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 Post subject: Re: Darkness Rising
 Post Posted: Sat Jun 30, 2012 5:53 pm 
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(Erfworld artwork and characters used with permission in accordance with the Creative Commons Noncommercial-Share Alike 3.0.)

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     Post subject: Re: Darkness Rising
     Post Posted: Sun Jul 01, 2012 1:17 pm 
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    That is probably not a good thing. Tretcherous Flying XP hogs incoming. Probably the best use we could get out of Charlie would be to buy a good map of the surrounding lands off of him or use his thinkamancy services to coordinate with our ruler.

    (Btw, do the casters (including Junetta) have any knowledge of the price of scrolls / items in the Magic Kingdom. I would prefer to have a 2 way hat that I can message our ruler with instead of having to pay Charlie for a thinkagram everytime.)

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     Post subject: Re: Darkness Rising
     Post Posted: Sun Jul 01, 2012 2:04 pm 
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    Swodaems wrote:
    (Btw, do the casters (including Junetta) have any knowledge of the price of scrolls / items in the Magic Kingdom. I would prefer to have a 2 way hat that I can message our ruler with instead of having to pay Charlie for a thinkagram everytime.)
    The casters in the room don't know. Most have never been to the Magic Kingdom, and Coil... well, let's just say he wasn't really interested in hats the last time he was there and leave it at that.

    You're currently unable to contact Junetta.

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Jul 02, 2012 12:27 am 
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    I volunteer to go explore the MK once we're back!

    Edit: Oops. Too excited. No portal in Dis City. :(

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     Post subject: Re: Darkness Rising
     Post Posted: Mon Jul 02, 2012 3:02 pm 
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    Assuming work lets me out at a reasonable time today, the next turn will be run this evening. The consensus seems to be to go for the 'Zerg Rush' approach. Please have your final instructions in before 8pm CST.
    Edit : Scratch that. Working late tonight. Turn will be run tomorrow. Sorry for the delay.

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     Post subject: Re: Darkness Rising
     Post Posted: Tue Jul 03, 2012 11:11 pm 
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    Turn 4
    The bone dagron burninates, dusting 2 more uncroaked and heavily damaging a 3rd. Tod and his team fail to notice a whole in their defenses, and one of the champions races across the room, smashing Bill's ward and injuring him. Yuri and the uncroaked have pinned the dagron in the corner, but their numbers are dwindling and the dagron's uncroaked are getting better and better at dancing...

    Image

    Player Stats
    Spoiler: show
    Rolf (Werebiscuit): Warrior {Lvl 3, 30.5xp} [ 15 Combat / 11 Defense / 32 Hits. Attack. Special: Heavy, Well-armed.] (Ward-7) Potion: Renew (Heal 16 Hits)
    William Showend Tell (BLANDCorporatio): Archer {Lvl 3, 30.5xp} [ 14 Combat / 5 Defense / 18 Hits. Fire. Special: Well-Armed, Mighty Blow x2] (Ward-8)
    Yuri (Exate): Warrior {Lvl 3, 32.5xp, 2 AP Banked} [ 11 Combat / 12 Defense / 32 Hits. Attack. Special: Heavy.] (Ward-8) Potion: Renew (Heal 16 Hits)
    Tod (Swodaems): Spearman {Lvl 4, 35.5xp, 1 AP Banked }[/color] [ 9 Combat / 9(+1) Defense / 23 (of 24) Hits. Strike/Lunge. Special: Leadership, Improved Leadership, Dance Fighting] (Ward-8) Ring: +1 Defense, Potion: Renew (Heal 16 Hits), Gem: 5000 Shmuckers, Gem: 2000 Shmuckers
    Cupid (HerbieRai): Flier {Lvl 3, 31.5xp, 2 AP Banked} [ 8 Combat / 6 Defense / 16 Hits. Fire. Special: Fly] (Ward-8)
    T. Coil (ETheBoyce): Caster {Lvl 3, 32.5xp} [ 7(+1) Combat / 3 Defense / 12 Hits. Fire. Special: Shockamancy (Hiya, Hoboken, TooGeeWonCee). 16 Juice.] (Ward-8) Ring: +1 Combat, Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20), Scroll: Revitalize, Scroll: Renew
    Triage (WaterMonkey314): Caster {Lvl 3, 33.6xp, +1Com/Def Banked} [ 6 Combat / 3 Defense / 12 Hits. Fire. Special: Healamancy (Revitalize, Renew, Minor Ward). 17 Juice.] (Ward-8) Potion: Restore Juice (Restore 20)
    Bill (The Colonel): Caster {Lvl 3, 33.5xp, 1 AP Banked} [ 6 Combat / 4 Defense / 9 (of 12) Hits. Fire. Special: Croakamancy (Reanimator, Bone Puppeteer). 0 Juice.] (Ward-8) Scroll: Revitalize x2, Scroll: Renew, Scroll: Lucky Streak, Scroll: Groove, Scroll: Regenerate

    Skeleton SK-1: Warrior [5 Combat / 5 Defense / 22 Hits / Attack. Special: Calcium Enriched, Dance Fighting.]

    Lesser Uncroaked L05: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L07: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L08: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L10: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L11: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L12: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L13: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L14: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L15: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked L16: Warrior [ 5 Combat / 5 Defense / 14 Hits / Attack. Special: Dance Fighting.]


    Portal Unit Stats
    Spoiler: show
    Bone Dagron : [20 Combat / 10 Defense / 146 (of 350) Hits / Strike. Special: x2 Def vs. Fire; Burninate ]

    Lesser Uncroaked Yellow L01: Warrior [ 5 Combat / 5 Defense / 2 (of 14) Hits / Attack. Special: Dance Fighting.]
    Lesser Uncroaked Yellow L03: Warrior [ 5 Combat / 5 Defense / 1 (of 14) Hits / Attack. Special: Dance Fighting.]

    Skeletal Champion Bw2 : Warrior { Lvl 1 } [ 8 Combat / 9 Defense / 12 (of 22) Hits / Attack. Special: x2 Def vs. Fire; Heavy]

    Burninate : Deal 3d6 to all units in a 3x3 square area. Ignores defense. Once used, cannot be used again for 2 turns.


    Results
    Spoiler: show
    William declares Mighty Blow x2
    Improved Leadership & Dance Fighting Stack (Green Man group): Tod, L05, L07, L08, L10, L11, L14, Sk-1 (+8 / +8)
    Dance Fighting Stack (Blue Man group): L02, L03, L06, L12, L13, L15, L16 (+3 / +3)
    Dance Fighting Stack (Redman group): Yellow L01, Yellow L02, Yellow L03 (+1 / +1)

    20:Bone Dagron : Moves to X9, Burninates @ J8
    Roll (L02) : 11. 11 Hits. Target Dusted.
    Roll (L03) : 9. 9 Hits. Target Dusted.
    Roll (L06) : 13. 13 Hits. (L06:1)

    Skeletal Champion Bw1 : Respawns @ H10
    Skeletal Champion Bw2 : Respawns @ M10
    Yellow Lesser Uncroaked L01 : Respawns @ L10
    Yellow Lesser Uncroaked L03 : Respawns @ R10

    15:Rolf : Attack @ Bw3
    Roll : 5. 20 Combat - (10 Defense) = 10 Hits. Target Dusted. Team earns 4 XP.

    14:William : Fire @ Bone Dagron
    Roll : 9. 23 Combat + 6 Might Blow - (20 Defense) = 9 Hits. (Dagron:221)

    11:Yuri : Moves to X7, Attack @ Bone Dagron
    Roll : 5. 16 Combat - (10 Defense) = 6 Hits. (Dagron:215)

    9:Tod : Moves to H9, Attack @ Bw1
    Roll : 6. 15 Combat + 4 Dance Fighting + 4 Leadership - (9 Defense) = 14 Hits.

    8:Cupid : Fire @ Yellow L02
    Roll : 9. 17 Combat - (5 Defense + 1 Dance Fighting) = 11 Hits. Target Dusted. Team earns 2 XP.

    8:T. Coil : Moves to A3, Hoboken @ Bone Dagron
    Roll : 6. 14 Combat = 14 Hits. (Dagron:201)

    8:Skeletal Champion Bw1 : Attack @ Tod
    Roll : 9. 17 Combat - (10 Defense + 4 Dance Fighting + 4 Leadership) = 0 Hits. Tod laughs in the champion's face... skull... thing.

    8:Skeletal Champion Bw2 : Moves M9-L2, Attack @ Bill
    Roll : 7. 15 Combat - (4 Defense) = Ward destroyed. 3 Hits.

    6:Bill : Scroll of Hoboken @ Bw1
    Roll : 3. 9 Combat = 9 hits. Target Dusted. Team earns 4 XP.

    6:Triage : Cast Minor Ward @ Bill
    Bill gains (Ward-8).

    5: Yellow L01 : Moves to K9, Attack @ L06
    Roll : 3. 8 Combat + 1 Dance Fighting - (5 Defense + 2 Dance Fighting) = 2 Hits. Target Dusted.

    5: Yellow L03 : Moves to Q9, Attack @ Rolf
    Roll : 6. 11 Combat + 1 Dance Fighting - (11 Defense) = Ward damaged. (Ward-7)

    (Blue Man Group : Portal Duty)

    5:L06 : Attack @ Yellow L01
    Roll : 5. 10 Combat + 2 Dance Fighting - (5 Defense + 1 Dance Fighting) = 6 hits.

    5:L12 : Moves to J8, Attack @ Yellow L01
    Roll : 5. 10 Combat + 2 Dance Fighting - (5 Defense + 1 Dance Fighting) = 6 hits. (L01:2)

    5:L13 : Moves to F3, Attack @ Bw2
    Roll : 12. 17 Combat + 2 Dance Fighting - (9 Defense) = 10 hits. (Bw2:12)

    5:L15 : Moves to H6
    5:L16 : Moves to H3

    (Green Man Group : Dagron Duty)

    5:L05 : Moves to V10, Attack @ Bone Dagron
    Roll : 4. 9 Combat + 4 Dance Fighting + 4 Leadership - (10 Defense) = 7 Hits. (Dagron:194)

    5:L07 : Moves to Y7, Attack @ Bone Dagron
    Roll : 4. 9 Combat + 4 Dance Fighting + 4 Leadership - (10 Defense) = 7 Hits. (Dagron:187)

    5:L08 : Moves to R8, Attacks @ Yellow L03
    Roll : 6. 11 Combat + 4 Dance Fighting + 4 Leadership - (5 Defense + 1 Dance Fighting) = 13 hits. (L03:1)

    5:L10 : Moves to V8, Attack @ Bone Dagron
    Roll : 8. 13 Combat + 4 Dance Fighting + 4 Leadership - (10 Defense) = 11 Hits. (Dagron:176)

    5:L11 : Moves to V7, Attack @ Bone Dagron
    Roll : 6. 11 Combat + 4 Dance Fighting + 4 Leadership - (10 Defense) = 9 Hits. (Dagron:167)

    5:L14 : Moves to V9, Attack @ Bone Dagron
    Roll : 9. 14 Combat + 4 Dance Fighting + 4 Leadership - (10 Defense) = 12 Hits. (Dagron:155)

    5:Sk-1 : Moves to W7, Attack @ Bone Dagron
    Roll : 6. 11 Combat + 4 Dance Fighting + 4 Leadership - (10 Defense) = 9 Hits. (Dagron:146)
    As always, let me know if you see any mistakes.


    Last edited by MarbitChow on Wed Jul 04, 2012 7:43 am, edited 1 time in total.
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     Post subject: Re: Darkness Rising
     Post Posted: Wed Jul 04, 2012 12:07 am 
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    Uh oh. Bill's in a right ol' spot now.

    Renew Bill if his ward is down and he has less than 4 hits remaining. Otherwise restore his ward if it's down. Otherwise maintain wards/heal others.

    Do I need to move elsewhere to keep from getting attacked as well?

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     Post subject: Re: Darkness Rising
     Post Posted: Wed Jul 04, 2012 2:16 am 
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    CLOSEST DUDES! HIT BW2 DANCERS! HIT HIM AGAIN!

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     Post subject: Re: Darkness Rising
     Post Posted: Thu Jul 05, 2012 12:06 pm 
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    Bother, it's only round 4 and we've already let a melee unit reach a caster. This is what I meant when I said the Zerg plan was somewhat dangerous.

    Bill, I'm sorry, but despite having the the ability to finish off that bone champion before he attacks again, I cannot help you out next round. If I move from my spot, then anything spawning at portal H gets a free pass at the rest of the squishies and I can't allow that. The good news is, you should survive the champion's next attack regardless of his roll. (8com+12roll-4def-8ward-9hits remaining=-1, meaning 1 hit remaining on Bill even if the Champion rolls extremely well.) (Bill, I suggest you say that the healomancy scrolls you're carrying are free for use next round. This is kind of the situation they were made for.)

    Dagron damage progress report: Trogdor has a 21/36 chance of one hitting a member of green man group despite their def. That means Green man group has a 21/36 chance of being good for about 6 attacks of ~9 damage each next round, for a total of ~54 damage, or a 15/36 chance of being good for 7 of ~10 for ~70. Will can do ~7 and T.Coil can do ~15, so that is ~76or~92 depending on Trogdor's roll. (Yuri would be ~8 and Rolf ~12, but with only 7 melee spots on the dagron, not everyone can join in. Rolf and Yuri may also be better used else where as my next point states.) We should know after this round if the Dagron is likely to go down in round 6 or 7. (Round 7 means it gets a burninate.)

    This round is when things start to get worrying with the reconstituted uncroaked. Unless Trogdor starts eating immediately, we can expect 6 more enemies to appear at the top of the round. (2 Bone champions and 4 lesser dance fighters.) Currently, our defensive line consists of myself and 4 7/7/14 lesser uncroaked. It simply cannot be trusted to hold against against that onslaught. Without intervention, we can expect holes to form this round and for Will and the Casters to be vulnerable to enemy attack in round 6. Tod will be staying where he blocks enemies from moving away from the H portal. I'm going to have Rolf go thru S8, R7, and O7 to M9 where he can block the M portal. I ask that Yuri try to block the R portal. (Both heavies are carrying Healing potions, so they have that option for healing.)

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 6:57 am 
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    Well, if there's no danger of friendly fire then Will shall try to annihilate the threat to Bill.

    Leave no one behind!

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 8:41 am 
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    REMAINING DANCERS! ATTACK! EVERYTHING! The one closer to me, attack the bone champ! Bill BRAVELY RETREATS FROM THE BONE CHAMP!

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 9:42 am 
    E is for Erfworld Supporter Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    I've a bit of concern that if Yuri pulls back we'll be letting up pressure on the Bone Dagron, but there's not a ton to be done about that, I suppose. Since enemies would appear from the portals prior to Yuri's action, I should be able to conditionally attack either enemies from the R portal or, if there are no R portal enemies (presumably because the Bone Dagron wanted health) then keep smacking the Bone Dagron.

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 10:48 am 
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    I can also land somewhere and be in the way, although it shouldn't be too close to the portals because I am a bit squishy

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 11:02 am 
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    Does anyone need a bit of luckamancy?

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 2:01 pm 
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    The Colonel wrote:
    Does anyone need a bit of luckamancy?

    By the time you can act, Healomancy might be a better choice. And you'll probably be casting it on yourself since that bone champion is likely to get another attack in.

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 2:06 pm 
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    Fine, if my hp drops any more, I use the weakest Healomancy scroll I have. ON MYSELF!

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 2:11 pm 
    Print Book 2 & Draw Book 3 Supporter Year of the Dwagon Supporter This user is a Tool! Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Erfworld Bicycle® Playing Cards supporter Has collected at least one unit
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    Everyone knows what I'm gonna do! Hoboken that Bone Dargon!

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 3:15 pm 
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    I just realized, Hobo Ken

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     Post subject: Re: Darkness Rising
     Post Posted: Fri Jul 06, 2012 9:03 pm 
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    The Colonel wrote:
    Fine, if my hp drops any more, I use the weakest Healomancy scroll I have. ON MYSELF!


    Oy - I intend to heal you, which should cover the damage you take. Do we have no other options? (It might be better for you to Fire someone even).

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     Post subject: Re: Darkness Rising
     Post Posted: Sat Jul 07, 2012 11:11 am 
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    WaterMonkey314 wrote:
    The Colonel wrote:
    Fine, if my hp drops any more, I use the weakest Healomancy scroll I have. ON MYSELF!


    Oy - I intend to heal you, which should cover the damage you take. Do we have no other options? (It might be better for you to Fire someone even).

    Given that we're about to see 6 enemies spawn at the top of next round and beseige or defenses, using both your and Bill's actions to top Bill off with full hits/full ward while our defense is still holding seems like a good precaution.

    However, Bill can indeed be used to eliminate either yellow L01 or L03 before they can act next round. (Cupid would presumedly get the other one.) If we were more sure about what could possibly attack Bill before you or he could act in round 6, (the round after the one we're currently giving orders for,) then we might find the precaution unneeded, freeing up Bill. (Bill also has the option of taking the dancefighting special and joining a dance stack to boost his atk/def. As he has a croakamancy ability that unlocks at Lvl 4 which uses dance-fighting as a prerequisite, the AP wouldn't be much of a sacrifice. (However, Bill has previously expressed a desire to first take the other 2 level 4 croakamancy abilities.))

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