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 Post Posted: Thu Oct 18, 2012 11:30 am 
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oh, then just shoot.

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     Post Posted: Thu Oct 18, 2012 11:50 am 
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    Regus will be delaying until Phase 4 to see if the marbits are acting or not.

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     Post Posted: Thu Oct 18, 2012 3:58 pm 
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    Looks like Moe (The Colonel) is the only one who can act before Phase 5 that hasn't posted orders. Zed-too (Bland) is the only phase 5 person who hasn't posted orders

    Colonel's last orders were to attack the marbit that Melissa ate. I don't see any further orders from bland regarding turn 2.


    Group consensus so far seems to be moving Moe to L5 to attack the marbit. I'd say delay Zed-too until phase 4 with Regus, as moving him forward makes it easier for the mouse to blow up on us, and Wegio, who he was guarding, is still adjacent.

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     Post Posted: Thu Oct 18, 2012 5:05 pm 
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    Zed-too keeps Guarding Wegio (which I think means he now must be side by side at least), while clumsily flailing at the nearest Marbit unit.

    Amazing. Two or so days of little to no activity and when I check again today there's a flurry of posts. Hey, good thing we move :)

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     Post Posted: Thu Oct 18, 2012 10:05 pm 
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    tigerusthegreat wrote:
    Group consensus so far seems to be moving Moe to L5 to attack the marbit. I'd say delay Zed-too until phase 4 with Regus, as moving him forward makes it easier for the mouse to blow up on us, and Wegio, who he was guarding, is still adjacent.

    Moe really needs to move there, as opposed to K3 or K4 or somewhere else entirely, or else there'll be a path open for a marbit (or worse, a mouse) to attack Fort.

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     Post Posted: Thu Oct 18, 2012 10:08 pm 
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    Turn (*Mumble*) - Marbit Hex - Round 2 - Phases 8 to 5

    ... See results.

    PCs have been added to the Reference section. Please double-check the stats and let me know if there are any changes that need to be made.

    Tenebris Karma : +11

    Image

    Rock formations are impassible and provide a +4 Cover bonus to units standing behind them. All units other than Nemo have 2 Hex Move remaining, which means you can enter the hex, and flee the hex, but cannot re-enter it once you have fled. Nemo's mount has 6 Hex Move remaining, so he can leave and re-enter up to 3 times. Both sides are assumed to be Dodging when they start.

    Tenebris Units
    Spoiler: show
    Nemo (Nnelg) : [3 Combat / 1 Defense / 4 Hits. 8 {8} Move. 3 (of 8) Juice. Fire.] (Lesser Boost:1)
    Regus the Great (tigerusthegreat): [5 Combat / 4 Defense / 9 (of 12) Hits. 8 {8} Move. Strike.] Delayed-Move Delayed-Action
    Rudy Eye (bob the 6th) : [7 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Special: Support, Coordinate, Dance Fighting]
    Whump (CroverusRaven) : [6 Combat / 7 Defense / 17 (of 26) Hits / 8 {8} Move. Attack.]
    Fortunes Chance (WhirdCheese): [3 Combat / 1 Defense / 4 Hits. 8 {8} Move. 4 (of 8) Juice. Fire.] (Lesser Boost:1)
    Wegio Wegion (LTDave) : [8 Combat / 8 Defense / 14 (of 22) Hits. 8 {8} Move. Attack. Special: Beefy, Well-Armed, Well-Defended]
    Zed-Too (BLANDCorporatio) : [5 Combat / 8 Defense / 22 Hits. 8 {8} Move. Attack. Special: Well-Protected, Beefy, Guard, Interpose]
    Kilroy Jenkins (WaterMonkey312) : [5 Combat / 8 Defense / 13 (of 14) Hits. 8 {8} Move. Attack. Special: Well-Protected, Block] Delayed-Action Dodging
    Larry "Moe" Curly (The Colonel) : [8 Combat / 5 Defense / -5 (of 14) Hits. 8 {8} Move. Attack. Special: Well Armed, Guard, Mighty Blow] Croaked
    Anex (Werebiscuit) : [10 Combat / 3 Defense / 10 Hits / 8 {8} Move. Fire. Special: Well-Armed, Mighty Blow, Support] (Lesser Boost:1)
    Melissa : Naughty Kitty {Level 1, 2 XP} [9 Combat / 12 Defense / 33 (of 40) Hits / Attack. 10 {12} Move. Special : Beast, Mount] Delayed-Action


    Enemy Stats
    Spoiler: show
    Marbit Spearman (MS01) : [5 Combat / 4 Defense / 5 (of 20) Hits. 8 {8} Move. Strike. Special: Beefy] Delayed-Move Delayed-Action
    Marbit Spearman (MS02) : [5 Combat / 4 Defense / 8 (of 20) Hits. 8 {8} Move. Strike. Special: Beefy] Delayed-Move Delayed-Action
    Marbit Warrior (MW01) : [5 Combat / 5 Defense / 3 (of 22) Hits. 8 {8} Move. Attack. Special: Beefy]


    Results
    Spoiler: show
    Tenebris Stacks :
    Regus: Leads Nemo, Rudy, Zed-Too, Chance, Wegio, Anex, Naughty Kitty (+1 Leadership)


    -- Round 2 --

    Phase 8 (Con't.)
    ----------
    Wegio: Attack @ MW01
    Roll : 3. 11 Combat + 1 Leadership - (5 Defense) = 7 Hits. (MW01:15)

    Moe: Move to L5, Attack @ MS02
    Roll : 8. 16 Combat - (4 Defense) = 12 Hits. (MS02:8)

    Phase 7
    ----------
    Rudy: Fire @ MW01
    Roll : 9. 16 Combat + 1 Leadership - (5 Defense) = 12 Hits. (MW01:3)

    Phase 6
    ----------
    Whump: Move to M2, Attack @ MS01
    Roll : 4. 10 Combat + 1 Leadership - (4 Defense) = 7 Hits. (MS01:13)

    Phase 5
    ----------
    Kilroy: Move to P3, Begin Dodging

    Regus: Delay Move, Action

    SM01: Move to M6, Explodes!
    Roll (Moe) : 8.
    (Lesser Curse) : 6. 6 Hits, (Moe:3)
    Lesser Curse expires. Tenebris gains -2 Karma (roll).
    Roll (Melissa) : 7. 7 Hits.

    Zed-Too: Move to L1, Attack @ MS01.
    Roll : 8. 13 Combat + (1 Leadership - 2 Guard) - (4 Defense) = 8 Hits. (MS01:5)

    MS02: Delay Move, Action
    MS01: Delay Move, Action

    MW01: Move to K4, Attack @ Moe
    Roll : 8. 13 Combat - (5 Defense) = 8 Hits. Target slain. (Moe:-5)

    As always, let me know if you see any mistakes.

    (Edit 1: Added Delayed Actions for MS02, MS01 to Enemy Units section.)
    (Edit 2: Corrected hits vs. Spearmen based on 4 Defense.)


    Last edited by MarbitChow on Fri Oct 19, 2012 12:49 am, edited 3 times in total.
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     Post Posted: Thu Oct 18, 2012 10:23 pm 
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    As Moe falls, Regus grits his teeth. He knew he wpuld loose people, but being blown up and cut down from full hits in one round was not fun to watch. Regus moved to take up a defensive position near fortunes chance, using his spear to great effect against the marbit warrior.

    move to j5 and attack the marbit warrior

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    Last edited by tigerusthegreat on Thu Oct 18, 2012 10:45 pm, edited 1 time in total.
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     Post Posted: Thu Oct 18, 2012 10:27 pm 
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    Wait, why was Kilroy Dodging? :x

    The whole point of him moving up like that was to provoke the mouse, and try to keep it contained.

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     Post Posted: Thu Oct 18, 2012 10:37 pm 
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    Nnelg wrote:
    Wait, why was Kilroy Dodging? :x

    The whole point of him moving up like that was to provoke the mouse, and try to keep it contained.


    Dodge doesnt matter vs explody but attacking it may have made it go off

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     Post Posted: Thu Oct 18, 2012 10:39 pm 
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    Also the marbit spearmen have 5 defense in calculations but it should only be 4.

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     Post Posted: Thu Oct 18, 2012 10:57 pm 
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    Well, so much for trying to provoke the Splody Mouse into attacking me. And Moe will forever be moe-urned. (Can we put him in an urn for Bill, btw?)

    I recommend that the Luckamancer move to a protected square just in case we let those spearmen slip past in the next few phases.

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     Post Posted: Thu Oct 18, 2012 11:09 pm 
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    tigerusthegreat wrote:
    Dodge doesnt matter vs explody but attacking it may have made it go off

    Exactly, that was the whole point of Kilroy moving there... To "disarm" the bomb before it could potentially kill a more vulnerable unit (like Moe).

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     Post Posted: Thu Oct 18, 2012 11:10 pm 
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    WaterMonkey314 wrote:
    Well, so much for trying to provoke the Splody Mouse into attacking me. And Moe will forever be moe-urned. (Can we put him in an urn for Bill, btw?)

    I recommend that the Luckamancer move to a protected square just in case we let those spearmen slip past in the next few phases.


    nah, they are all dead next round. hell, they are unlikely to live out the round. They will drop with one hit.

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     Post Posted: Thu Oct 18, 2012 11:14 pm 
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    Just in case though, Regus should end the turn next to Zed-too so he can get some defensive bonuses. He's our most vulnerable high-value unit in the area besides Fort.


    EDIT - Posting Orders:
    Nemo moves to E9 and fires at MW01. Melissa moves to block the path to Fort and kill the nearest Marbit to him.

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     Post Posted: Fri Oct 19, 2012 12:50 am 
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    tigerusthegreat wrote:
    move to j5 and attack the marbit warrior
    There was an error in the post - both spearmen had delayed their move and action. This was reflected in the Results, but not in the Enemy Stats section. I've edited the Stats section to make it clear.

    I need to point out that MS02 currently has a clear path to Fortunes Chance, and only Regus currently has a delayed action. The spearmen's hits have been adjusted (down to 5 for MS02). Do you still want to attack the Warrior?

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     Post Posted: Fri Oct 19, 2012 1:18 am 
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    Unless there's some objection, I'm going to move to L5 instead (going up and around the rock formation) and attack MS02. Someone else will have to kill the MW before he moves to attack Fortune's Chance, but we have almost a full round to do so.

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     Post Posted: Fri Oct 19, 2012 8:26 am 
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    Fortunes Chance makes a Beeline for G11 before turning and fireing at any enemy he has line of sight against.

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     Post Posted: Fri Oct 19, 2012 9:13 am 
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    When phase 8 comes around again:

    Wegio moves to J4 and attacks MW01.

    "This one is mine!"

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     Post Posted: Fri Oct 19, 2012 9:16 am 
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    ...I'm confused about the Luckamancy that happened in the most recent update. Did Mo have a curse on him...? Because if so, he should have taken 8 damage, and the side gained 2 Karma...I think? It just seems like the terms and math are backwards/contradictory.

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     Post Posted: Fri Oct 19, 2012 10:07 am 
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    Shaking in his boots from seeing the passing of Moe, Zed-too breaks defensive formation from Wegio and wails on (ie attacks) the first Marbit Spearman (the one near him).

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