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Posted: Sun Mar 16, 2014 6:36 pm
That's what it looks like. The boulder travels the number of spaces generated by 1d12 and does fixed damage to everyone along that path.
So one down, five more to go.
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Posted: Sun Mar 16, 2014 7:05 pm
Ninja_Maiden That's what it looks like. The boulder travels the number of spaces generated by 1d12 and does fixed damage to everyone along that path. So one down, five more to go. Looks like the maximum they can go is to space 24, that being the southmost one. The two leftmost top boulders are likely to duck around the left fork, settling on 25, the rightmost going down the right fork, settling on 28. And these <********> adapting enemies aren't going to push them if we're not in the way, and they're going to jump out of the way themselves, so unless Mihira and Vika decide to fly way out of the way to make themselves useful, we're just going to have to sit here and take them until they're gone.
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Posted: Sun Mar 16, 2014 10:03 pm
Sure looks that way. 3nodding
Problem with using Vika and/or Mihira to block of the bandits are those archers and the mage (since Mihira has 0 res). Maybe keep Rin just out of range, have the person(s) with the most HP tank the rocks, and move back when the rocks hurt too much?
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Posted: Mon Mar 17, 2014 4:04 pm
So here's my plan.
Everybody hold your position. For five turns. Unless your name is Vika or Mihira, don't move. Mihira, Seth, and Vika, in that order, have the most HP. Mihira and Vika can go airborne, but at this point in time I'm not sure where they can go that doesn't negate the entire purpose of them moving. Seth will just have to tank the boulders. Rin needs to move closer, so since a given unit can tank at least three hits, I'm going to suggest she moves to 25, and Leena get to her as soon as possible on space 24 to trade the two Vulneraries in her convoy to Rin. Leena should stay on 24. Rin should push forward to assist Seth and whomever else takes the front, as needed.
tl;dr: PASS YOUR TURN FOR FIVE ROUNDS UNLESS YOU ARE RIN OR LEENA, IN WHICH CASE SEE ABOVE.
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Posted: Mon Mar 17, 2014 4:28 pm
I personally don't see any other better way of handling the boulders. The enemy will either stay where they are in order to roll those boulders at you guys, or they're going to move into place to attack Seth, whom will be nigh-impenetrable with Pavise. Given how they've acted thus far and Ali's comment before the trap was sprung, they're not going to move into the way of the boulders and roll them in the same turn, or at least I can't see that comment being translated as "Oh yeah we'll hurt our allies if it means hurting the guild members! Sorry dudes, you don't get hazard pay" or something.
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Posted: Mon Mar 17, 2014 4:52 pm
Well, the barbarians got lucky. The generic banit that was not Ali basically said move if you can, because here it comes ready or not. The boulder was still going to be rolled whether they were able to get out of the way or not. Next to risen, the average Sentrian units are the 'dumbest', most reckless units. They would have hurt their allies if it meant they could hurt the guild members, it just so happened that they were able to get out of the way because they weren't far down the mountain yet.
**Also, game 3, I'm going to head down towards the knight after taking an item from Annis so she has space, so we can take care of him while Annis gets her chests, which will take a couple of turns: A turn to use her arms scroll for inventory space while Ganon does the same (unless either of you prefer to just drop your bronze weapons, since you'll just get one back automatically once the game ends) > A turn to open a chest, get refreshed by ganon, trade an item over to him and then open another chest > A turn to open last chest and then never pick up another item because we have no more room anywhere :U
Meanwhile, Alex can farm the priests since it will take him too long to move, while any combination of Rath, Tiki Sunil and Clara take out the armorknight. Since the wall/door is behind the armorknight where we are, you can break the wall or use a key (opening up another space if needed) so that Sunil and Clara you can actually attack him. Aruna won't be far away with heals when needed. If Tiki doesn't want to help with the armorknight, she can farm off the priests with Alex, since she can attack from range. We'll all be doing our jobs and being efficient. Once the armorknight is gone and all the chests are opened, I'll go talk to the Necromancer and everyone else will be ready to go if need be.
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Posted: Mon Mar 17, 2014 7:43 pm
Pitching this idea: So yes, I CAN tank the Barbar's because I am TANK OF JUSTICE, but I think I should move back to space 28 just in case. I know how fickle the RNG is. Any objections? Other than that, I have no idea to tanking.
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Posted: Mon Mar 17, 2014 8:35 pm
Ssbmfreak36 Pitching this idea: So yes, I CAN tank the Barbar's because I am TANK OF JUSTICE, but I think I should move back to space 28 just in case. I know how fickle the RNG is. Any objections? Other than that, I have no idea to tanking. As I told you on Skype, we don't know where the trigger point is, but I have a feeling that if you move anywhere before 29 then they won't roll boulders. Since our team has a knack for taking as long as they can to make a move, a five-turn standoff is going to take us, optimistically, roughly a month, and I'm a big fan of not making this take longer than it has to.
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Posted: Mon Mar 17, 2014 8:45 pm
In game 3:
If we do question the Necromancer, are we gonna ask about Arashe? I mean, was he just a corpse he happened to find and use, or was he secretly part of the cult too?
Personally, I'd rather not have any interesting points missed in the story. But sometimes we do need to skip interesting parts to move on.
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Posted: Mon Mar 17, 2014 9:10 pm
Warning: Lego Movie spoilers in linkCan we please please pleeeeeeeeeaaaaaaaassssssse have a good cop bad cop moment?
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Posted: Tue Mar 18, 2014 12:05 pm
WhirlwindTerror So here's my plan. Everybody hold your position. For five turns. Unless your name is Vika or Mihira, don't move. Mihira, Seth, and Vika, in that order, have the most HP. Mihira and Vika can go airborne, but at this point in time I'm not sure where they can go that doesn't negate the entire purpose of them moving. Seth will just have to tank the boulders. Rin needs to move closer, so since a given unit can tank at least three hits, I'm going to suggest she moves to 25, and Leena get to her as soon as possible on space 24 to trade the two Vulneraries in her convoy to Rin. Leena should stay on 24. Rin should push forward to assist Seth and whomever else takes the front, as needed. tl;dr: PASS YOUR TURN FOR FIVE ROUNDS UNLESS YOU ARE RIN OR LEENA, IN WHICH CASE SEE ABOVE. Pssst Tile 24 is a bear trap.
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Posted: Tue Mar 18, 2014 3:41 pm
And now going to sit pretty and pass my turn. Cause screw rolling a die for moving one space.
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Posted: Tue Mar 18, 2014 6:28 pm
Nomad Rath **Also, game 3, I'm going to head down towards the knight after taking an item from Annis so she has space, so we can take care of him while Annis gets her chests, which will take a couple of turns: A turn to use her arms scroll for inventory space while Ganon does the same (unless either of you prefer to just drop your bronze weapons, since you'll just get one back automatically once the game ends) > A turn to open a chest, get refreshed by ganon, trade an item over to him and then open another chest > A turn to open last chest and then never pick up another item because we have no more room anywhere :U Meanwhile, Alex can farm the priests since it will take him too long to move, while any combination of Rath, Tiki Sunil and Clara take out the armorknight. Since the wall/door is behind the armorknight where we are, you can break the wall or use a key (opening up another space if needed) so that Sunil and Clara you can actually attack him. Aruna won't be far away with heals when needed. If Tiki doesn't want to help with the armorknight, she can farm off the priests with Alex, since she can attack from range. We'll all be doing our jobs and being efficient. Once the armorknight is gone and all the chests are opened, I'll go talk to the Necromancer and everyone else will be ready to go if need be. I'll make sure to use my Arms Scroll next turn, yeah. And if having Annis attack Necro would be unadvisable, then I'll end up just dropping her Bronze Sword, but that'll be a last resort sort of thing. Theoretically, after Ganon has used his Arms Scroll, I'll trade an item over to him before opening a chest so that I still have room for the last item in her inventory. And yeah, then Annis will never land on any new tiles to get items so she doesn't have to deal with "WHICH ITEM DO I DROP NOW" Good luck to game 4, as a note.
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Posted: Tue Mar 18, 2014 7:35 pm
Ninja_Maiden WhirlwindTerror So here's my plan. Everybody hold your position. For five turns. Unless your name is Vika or Mihira, don't move. Mihira, Seth, and Vika, in that order, have the most HP. Mihira and Vika can go airborne, but at this point in time I'm not sure where they can go that doesn't negate the entire purpose of them moving. Seth will just have to tank the boulders. Rin needs to move closer, so since a given unit can tank at least three hits, I'm going to suggest she moves to 25, and Leena get to her as soon as possible on space 24 to trade the two Vulneraries in her convoy to Rin. Leena should stay on 24. Rin should push forward to assist Seth and whomever else takes the front, as needed. tl;dr: PASS YOUR TURN FOR FIVE ROUNDS UNLESS YOU ARE RIN OR LEENA, IN WHICH CASE SEE ABOVE.
Pssst Tile 24 is a bear trap. right, what she said. DON'T MOVE TO 24.
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Posted: Wed Mar 19, 2014 8:10 pm
I mean if you want to train Rin some that's fine and dandy. By all means step on it.
We need a Chrom in game 3. That random royal pack mule ability.
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