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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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Nomad Rath
Vice Captain

Dedicated Guildsman

PostPosted: Mon Aug 26, 2013 11:32 pm


No, it wasn't. Going up wasn't bad, at all. It was practical to do.

The fault lies in the two teammates down below who either forgot they have the ability to trade or forgot how their skills work. It was a guaranteed enemy block with that light rune and it wasn't used. That's what went wrong.

The others going down wasn't going to make you wait any less time.
PostPosted: Tue Aug 27, 2013 1:00 am


Well there isn't much use in point fingers and arguing now that the damage has been done. This situation is still salvageable. It's definitely not good, but we're not at "kiss your a** good bye" just yet. Give it about 4 turns to start panicking or when Aruna dies. Whichever comes first.

Anyway, I've compiled some useful stuff for the players.

So here's the info on the current game as of the start of turn 5.

With the village destroyed, it looks like we'll be in deep trouble with Rath and Isadora when we get back, if we get back... This game has now turned into a "protect the survivors" side mission with our main goal being to find and defeat the boss.

----------------------------------------------------------------------------------------------------------------------

The total number of enemies seen is 10.
............1 barbarian on tile 41
............1 thief on tile 38 Poisoned for at least 1 more turn.
............1 tiger on tile 36
............1 cat on tile 22
............1 hawk on tile 22
............5 revenants on tile 48 and ?? (possibly 18 or at the bottom of the cliff)

5 enemies have poison weapons: the barbarian and 4 revenants.

----------------------------------------------------------------------------------------------------------------------

Confirmed poisonous snake traps are on tiles 9 and 12! Avoid them all costs or lure enemies to these tiles!
Possible traps are on tiles 19 and 29!

Nothing spots are tiles 1, 2, 3, 4, 5, 6, 7, 8, 10, 13, 16, 17, 18, 20, 23, 24, 27, 28, 41, 42, and 43.
Other guaranteed safe spots are tiles 21, 22, 30, 31, 34, 36, 38, 47, and 48.

Stick to forest and fort tiles for their defense boosts.

----------------------------------------------------------------------------------------------------------------------

Alex is poisoned for 5 more turns.
Aruna is poisoned for 4 more turns.
Mother villager is poisoned for 5 more turns.

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Of the allies and NPCs, Clara has the lowest HP.
Next is the mother followed by Sunil, Alex, and Aruna.

Of the enemies, the thief has the lowest HP.
Next is the revenant near Clara, then the barbarian.
The rest of the enemies have not taken damage.

----------------------------------------------------------------------------------------------------------------------

Clara can be recruited by Wallace, Aruna, Alex, and Sunil.

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The villagers are heading towards tile 1.

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Recommendations Take them or leave them. This is just some advice.
Oujay, the hawk takes double damage from your arrows. Dreadeye would be really handy in this case because the hawk would be put to sleep for 3 turns so it can't move or attack Sunil.

Roy, take care of the cat while the hawk is asleep or retreat back if you feel the need. Be careful of the traps.

Wallace, if you can, use the light rune on the barbarian or the tiger. Barbarian has a threatening skill, but the tiger does slightly more normal damage. If you can't, protect the villagers from the revenants on the right side of the map by moving to space 24 or 25.

Dylan, help Clara kill the revenant, attack the barbarian, or get the tiger's attention. Protect her and the villagers. Canto and Celerity aren't going to be much help right now so just use regular movement rolls. Save the mine for another turn when NPCs aren't in danger of stepping on it. Right now that little girl is my biggest concern in regards to this.

Mel, take out the revenant if it's still there with Pursuit or Astra. If not, focus on the tiger or barbarian if he wasn't light rune'ed.

Ninja_Maiden
Crew

Skilled Cleric


Rough Patch

Unsealed Reveler

PostPosted: Tue Aug 27, 2013 6:38 am


The children are my first priority, on Clara's turn I gave her permission to take my concoction if she wants it, I'm going to body block for them for now.

Wallace and I have the bottom handled, we both have high defense coupled with the draco shield I've got means we should be fine just holding them off until Clara can kill them so...

Wallace move to space 31 and drop your light rune on space 30, that way the barbarian can't move past you to get at the mother, I'll be going to space 43 and taking a swing at that revenant.

(also for next time Rath, that village seemed a tad out of reach, as in unless Wallace hadn't found a light rune there wouldn't have been a way to get to it first at all)
PostPosted: Tue Aug 27, 2013 7:26 am


The village may be out of reach for Wallace, but it wasn't for you if you activate Celerity instead of Canto. That way, the village wouldn't be destroyed and it wouldn't turn into a "save the survivor" mode. But like Lethe said, we can't point fingers when the damage is done.

Anyway, it's too bad that the villagers don't have any healing stuffs on them like Vulnerary or Concoction or a nearby healer to heal them. I highly doubt that the mother will survive during the enemy's phase. Either be killed by the enemy or die from poison. sweatdrop If there's no father, then these kids will become orphans... Anyone has the nomad signal to summon Rath? >>;

Jisen Meizuki
Crew

Stubborn Gifter


Nomad Rath
Vice Captain

Dedicated Guildsman

PostPosted: Tue Aug 27, 2013 8:12 am


Perhaps I did put the bandit too close in relation to everyone, but I did tell you from the beginning that I highly recommend using celerity, which you never did.

Quote:
Oujay, the hawk takes double damage from your arrows. Dreadeye would be really handy in this case because the hawk would be put to sleep for 3 turns so it can't move or attack Sunil.

Be sure to remember that the sleep will only activate if he rolls at lowest a 7 when using Deadeye.

Quote:
I highly doubt that the mother will survive during the enemy's phase.

The tiger, nor the revenant, nor the barbarian currently have a way of reaching the mother. It's the little girl who is in the most danger.

For those worried about Kieran, Wallace or Clara, take note of the enemies' actions this phase. They went straight for a defenseless civilian instead of Clara, who only has 20 hp.
PostPosted: Tue Aug 27, 2013 12:14 pm


In other words, you guys need to protect the three who can't fight. Clara won't be targeted until the other civilians are gone or can't be reached. Body-blocking is useless unless you put yourself between the enemy and the ones you're trying to protect. Considering the little girl is with Clara and with enemies on either side of her, she's probably the most likely to be targeted right now, followed by the boy, followed by Clara.

The biggest coming threat is hiding somewhere in spaces 13 through 21 (that six tile area where the bridge of trees are). We don't even know what's west of space 50, and probably an equally dangerous threat.

If we get rid of the tiger on space 36, we can have the civilians hide out on the house tile and put Wallace and Kieran on 31 and 36 respectively until the brigand and the revenant on 48 are gone. Try to recruit Clara somehow (unlikely with those two considering how angry she is with them) so that she can help out during the player phase, and then deal with the revenants that come from that 6 space shadow afterwards by claiming space 30 before they can move through. Space 27 would probably be a good place to drop the light rune and/or mine so that they're stuck defenseless/take damage for a turn, but not until the visible threat is dealt with.

After all that's dealt with, help the civilians get to the forts on 14 or 18 to rest and recover the damage they took so that they can make the journey to the next village. Unless, of course, there's more revenants or worse coming up from that temple down south.

gabriel sama
Crew

High-functioning Player


Ninja_Maiden
Crew

Skilled Cleric

PostPosted: Tue Aug 27, 2013 1:16 pm


Nomad Rath
Be sure to remember that the sleep will only activate if he rolls at lowest a 7 when using Deadeye.
Oh the fixes are immediate? I thought they were for the next game since it was in the discussion phase.
PostPosted: Tue Aug 27, 2013 2:48 pm


Ninja_Maiden
Nomad Rath
Be sure to remember that the sleep will only activate if he rolls at lowest a 7 when using Deadeye.
Oh the fixes are immediate? I thought they were for the next game since it was in the discussion phase.


Those skill changes are immediate because it hasn't effected any part of the game yet. The celerity/canto changes won't be until next game.

--

Also, take notice of what you know about the civ movement, you guys; they clearly passed through Kieran's space but could not land on his space. And the mother said where they are headed. Most of you are aware of a certain paralogue in Awakening...

Nomad Rath
Vice Captain

Dedicated Guildsman


gabriel sama
Crew

High-functioning Player

PostPosted: Tue Aug 27, 2013 3:14 pm


They're going for the village that we came from, so they're running East towards the mob. All the more reason to block them from going up there to their deaths.
PostPosted: Tue Aug 27, 2013 3:43 pm


While that part of your plan is ok Kieran, but there is one flaw. I'm currently an NPC, thus I can't trade with you. You have to recruit me first.

Chaotic Houndoom


Ninja_Maiden
Crew

Skilled Cleric

PostPosted: Tue Aug 27, 2013 4:42 pm


Here's a visual of what we're working with. Green spots are known safe tiles. Red is traps. Yellow is known suspicious tiles. Revenants near the right corner are ghosted because I have no clue where they are now. That's where they were last seen.

User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Tue Aug 27, 2013 4:54 pm


Lethe, next time you use the map to show what is safe or not, can you pick a different color for the suspicious spots? The yellow looks too closely with green. sweatdrop

Jisen Meizuki
Crew

Stubborn Gifter


Nomad Rath
Vice Captain

Dedicated Guildsman

PostPosted: Tue Aug 27, 2013 5:24 pm


...How did you get the top left corner of the destroyed village, lol. It hasn't been anything but dark.

*guess you did what I did maybe*
PostPosted: Tue Aug 27, 2013 5:48 pm


Isa, the reason they're so close to green is because I could be wrong about them. They could be safe tiles. They could be traps. But I'll see about maybe switching it to orange or something if it doesn't make it look pukey.

To be quite honest Rath I copied your map and just changed the colors. >>' As for getting the right colors eyedropper on visible parts and bucket tool with continuous unchecked. The tough part was the bottom right corner since the bandit is covering it.

Ninja_Maiden
Crew

Skilled Cleric


Great General Wallace

PostPosted: Wed Aug 28, 2013 8:22 am


i put the light rune on 27 so the villagers didn't run into the revenant horde while they ran to space 1.
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