroll, and 1,000 gold upon defeat.

2 enemies will level up after one attack. They are:
--- Mage on tile 16
--- Archer on tile 48 (+1 HP)
3 enemies will level up after two attacks. They are:
--- Mage on tile 16
--- Myrmidon on tile 31 (+1 HP)
--- Archer on tile 50 (+1 HP)

---------------------- {[ --- How you doing, pal? --- ]} ----------------------
Ally Info
User Image - Blocked by "Display Image" Settings. Click to show.


Shinon is down to 8 / 16 HP.
Vika is down to 15 / 19 HP.
Leena is down to 13 / 15 HP and is poisoned for 4 more turns.

------------------------- {[ --- Oh by the way... --- ]} -------------------------

Isadora, Seth, and Leena have a weakness to fire magic and horse slaying weapons.

Vika has a weakness to wind magic, bows, and laguz slaying weapons.

Mihira has a weakness to thunder magic, bows, and dragon slaying weapons.

The team's skills

Rin
Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive
Healtouch: Restores an extra 5HP when healing allies; Passive
Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive

Isadora
Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive
Canto: Continue moving with leftover range after performing an action; passive
Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective)
Rally Resistance: Roll a 10-sided die to add to an ally's resistance.

Ziaram
Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Pursuit: For attack, roll two 8-sided dice
Parity: When attacking, ignore terrain bonuses; Passive

Shinon
Prescience: Damage +2 when attacking an enemy that is at full health
Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow)
Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive

Mihira
Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive
Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted
Defender: Defense and Resistance +1 to allies on the same space

Vika
Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive
Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive
Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive

Seth
Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive
Canto: Continue moving with leftover range after performing an action; passive
Pavise: Take less damage from next round of enemies' attacks by 10-sided die amount

Leena
Convoy: All items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the Transporter's inventory; Passive
Stockpile: Inventory space of number of allied units x5; Passive (Ex: With 4 allies, the Transport would have the inventory of 4x5=20)
Prayer: When HP is 10 or less, Defense and Resistance +5; passive


The enemies' skills
Ali
Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Pursuit: For attack, roll two 8-sided dice
Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)

Jaren
Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Pursuit: For attack, roll two 8-sided dice
Empty Mind: Immune to mental status afflictions (Berserk and Fear)

Archer
Prescience: Damage +2 when attacking an enemy that is at full health
Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow)

Mage
Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack)
Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away

Fighter
Zeal: Damage +2 for turn if attacked during last enemy phase; passive
Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)

Myrmidon
Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Pursuit: For attack, roll two 8-sided dice

Barbarian
Gamble: For attack, roll an 8-sided die. If result is even, do +4 damage, if result is odd, take +4 damage from targeted enemy's next attack
Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive

Thief
Locktouch: Open doors and chests
Steal: Steal offhand item or weapon from enemy
Cultivate: All attacks inflicted upon this unit give double exp
PostPosted: Fri Dec 20, 2013 11:53 am


Hey game 4 people, it looks like Leena could actually get a kill on that enemy thief. Just pointing it out.

Nomad Rath
Vice Captain

Dedicated Guildsman


Jisen Meizuki
Crew

Stubborn Gifter

PostPosted: Fri Dec 20, 2013 5:34 pm


Nomad Rath
Hey game 4 people, it looks like Leena could actually get a kill on that enemy thief. Just pointing it out.


Are you nuts? It's every player for his/herself. =P

JK JK I don't mind if Leena can take the killing on the thief. In truth, I also see it as an advantage for Mihira and Vika to finish up their arena stunt while leaving Seth and Shinon to attack the barbarian. Unfortunately, Shinon prefers healing. sweatdrop
PostPosted: Sat Dec 21, 2013 12:22 am


Ssbmfreak36
Nomad Rath
Hey game 4 people, it looks like Leena could actually get a kill on that enemy thief. Just pointing it out.

I should start doing this from now on.

WhirlwindTerror
Crew

Dedicated Raider


Nomad Rath
Vice Captain

Dedicated Guildsman

PostPosted: Sun Dec 22, 2013 2:29 pm


Game 3 people, I think we should discuss our next move. (Also keep in mind that I'm talking as a player, not as a GM)

Obviously we want to get those chests, so at least Annis needs to go up that way with some protection just in case. But I think our overall plan depends on trying to figure out how the enemies are going to act.

The revenants moved right for us at the start.

The two armorknights stayed on their space as if guarding the spaces where the door/walls are. Even when attacked, the one we killed didn't move towards us, which makes me think it was only going to attack if units were in its range.

The wolves moved when we got closer to them as did the mage.

The priest with physic moved in response to injuries. It stopped moving temporarily when the armorknight was defeated. This was probably only because it had Physic. I don't expect the other two will leave the Neocromancer, since he doesn't have a healing item.

The dark mages are what we need to figure out. When Tiki and Annis were on space 28, a dark mage could have easily moved over and attacked them, but it didn't. Now, that may be because the door/wall is still there. But at the same time, that's not a real obstacle, since magic is ranged, so why wouldn't it even move and try. They may be 'coded' the same way as the armorknights in that they won't move and will attack if somebody gets in their range. We can try testing that by sitting somebody tanky, like Tiki (with Rath buffs) on space 43, without attacking, and see if the dark mage reacts. If it does attack, we can retreat and see if it follows us, in order to test if we just had to first be in its range to get it to 'wake up' so to speak or something. If that's the case, we can lure the dark mages out towards where we fought the wolf and mage, since we know fighting there doesn't trigger the Necromancer doing anything shady shade.

In the direction we're heading now, we'll have to go passed at least 2 of the dark mages, but we don't want to do anything that will trigger the Necromancer attacking us with Mire. Alternatively, we can get the 2 chests and then head back the long way around, take out the armorknight and mage and then approach from that way so that we can try and avoid contact with the dark mages altogether.
PostPosted: Sun Dec 22, 2013 2:51 pm


I agree with Rath, I'm under the feeling the dark mages are in a we stand still until one of us gets attacked coding. I think the first step for us is to try to see how the dark mages work. As Rath said, Tiki can tank and she can get buffed with Rainbow Rally.

But of course as Rath said that also can trigger something bad with the Necromancer suddenly miring us to death, so it does seem to be safer to take the long way around though of course that means we'll be hitting some lava traps and will need dem Aruna heals.

I"m actually slightly leaning more towards the second option of going all the way around cause I just noticed something that caught my eye. Above space 63, it looks like it has a little crack on the wall. I mean I don't know what that means if it means anything at all, but I'm curious to know if we can attack it at all and it doesn't hurt to try (unless like lava spews out from the other side). Though the map terrain tells me other wise but it's worth checking out in my opinion. Maybe it'll reveal a secret room or path or even A GAIDEN CHAPTER!? I don't know, either way the crach above 63 (thought I may be thinking too much about it) piques my interest.

Testing out the coding of the dark mages and also going around the long way, I'm fine with doing either paths. I'll side with the majority vote in the end.

Kashigan

Omnipresent Loiterer


Ninja_Maiden
Crew

Skilled Cleric

PostPosted: Sun Dec 22, 2013 6:53 pm


I also agree with Rath. The dark mages could have gone after Annis and Tiki from the other side of the wall/door so they're not tome trigger happy, which might mean they need motivation to set them off maybe being in their attacking range or setting of an event or something.

It might be possible that the number of remaining enemies could be the factor for using Mire. Like maybe when it's just him and the priests left, he'll decide to use his nuke. I know it's not a traditional FE AI attack protocol, but we can't completely rule that out, can we?

I'm fine with doing either plan first considering it makes no difference to me. I'll be saving y'all's asses either way with my super heals. I just pray that when we finally figure out what makes the necromancer go on the offensive, he doesn't roll 7 or higher while Annis is in range, or a 9+ while Alex is in range, or a 10 while Ganon is in range or target me more than 2 turns.

On the subject of space 63: I think it also has the chance to be a poison trap like the every other hole in the wall. But I suppose we won't know until someone steps on the tile. I'll keep my kneader and physic ready.
PostPosted: Sun Dec 22, 2013 9:41 pm


I'd like to think the Dark Mages/Shamans require both a 1) Line of Sight (there cannot be obstacles like a door or a wall between their target and the caster. It contradicts typical FE AI behavior, however) and 2) Proximity (the enemy has to be in attack range for them to proceed to move). If both of these aren't met, the Dark Mage/Shaman AI won't react. However, there is a third possibility, and one that doesn't require 1 and 2. 3) Nonmagical units and/or Mages have been defeated. They probably won't start actually start coming for us aggressively if we don't take out at least the last knight.

However, if the Necromancer follows the Dark Mage/Shaman AI, then Clara or Alex should have already been Mired. There are at least three possibilities as to why he hasn't yet: a) Already suggested, with the priests. He probably won't do anything until we reach the next row (26, 27, etc) because we're not at the top half of the map yet, where we actually become more of a threat to him. b) Tiles 44-47 and 52 are elevated, blocking his line of sight so he cannot actually see us. If that is the case, if the Dark Mage AI is programmed to react with 1 and 2 then he still can't do anything until we get closer. If that's the case, then the farthest we can go are Tiles 35 and 36. c) He has his own unique Boss AI which we don't know anything about. This is probably the most dangerous, as he may very well start attacking any of us once we trigger his programmed AI since we're in range.

I'd say ignore the chests for now and go around the left side. However, if we want to test out the AI, I'd say split the party into two groups: Group 1 consists of Tiki as bait/tank, Aruna as healer, and Rath as support. These three can survive a Mire if we cause a reaction. Everyone else should go left, since Mire can't reach anyone until we pass the left door. Once we burn out the Necromancer's Mire, it should be safe to go for the chests. We already know how the knight and mage AI works, so let's go take care of them.

I'm also curious about the cracked wall, but if we want to check it out we'd have to go all the way around so we don't set off the Necromancer's AI.

gabriel sama
Crew

High-functioning Player


Kashigan

Omnipresent Loiterer

PostPosted: Sun Dec 22, 2013 10:28 pm


I still am pretty sure that line of sight doesn't affect why the boss does things because as I said, if line of sight actually existed in this game then it would already be a mechanic that is implemented because it's a mechanic that would affect us also since it's a thing that would effect how we fight. Since line of sight doesn't matter to us (I.E. Alex can attack with arrows through the walls) it should not affect the necromancer either.

I can understand the idea of having the group split up, but I am against this idea also because while the group goes left, we are without a healer and we already know that there are a lot of traps already on the left side and with the less amount of hp we have now and how each trap would hit us for 5 hp. Going to the left without a healer is very unwise so I don't think we should split up the group like that either. I am fine with the idea of Tiki/Sunil tanking with Aruna and Rath as support, but maybe we should just be outside the mire where it's safe for now instead of trying to split up the group towards the left and right.

I can see that the boss has it's own unique AI too and that is totally possible. I would also like to add the fact that it seems people tend to forget is that The necromancer wants us alive as Rath stated in the past. This can be the reason why the Necromancer hasn't attacked us yet since he wants us alive and he probably has a good knowledge of his own strength and how much damage he can actually deal to us.

(This was not proofread because I typed this while at a DnD meet up)
PostPosted: Mon Dec 23, 2013 12:00 am


I think it's safest to assume that the Necromancer has his own unique AI, just so that we aren't assuming something and then get into trouble.

Also, OJ is right. It was on one of the pages I couldn't save when I deleted the first topic, but when we entered his 'lair', he commanded some of his risen to bring us to him, which insinuates that he wants us alive, which can explain why he hasn't attacked yet.

While the team split plan does work, I agree with OJ that I don't think they should leave for the left side until we're done testing. And if the testing proves that we're safe there, then Annis and Ganon teamwork will come in to book it to those chests real quick while the rest of us begin to head left.

Nomad Rath
Vice Captain

Dedicated Guildsman


gabriel sama
Crew

High-functioning Player

PostPosted: Mon Dec 23, 2013 12:57 am


So test and high-tail it to the other side?

Who's going to be bait then? Tiki since she has the highest chance of survival with her higher stats and Dragonskin? Or Sunil with his Quickclaw to return damage?
PostPosted: Mon Dec 23, 2013 8:49 am


We don't want to return damage.

Nomad Rath
Vice Captain

Dedicated Guildsman


WhirlwindTerror
Crew

Dedicated Raider

PostPosted: Mon Dec 23, 2013 2:09 pm


Misuki Marishima

Sue explicitly said she doesn't post unless she's told to. It's been her turn for two days and her profile states her last login was six hours ago, so here's a nudge if that's true.
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