View Full Version : Tales of Uberbob strategy thread ( No Radiums >O )
White Rabbit
Dec 8, 2005, 12:08 PM
Stop attacking strawmen and being nihilistic at the same time. :(
Risp_old
Dec 8, 2005, 12:22 PM
If you use slay now, have the mythslayer attack solstice, and waste lightning and another summon, you'll be able to kill solstice without poison. That will actually make killing off the remaining ice hydras more tedious, though, as you will have to use infinate summons rather then infinate lightning.
cooba
Dec 8, 2005, 12:33 PM
That will actually make killing off the remaining ice hydras more tedious, though, as you will have to use infinate summons rather then infinate lightning.Or infinite Poison! =D
White Rabbit
Dec 8, 2005, 12:57 PM
Aw..that would've been fun. ;( We could've made jokes about hydra reproduction and STDs. Too late now.
Risp_old
Dec 8, 2005, 12:57 PM
It would have also taken 20 or so turns.
Risp_old
Dec 8, 2005, 01:16 PM
Oh, and by the way. Perfect Solstice has only one dispel.
cooba
Dec 8, 2005, 01:17 PM
You are being helpful by telling us just after we found out.
Risp_old
Dec 8, 2005, 01:20 PM
I can't tell you anything you don't already know except for the mechanics of spells, you know that.
Blackraptor
Dec 8, 2005, 01:27 PM
No, we haven't won, and I don't understand why you wouldn't care that commands are read wrongly. Hopefully, Radium will just use my new commands, or my old commands correctly, and we can get on.
And not caring about things like that must've been how you lost your game. :p
No, I'm pretty sure I lost it because I didn't go for the Succubus first and went for the Solstice and got to see all of the succubus's cool new spells :). And unless someone does something stupid we wouldve won anyways, with or without fooruman (who died anyways next turn).
White Rabbit
Dec 8, 2005, 01:30 PM
But the important thing is that letting Fooruman cast Foshzzle was a good decision if Solstice had 2 Dispels. Which he didn't, but Cooba used *hypno* on me skillfully, despite being paranoid. :|
And he died...with...honour.
*sniff*
EDIT: And we won, taking us only 5 tries! :D
Odin
Dec 31, 2005, 10:08 AM
OK NEW BATTLE IS UPON US K
I SUGGEST FAW GOES NORTH, EAST.
cooba
Dec 31, 2005, 10:18 AM
Leetzan could move NW twice and then N, and summon a Mythslayer on the other side of the wall to cause some pwnage... Faw should go for NW and W and stay there.
Odin
Dec 31, 2005, 10:21 AM
You can move diagonally? Cool.
Dev
Dec 31, 2005, 10:33 AM
Don't summon anything to the other side of the wall. Talon and Lance can take out any summon near them before it even gets in two hits. For now, we need to focus on defense. Let the BBs take care of the wall, in the mean time just keep Faw and L33tz4n safe. The Ice Serpant is a useless attacker; Risp calls it a wall, and he's right. Have Faw defend, move L33tz4n North twice and have her summon an E. Sphere to the North of the Serpant, and have the Sphere attack. L33tz4n'll be safe, and we'll get a good start. The Ice Serpant has a melee-range poison attack which is extremely powerful, but the E. Sphere is immune to magic.
EDIT: Then again, having L33tz4n stay where she is and defending after summoning could work, too. I'm not that concerned about the Ice Serpant being a huge threat, it's real danger lies in blocking off our pathes.
n00b
Dec 31, 2005, 10:34 AM
Why that sounds brilliant Dev!
Dev
Dec 31, 2005, 10:36 AM
Risp helped me, and Rad let the info about the poison spell slip. Basically I'm mooching brilliance and stealing intellegence. :p
I'd say do what Dev said. but maybe with L33tz4n moving NW, N instead.
What Dev said but with L33tz4n moving NW N instead:
Fawriel: Defend.
L33tz4n: NW, N. Summon Enchantresphere N of Ice Serpent.
Enchantresphere: Attack Ice Serpent.
Although, if we all attacked it right away we could just get rid of it in two turns, before the wall is down:
Fawriel: Attack Ice Serpent.
L33tz4n: Summon Enchantresphere N of Ice Serpent, Attack Ice Serpent.
Enchantresphere: Attack Ice Serpent.
Then once it's down we could summon up some more stuff, and wait for the next part of the battle.
Edit: For the second plan, L33tz4n would take double-damage, but it's only four. The AWA could heal it all back on the next turn anyways.
Dev
Dec 31, 2005, 11:03 AM
I don't like the idea of casting a spell with L33tz4n and having her attack in the same turn. She'll be open for double-damage, and we have to keep her alive.
Oh, right, double damage. Just faw and the sphere could attack on the first turn, then everybody on the second.
But it's only 4 damage anyways, right? 4 healable damage =O
White Rabbit
Dec 31, 2005, 11:15 AM
So, the enemy is armed with guns, and they do not have to move anywhere to attack?
Dev
Dec 31, 2005, 11:16 AM
No, the BBs have the same limited attack range as us. Guns just fit their personalities more than melee weapons, I guess.
EDIT: We should have made L33tz4n defend. D=
White Rabbit
Dec 31, 2005, 11:18 AM
Don't summon anything to the other side of the wall. Talon and Lance can take out any summon near them before it even gets in two hits.
Well, the Mythslayer has 11HP and the enemy's combined attack strength is 8, so the Mythslayer would be able to get in two hits, contrary to what you previously wrote. This must mean that you were exaggerating, or that they have more spells.
EDIT: Ok, they do have more spells... :p
How about this:
Faw: Raise on Leetsan.
Everyone: Attack the Mythslayer.
Dev
Dec 31, 2005, 11:29 AM
I guess I'm okay with that. Faw will be left open, but like I said before the Ice Serpant is a pansy. Talon has at least one more summon called Dire Wall, and I don't know what it can do, but I agree that for now killing the Mythslayer is #1 priority.
You know we're gonna die on our first try, anyway, so let's just try some things and see what sticks.
Dev
Dec 31, 2005, 01:22 PM
Forgive the double-post.
If you want to summon the A.W.A., summon it to L33tz4n's left so there'll be a barrier around her. Keep Faw and the E.Sphere where they are.
White Rabbit
Dec 31, 2005, 01:23 PM
Dev, about your latest post, I think a summoned unit should stand next to the wall, rather than having one of our mortal characters closeby (Fawriel). We already have a summoned unit, so our next one should be the Arabian War Accupuncturist, since both of our main characters are hurt.
Dev
Dec 31, 2005, 01:25 PM
They're totally gonna summon something to kill L33tz4n. I'll yield this time, though, since you're usually the best strategist.
EDIT: I wish you had at least made L33tz4n defend, though.
cooba
Dec 31, 2005, 01:50 PM
Hmm... what about having Leetzan move S and hypnotise Talon, and thus make him stand where the wall used to be? That way he could get 16 damage... And if the Muffin would attack Leetzan, the Accupunctrist/Faw is nearby.
White Rabbit
Dec 31, 2005, 02:01 PM
How about this?
Leetsan: *hypno* on Talon. Defend.
AWA: N, NE, attack Faw.
Enchantresphere and Faw: Attack Talon.
Dev
Dec 31, 2005, 02:06 PM
Danger Muffin has a spell called "Feat." It can do several different things. I can't remember them all, but one give him teleportation for one turn, one is a melee-range healing spell, and one raises defense. Don't underestimate teh Muffin. D=
White Rabbit
Dec 31, 2005, 02:25 PM
Well, none of them seem particularly offensive, apart from Feat, which won't really do much harm at the moment. It's just easier to attack Talon than the Muffin, especially when Talon now receives double damage. It's an opportunity we can't miss.
Dev
Dec 31, 2005, 03:30 PM
My only real point was that you shouldn't try something like blocking off Danger Muffin where he is. I think Rad wants you to try that so he can warp him into the middle of the action while our units are scattered.
Pageclaim for Lance. His sprite is so cool. =o
Torkell
Dec 31, 2005, 04:02 PM
Stats post, folks!
The enemy has the initiave for this battle, and so goes first. They start to the right of the bottom wall, and we start to the left.
Character stats
Friendlies
L33tz4n
Attack 3
Movement 3
HP 10
Hypnotise: Control target opponent for one turn. Target opponent can't act next turn
Summon Mythslayer: Summon Mythslayer to target location
Summon Water Elemental: Summon Water Elemental to target location
Summon Enchantresphere: Summon Enchantresphere to target location
Summon A. W. A.: Summon an Accupuncturist to target location
Fawriel
Attack 4
Movement 2
HP 18
Heal: Target restores 10 HP
First-Aid Kit: Target restores 15 HP. Can only be used at melee range, or on Fawriel
Raise: Revive target dead character, and character restores 1/2 of total HP
Friendly summons
Mythslayer
Attack 4
Movement 3
HP 11
Slay: target character loses 1/3 of current HP
Water Elemental
Attack 5
Movement 2
HP 8
Enchantresphere
Attack 4
Movement 2
HP 9
Is immune to magic
Arabian War Accupuncturist
Attack -6 (note that this heals by 6HP each 'attack')
Move 4
HP 8
Needletime: changes AWA's attack to -2, but attacking only takes one movement point (and so can attack multiple times a turn)
Foes
Lance
Attack 4
Movement 2
HP 30
Summon Mythslayer: Summon Mythslayer to target location
2x Push: knock target back one square and stun target
Talon
Attack 4
Movement 2
HP 30
Summon Ice Serpent: Summon Ice Serpent to target location
Summon Danger Muffin: Summon Danger Muffin to target location
Summon Dire Wall: Summon Dire Wall to target location
Unfriendly Summons
Ice Serpent
Attack 2
Movement 1
HP 20
Frostbite: Curse target with "lose 1/4 of current HP each turn"
Mythslayer
Attack 4
Movement 3
HP 11
Slay: target character loses 1/3 of current HP
Danger Muffin
Attack 3
Movement 3
HP 14
Feat: Attacking does not end turn, lasts until end of turn
Dire Wall
Attack n/a
Movement n/a
HP 30
Regeneration: Charm target with +1 HP/turn
Form Steal: Change movement and attack of dire wall to that of target character
Burn: 3 points o' damage wherever you want
Neutrals
Top, left and right walls
HP 20
Immune to magic
Bottom wall
HP 30
Immune to magic
Important battle notes
Characters take Double damage if they cast a spell that turn.
Characters take Half damage if they are defending that turn.
Characters take Normal damage if they both cast a spell and defend in the same turn.
You can move diagonally. Diagonal moves do not cost extra.
Dead people obstruct movement.
We can only cast one spell per turn. Spells may be targeted anywhere and do not require line of sight.
Attacking counts as a move, and ends movement.
You can move the same turn you are Raised.
Raise is not affected by magic immunity.
Summons cannot cast spells the turn they are summoned.
You can't cast the spells of someone you hypnotise.
Risp_old
Dec 31, 2005, 04:14 PM
Two things-
1. Lance also has summon mythslayer.
<s>2. People can move on the turn they were raised. Not being able to was a bug, if I remember correctly, which was fixed for the Solstice battle.</s>
Sorry, I misread that point. I thought you said you couldn't.
White Rabbit
Jan 1, 2006, 02:05 AM
Darn it! We never got to see the Muffin's cool spells! <s>Feat was not that impressive.</s>
Winning in the first try is so boring, but it at least shows we're learning. :p
Let's ask Radium for the rest of the spells. :D
Risp_old
Jan 1, 2006, 06:14 AM
Since it can't hurt for me to tell you now, feat does-
When it targets an ally next to DM, it reverses that character's HP. Like, if they had 2/10 HP they now have 8/10, and if they had 11/20 they now have 9/20.
When it targets an ally far from DM, it doubles that character's defense until DM's next turn.
When it targets an enemy next to DM, it stuns that character, like Push or Hypnosis do.
When it targets an enemy far from DM, it halves that character's defense like disbalance did.
When it targets DM, it gives him the power to temporarily attack by only using 1 move point. You saw this one. It can be powerful.
When it targets a dead ally, DM kills himself to bring that ally back to life. That ally gets the amount of HP DM had before he died. I kept telling Radium, during the testing, that summoning DM near the players was stupid and it would be smarter to let him hang behind and lower the enemy's defense and bring Lance or Talon back when they died. Apparently he never listened.
When it targets an empty square, DM jumps to there. He doesn't use any movement points in the process.
So, as you see, the only thing feat doesn't affect are dead enemies. This skill even ignores magic immunity.
cooba
Jan 1, 2006, 06:41 AM
So, as you see, the only thing feat doesn't affect are dead enemies.They could vanish like they do after Burial is cast on those.
Risp_old
Jan 1, 2006, 06:50 AM
Burial just doesn't seem to fit the feat lineup. I can't think of any witty one-liners you can say after neatly burying a corpse under the ground, or any dramatic ways you could do it. Besides, in action movies the only people the hero is likely to bury are allies.
cooba
Jan 1, 2006, 06:56 AM
oh.. right. I forgot about the cliched oneliners.
Ulysses S. Grant says:
I was thinking it could act like Animate Dead. "The enemy suddenly jolts back to life, with his last ounce of strength saying "I suddenly see things in a new light! I will help you!'"
Odin
Jan 8, 2006, 10:35 AM
Ok I am reviving this so we can get past the ice puzzle.
Note that we can try anything crazy in ToU because Radium will not let us die so far away from a save point.
Risp_old
Jan 8, 2006, 11:14 AM
You don't know Radium well enough.
No, you can't. He will kill you. He just asked me for a map of the Birdclaw mansion.
Don't jump off the edge of the platform. D=
cooba
Jan 8, 2006, 11:16 AM
..what's the point of using the strategy thread for puzzles? ;|
Puffie40
Jan 20, 2006, 10:45 AM
Burial just doesn't seem to fit the feat lineup. I can't think of any witty one-liners you can say after neatly burying a corpse under the ground, or any dramatic ways you could do it. Besides, in action movies the only people the hero is likely to bury are allies.
How about "Rest in Pieces"?:D :lol:
Risp_old
Nov 16, 2006, 04:41 PM
Hello, peoples. Just bumping this as you will probably soon need it.
n00b
Nov 17, 2006, 01:42 AM
Ok people, let's think- What would be the best initial battle position we should get ourselves into?
Dev
Nov 17, 2006, 11:26 AM
In past battles it's been best to defend the first turn so we don't lose half our fighters right from the start. I suggest we use Haste on Faw/Uberbob and defend with everybody.
cooba
Nov 17, 2006, 11:29 AM
Also, I found out the biggest twist in this battle, but Stijn won't let me post it because it's a spoiler D=
Torkell
Nov 17, 2006, 11:33 AM
Stats post, folks! I'll keep this updated as the battle goes on.
We start in a cluster at the bottom. They start one on each of the other three sides, with Abydos at the top.
Character stats
Note that the details of foes is incomplete. I'll try to update it as we find out more about them. Unknown details are in italics
Friendlies
Araches/L33tz4n
Attack 4
Movement 3
HP 20
Lightning: 10 points o' damage to whatever you want
Haste: Charm target with "+2 movement", starting next turm
Biohazard: Curse target with "lose 2 HP per turn"
Hypnotise: Control target opponent for one turn. They can't act next turn
Summon Mythslayer: Summon Mythslayer to target location
Summon Water Elemental: Summon Water Elemental to target location
Summon Enchantresphere: Summon Enchantresphere to target location
Summon A. W. A.: Summon Accupuncturist to target location
Faw/Uberbob
Attack 6
Movement 2
HP 24
Disbalance: Deals 3 damage to target and halves their defence for this turn
Anti Magic: Disenchant target and make them immune to magic
Defender: Charm target with "max HP +10", and they recover 10 HP
Heal: Target restores 10 HP
Raise: Revive target dead character with 1/2 of total HP
Animate dead: Revive target dead character with 1/2 of total HP and place them under your control. They die at end of turn
First Aid Kit: recover 15 health. Meele range only, ignores magic immunity
Shuriken
Attack 5
Movement 4
HP 17
Feat: The all-purpose uber-spell (http://www.jazz2online.com/jcf/showpost.php?p=332644&postcount=285), that even ignores magic immunity
Ninja speed: +2 movement to Shuriken until end of turn. If used at end of turn, allows a second attack
Foshzzle: Attack based on damge Shuriken has taken
Fooruman
Attack 5
Movement 2
HP 20
Dispell: Negate spell effects on target character
Heal: Target character restores 15 HP
Raise: Revive target dead character, and character restores 1/2 of total HP
Foshzzle: Attack based on damge Fooruman has taken
Quantum Squaredance: Swap Fooruman's and target character's location
Custard's Last Stand: Gives Fooruman +2 movement and attacking only takes 1 movement point. Fooruman dies at start of next turn
Friendly summons
Mythslayer
Attack 4
Movement 3
HP 11
Slay: target character loses 1/3 of current HP
Water Elemental
Attack 5
Movement 2
HP 8
Enchantresphere
Attack 4
Movement 2
HP 9
Immune to magic
Arabian War Accupuncturist
Attack -6 (note that this heals by 6HP each 'attack')
Move 4
HP 8
Needletime: changes AWA's attack to -2, but attacking only takes one movement point (and so can attack multiple times a turn)
Foes
Abydos
Attack 6
Movement (none)
HP 40
Immune to magic
Abydos can still attack even though it has no movement
Abydos can target itself with its spells
Freeze: Stun character
Summon Abyss Monster: Summon the Servant to target location
Summon Abyss Monster: Summon Carl to target location
2xLife Drain: Target character is cursed with "lose 1/4 of max HP each turn to Abydos"
Frost Armor: Double defense (not a charm or curse)
Snow Skin: Heal 10 HP, and 4x defense for one turn
Abyss Sacrafice: Fully heal target character and Abydos takes damage equal to amount healed
the Lurker
Attack 5
Movement 2
HP 30
Can float above pits
Last Breath: Charm target with "temporary invulnerability", but they go down to 10% health and lose 1HP each turn
Heal: Target character restores 10 HP
the Drudge
Attack 5
Movement 2
HP 30
Can float above pits
Last Breath: Charm target with "temporary invulnerability", but they go down to 10% health and lose 1HP each turn
Heal: Target character restores 10 HP
Enemy summons
the Servant
Attack 5
Movement 2
HP 30
Can float above pits
Last Breath: Charm target with "temporary invulnerability", but they go down to 10% health and lose 1HP each turn
Heal: Target character restores 10 HP
Carl
Attack 5
Movement 2
HP 30
Can float above pits
Last Breath: Charm target with "temporary invulnerability", but they go down to 10% health and lose 1HP each turn
Heal: Target character restores 10 HP
Important battle notes
Again, subject to change as more information is known
Characters take Double damage if they cast a spell that turn.
Characters take Half damage if they are defending that turn.
Characters take Normal damage if they both cast a spell and defend in the same turn.
You can move diagonally. Diagonal moves do not cost extra.
Dead people obstruct movement.
We can only cast one spell per turn. Spells may be targeted anywhere and do not require line of sight.
Magic immunity does not prevent the use of items (e.g. First Aid Kit).
Grouped characters (e.g. A/L) attack together and take damage together.
Attacking counts as a move, and ends movement.
You cannot defend and move in the same turn.
Spells that reduce the movement points required for attacking allow you to attack more than once.
You can move the same turn you are Raised.
Raise, Animate Dead, Feat and the First Aid Kit are not affected by magic immunity.
Summons cannot cast spells the turn they are summoned.
You can't cast the spells of someone you've hypnotised.
Antimagic can't be dispelled.
The dark squares on the side of the map are bottomless pits
The battlefield changes in size during the battle as follows:
Turn 1: stay at 5 tiles wide
Turn 2: shrink to 3 tiles wide
Turn 3: shrink to 1 tile wide
Turn 4: grow to 3 tiles wide
Turn 5: grow to 5 tiles wide
Turn 6: shrink to 3 tiles wide
Turn 7: shrink to 1 tile wide
Turn 8: grow to 3 tiles wide
Turn 9: grow to 5 tiles wide
... and so on
This happens at the end of each turn.
Right, I think that's all. Feel free to correct me if I've missed something out or made a mistake.
cooba
Nov 17, 2006, 11:40 AM
I'm 99% sure we will lose this first try. Could I hastily make a few turns so that we could get some initial information?
Dev
Nov 17, 2006, 11:44 AM
I'm 99% sure we will lose this first try. Could I hastily make a few turns so that we could get some initial information?
If you do, just don't storm into battle. Try to last a long as possible so we see more of what Abydos is capable of. In other words, think defensively.
cooba
Nov 17, 2006, 11:47 AM
Like I said, I know his biggest trick fairly well, so I'll try to keep this sane
Torkell
Nov 17, 2006, 12:23 PM
Um, we have a shrinking battlefield. This cannot be good.
And my l33t powers of number-changing have revealed that it's going to shrink once more, to a bridge one tile wide.
cooba
Nov 18, 2006, 04:23 AM
Some initial strat stuff I thought up: Arazen and Fawbob will have to be the main magic force. They should be moved to the bottom corners of the map where they can stand safely. Shuriken, Fooruman and the summons will have to be the melee force used to attack Abydos. The summons need to strike first for that they leave no body behind. Shuriken and Fooruman are required to be the melee force, for they have Feat and Custard's Last Stand respectively. (Risp told me Rad has a counterstrategy against those attacks though) If Shuriken dies in front of Abydos, use Animate Dead (NOT RAISE) to move her out of the way. If Fooruman dies, raise him. Concentrate on using the attack spells to wipe out the Abyss Monsters. Slay, Lightning, Disbalance, two Foshizzles. Will be enough.
And keep in mind that while Abydos is anti-magic, he can be raised, and I take a bet that the Abyss Monsters do have Raise. That also means that he could be Disbalanced using Feat (I think?), which would be great.
Does anti-magic prevent healing spells, or only harmful spells?
And would Custard's Last Stand remove the Haste buff?
I'm not sure if the system lets us do those things, does anybody know?
cooba
Nov 18, 2006, 12:50 PM
Does anti-magic prevent healing spells, or only harmful spells?Both.
cooba
Nov 19, 2006, 12:26 AM
Since I don't see anyone doing anything:
Arazen: NW, W, SW.
Fawbob: Anti-Magic Shuriken, E.
Fooruman: E, E.
Shuri: Defend.
Discuss D= Also, I think that we should definitely focus on killing off the Abyss Monsters first.
Xobim
Nov 19, 2006, 01:59 AM
Killing the abyss monsters should probably be our first goal. Radium deliberately placed those tiles in the left and right lower corners of the battlefield to lure two of our characters there. He'll use the 4 abyss monsters to attack them from both sides and kill our "magic artillery".
I fear, however, that abydos can summon an infinite amount of abyss monsters.
cooba
Nov 19, 2006, 02:07 AM
I fear, however, that abydos can summon an infinite amount of abyss monsters.I doubt that. I'll surprised if he can have more than 4, actually.
Torkell
Nov 19, 2006, 02:29 AM
Abydos can be targeted with Feat (Rad said so in the first post for this battle).
My thoughts: we take out the Servant as soon as it appears, as it's the most dangerous of the summons (it can heal and make someone invincible). The rest of the summons probably have no abilities, or we'd have most likely seen them by now.
Abydos does have a limited number of spells, and can't actually do that much if we're not standing next to it. We could if we wanted to take out the summons and pit monsters, and just ignore Abydos while the AWA runs round healing everyone (with normal attacks). Get the rest of our summons in, and then attack Abydos. Custard's Last Stand and Ninja Speed would help. We could Animate Dead one of the pit monsters if it leaves a handy corpse, and use that too. Shame we don't have an Unsummon or two.
cooba
Nov 19, 2006, 02:57 AM
The rest of the summons probably have no abilities, or we'd have most likely seen them by now.I wouldn't be so eager to say that, really ;|.
Torkell
Nov 19, 2006, 03:01 AM
I did say "probably". But we did have a couple of turns with no spells from Abydos and co., so I doubt there's anything nastier than a Heal left.
Stijn
Nov 19, 2006, 03:15 AM
:gg:
Blackraptor
Nov 19, 2006, 08:27 AM
Uhh don't forget that Abydos has frost shield, which will pretty much cancel out Feat and make life a lot harder.
cooba
Nov 19, 2006, 08:41 AM
Actually, BR's point is more valid than mine.
Strato
Nov 19, 2006, 09:43 AM
Guys, don't forget that a key to winning these battles is keeping your characters alive. Avoid doing things like using a spell and not defending, cause you're inviting that person to an almost instant death.
Torkell
Nov 19, 2006, 02:43 PM
I wouldn't be so eager to say that, really ;|.
K, so I was wrong. That's yet another Heal, and Snow Skin. Meh to Snow Skin. Abydos still can't use anything nastier than Life Drain at distance (and we have Dispell and Anti Magic).
Defender would make Foshzzle do more damage, right?
Risp_old
Nov 19, 2006, 03:24 PM
It raises your max HP and your current HP by 10. It would give you more HP to use on fo'shizzle, yes, but you'd need to take damage for it to work for that.
Haste-ing the AWA so it gets more use out of Needletime, everybody is out of range of Carl and Abydos and the bridge is still widening. We can heal up and stuff for now, maybe get some more summons and let Abydos use up his other life drain; the one on the AWA will pretty much go to waste and we can anti-magic his second.
Once we have another summon out, preferrably the water elemental, we can hypnotize Carl over to us and everybody can destroy him.
Risp_old
Nov 20, 2006, 02:52 AM
Okay, because it'd be so much of a shame for you to lose for trivial reasons now I'm taking a little mercy on you...
Just a tip. Without the AWA alive it's almost impossible to kill Abydos. Your current move has the entire party besides Araches/L33tz4n falling in the pit and dying.
cooba
Nov 20, 2006, 08:05 AM
Now I shall propose:
Arazen: Hypnotise Carl.
Carl: SE.
Arazen/Shuri/Fawbob: Attack Carl
AWA: attack Fawbob
Torkell
Nov 20, 2006, 08:30 AM
Yep, looks good. We're going to lose Shuri, but we can then Raise her (which should hopefully cancel out the Life Drain).
Edit: Accupuncturist will die the turn after from the other Life Drain. Unless we're sneaky and Anti Magic the Accupuncturist that turn.
Anti-magic
As long as we keep the AWA alive after Carl is dead we can heal every point of damage Abydos does with melee
Blackraptor
Nov 20, 2006, 12:21 PM
Yeah, keeping A.W.A alive should be a priority as Abydos can boost up his defence like crazy and can kill us off before we kill him.
Blackraptor
Nov 20, 2006, 04:56 PM
A note for whoever plans to make the next move:
Obviously we're going to need to sacrifice a character next turn. A.W.A is our only consistant healer (meaning that he wont run out of heals anytime soon). Shuri still has feat and ninja speed, Fawbob has important stuff (First Aid Kit, and Animate Dead to a lesser extent) as well as the highest attack. Arazen still has two summon spells which can be potentially useful and provide the enemy something unimportant to hit while being hit in return for 4-5 damage.
I'd suggest keeping Shuri for certain, and probably Arazen. I'm leaning towards keeping AWA instead of Fawbob since we won't have to worry about running out of heals. I'm also not sure if A.W.A can heal himself or not (I doubt it) which leaves him at 2hp and at a very bad position (either we just sacrifice him, or heal him with first aid, although 8hp still isn't something to be particularly proud of when running around in battle).
If AWA is going to be sacrificed however, we might as well make use of Needle Time while we still have it (healing 8hp is better then only 6).
If we sacrifice AWA instead of Fawbob or someone, and it would come to pass that we're all in need of healing while Abydos still has a huge amount of HP, we're screwed.
Basically, I'm not going to make any moves because this should require some discussion before making a move that can potentially screw us over.
Risp_old
Nov 20, 2006, 05:10 PM
The AWA can't heal himself, indeed.
Considering the bridge is shrinking, there isn't going to be much running around on the part of the AWA anyway.
I'd say using needle time would be a poor idea in this case. And needle time is considered a magic self-buff, so the AWA can't use it anyway.
Xobim
Nov 21, 2006, 06:04 AM
We can save Shuriken if she uses feat to jump towards one of the corner squares. The others can move in place on the "bridge".
But we'll lose a very powerful spell by doing so...
ThunderPX
Nov 21, 2006, 07:20 AM
Would it be possible for the character(s) that fall(s) into the pit to attack before the bridge shrinks?
cooba
Nov 21, 2006, 07:25 AM
Yeah. Actually I forgot they could, thanks for reminding me
AWA: E
Fawbob: N
Shuri: W
Arazen: N, NE
AWA: Attack Shuri
White Rabbit
Nov 21, 2006, 09:12 AM
Adam, the AWA doesn't need to defend. Feat will give him 6hp, while Carl can only deal 5. It would be better to attack Faw/Bob to heal them. It is Faw/Bob who needs to defend, although I'm guessing Radium will use Carl to attack the AWA, and leave Faw/Bob alone.
Feat can only give Shuri the 1-move attacks though
It doesn't matter who he attacks for now, if we keep the AWA alive until Carl is dead then we've got the battle, because he will be able to heal us every turn for the same amount of damage Abydos does.
White Rabbit
Nov 21, 2006, 09:26 AM
We still have our Medic Kit, which is more than enough to fully heal the AWA, so it doesn't matter whether the AWA has 1 HP or 3 HP. And since it doesn't matter, he doesn't need to defend. We could use this as an opprtunity to heal Faw/Bob.
cooba
Nov 21, 2006, 09:27 AM
How do you want to keep the AWA alive without space on the narrowing bridge?
Carl could just kill the AWA on his next turn if we don't keep it up right now
Not defending would get him down to 1HP now, then even defending Carl would kill him
This way we can use up Shuri's feat to keep the AWA alive longer, and the spell won't be wasted, so it gives us somebody to sacrifice. Shuri does the same damage to Abydos as Ar4chez4n anyways
cooba
Nov 21, 2006, 09:31 AM
How do you want to keep the AWA alive without space on the narrowing bridge?That doesn't answer my question, Ae.
White Rabbit
Nov 21, 2006, 09:31 AM
He can kill the AWA regardless of whether the AWA is defending or not: he can deal either 5 damage, or 3. And we have the Medic Kit.
Our turn: AWA defends
AWA: 2/8 - 6/8
Rad's next turn: AWA: 6/8 - 4/8
Our turn: something
Rad's second turn: AWA: 4/8 - 2/8
Our turn: first-aid the AWA: 2/8 - 8/8
Rad's third turn: AWA: 8/8 - 6/8
Unless enemies round up for half damage, when we attacked it rounded down, that's what I was going off of
cooba
Nov 21, 2006, 09:34 AM
Oh, I get it all now
White Rabbit
Nov 21, 2006, 09:35 AM
That make sense, but are you sure that halved attacks are rounded down and not up?
http://www.jazz2online.com/jcf/showpost.php?p=387843&postcount=572
^
Shuri attacks Abydos, who is defending; it does 2 damage
cooba
Nov 21, 2006, 10:10 AM
Arazen: Summon Water Elemental S to Fawbob, defend
AWA: Stab Arazen
Then we should haste the WE, so that it could move across swifter (and providing additional damage to Abydos)
Raven aka StL
Nov 21, 2006, 10:12 AM
Point made
Bridge growing formation:
Watercup:Fawbob :Ar4chez4n
- : AWA : -
- : - : -
- : - : -
Bridge shrinking formation:
- : Fawbob : -
- : AWA : -
- :Ar4chez4n: -
- : Watercup: -
That way everybody has enough movement to run up and attack at the same time on the soonest possible turn
Torkell
Nov 21, 2006, 12:39 PM
Looks good. Use the AWA to heal whoever just got hit (AWA rocks!).
White Rabbit
Nov 22, 2006, 03:33 AM
Radium will work to eliminate our AWA in the next battle, either by killing him early or giving some units a really high attack.
Risp_old
Nov 22, 2006, 05:22 AM
Why? This is exactly the purpose of the AWA, it's not imbalanced.
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