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Tales of Uberbob strategy thread ( No Radiums >O )

 
 
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Dec 4, 2005, 12:06 PM
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Radium has raised up from his coffin now that it's dark!
What do we do?! >O
We have a basic strategy, but what are our moves going to be? ;(

I auction page 5.
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Dec 4, 2005, 12:10 PM
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Well, I'd say that we should use the defensive stance of our enemies' to cast an important charm on one of our party to make them more powerful for the rest of the battle... most enemies can't attack now or wouldn't be able to after the character's moved away a bit..
Other than that, I don't know.
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Dec 4, 2005, 02:37 PM
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Let's kill off Succubus. ;|

Araches/Leetsan: on Succubus.
Succubus: E, NE.
Sam: N. Attack Succubus.
Bob/Faw: N, attack Succubus.
Grandma: Attack Succubus.
Fooruman: NE.
Shuriken: N, NE.
Araches/Leetsan:
S, SE, S.
Furious: S.

The question is whether we want to have Shuriken on the front or Furious on the front? I say Shuriken up front, since she has all the cool attacks that can deal nice damage to some ice hydras, and we won't have to worry about Anti Magicing her with Succubus about to get a bit killed. On the other hand, Shuriken WILL get killed instantly if Solstice uses Legacy along with two flanked ice hydra attacks.

Last edited by White Rabbit; Dec 6, 2005 at 08:25 AM.
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Dec 4, 2005, 02:38 PM
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The main reason that we lose is the christmas tree... it always kills the party. I think we should focus on that first.
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Dec 4, 2005, 02:45 PM
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Look. If you kill Perfect Solstice first, the Snow Succubus will end up being the one that's beating the crap out of you. Killing either one first has an advantage and a disadvantage, you just haven't seen the disadvantage to killing Solstice first because you never have.
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Dec 4, 2005, 02:45 PM
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Our problem is that Succubus has 2 charges of Heal (that's 20HP restored) and Solstice has Legacy, which gives him double defence, and restores all his HP, so theoretically, we would have to wade through 136 damage in order to kill Solstice. Killing Succubus early would remove all her spells, including heal, resurrect and hypno, which could instantly kill either Sam or Araches/Leetsan by moving them close to the hydras, and those are our two most important spell casters.

Killing Succubus would not only mean instantly reducing 20HP worth of healing, it means we can also move our units more safely. Any damage done to Solstice will be wasted once he uses Legacy, so that is why we saved him till last in the 3rd battle.

I think we could provoke Solstice to use Legacy by attacking him with either physically, or with a spell, so we can hurry up and use Randomtackle Manashackle on him.
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Dec 4, 2005, 02:49 PM
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Quote:
Originally Posted by Risp_old
Look. If you kill Perfect Solstice first, the Snow Succubus will end up being the one that's beating the crap out of you. Killing either one first has an advantage and a disadvantage, you just haven't seen the disadvantage to killing Solstice first because you never have.
Give a n00b a chance
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Dec 4, 2005, 04:24 PM
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Imo, I see the succubus as more of a threat in the beginning. The Solstice IS better, but I agree that attacking it in the start would be a waste of time. Taking out the succubus before it uses its spells to screw someone over would be more beneficial.

Edit: Oh yeah, and what about casting Manaflare on Gradma Conquista? ;O. Unlimited 15 damage hellfishy spell..
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Dec 4, 2005, 05:11 PM
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That wouldnt be a good idea, as the solstice is still there and it can remove enchantments.

I suggest that Shuriken attacks the hydra nearest her.
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Dec 4, 2005, 05:17 PM
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Quote:
Originally Posted by UNKNOWNFILE
That wouldnt be a good idea, as the solstice is still there and it can remove enchantments.

I suggest that Shuriken attacks the hydra nearest her.
Succubus has raise ;D, which revives one of its fallen comrades. Hypnotize also can mess you up on a turn where you think you've got a good strategy planned out. The Solstice IS still there, but I think taking the succubus out first would be better (although saving at least some efficient spells to use vs the solstice).
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Dec 4, 2005, 05:19 PM
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So much for Manaflaring Grandma

Edit: As long as Solstice has already used the despell, how about using Poison on it?
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Dec 4, 2005, 06:07 PM
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I'm planning to hopefully trap araches up in the corner (She'll die first - I'll just use Raise) by killing off that one hydra. Then she could use poison/cast her summons while being unharmed (of course, once she runs out of stuff to do, if she's the last survivor, we lose anyways)
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Dec 5, 2005, 04:46 AM
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Blacky you foo. You haven't read any of the rest of our posts! AJKHKHKS. Really, what's so wrong with NOT doing EVERYTHING by yourself!? There's no rush...it's all turn-based. Consult other people! Wait for tomorrow, if you must... I go to sleep and suddenly we're on our 5th try?!
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Dec 5, 2005, 05:16 AM
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Well, looks like Blacky went on a Napoleonic joyride.
Oh well. At least it's not our dignity that's stained. ;D
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Dec 5, 2005, 05:20 AM
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At least Napoleon WON battles (just not the truly decisive ones).

..can we go with my moves now? I am already slightly afraid of the Frost Lawyers, so killing Succubus off early is definitely helpful.

Quote:
Originally Posted by UNKNOWNFILE
That wouldnt be a good idea, as the solstice is still there and it can remove enchantments.

I suggest that Shuriken attacks the hydra nearest her.
We've already covered this. No Manaflare till Solstice has used Legacy AND Dispel. Once Legacy has been used, we can Randomtackle Manashackle Solstice, and force Radium to decide whether to dispel or take damage from using all the other spells (Kudzu, Disbalance, Slay...er, that's about it, but oh well ).

Last edited by White Rabbit; Dec 5, 2005 at 05:31 AM.
Old Dec 5, 2005, 05:22 AM
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Dec 5, 2005, 05:30 AM
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Well, yeah, I suppose your moves are fine. As the Snow Succubus has been discovered to be the source of snow lawyers instead of Solstice, destroying her becomes even more of an urgent objective.. so yeah.
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Dec 5, 2005, 05:32 AM
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Btw, can we use Unload Manna, Raise Succubus and make her summon a Frost Lawyer? Will the Frost Lawyer be under our control?
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Dec 5, 2005, 08:41 AM
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I think a good strategy, if possible, is to hypnotize Perfect Solstice then making it cast Legacy on Fooruman.
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Dec 5, 2005, 08:47 AM
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Araches/L33tz4n HP:20/20  Charm:   Curse: Grandma Conquista HP:24/24  Charm:   Curse:
Furious the Monkeyboy HP:22/22  Charm:   Curse: Ice Hydra with one more HP than the rest HP:21/21  Charm:   Curse: ICE HYDRA HP:20/20  Charm:   Curse: Scholar Sam HP:15/15  Charm:   Curse:
Perfect Solstice HP:39/39  Charm:   Curse: the Snow Succubus HP:38/38  Charm:   Curse:
Ice Hydra HP:20/20  Charm:   Curse: Jim HP:20/20  Charm:   Curse: Faw/Uberbob HP:24/24  Charm:   Curse:
Shuriken HP:17/17  Charm:   Curse: Fooruman/Canoe HP:20/20  Charm:   Curse:


Analyze this. If we wanted to surround Araches and whatthenot with magic immune objects/people, we should move her to where Shuri is now. However Shuri herself should go East, and cast Haste on Arazan. Then Arazen would move to the lower left corner, and Furious should follow her.
Quote:
Originally Posted by UNKNOWNFILE
I think a good strategy, if possible, is to hypnotize Perfect Solstice then making it cast Legacy on Fooruman.
One spell per turn rule still applies.
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Dec 5, 2005, 11:02 AM
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No, it's too dangerous, and it still gives Radium a choice of whether to kill Sam or kill Araches/Leetsan with Succubus' . My moves already blocks off 3/5 of the squares we must protect (and if we choose to cast Manifest Density next turn, we can block of 3/3 squares). Your moves will leave Shuriken in a very vulnerable position. We can't let anybody die without having used their spells to the maximum. The moves are also too passive and we deal no damage to the enemy, or disable them ( on Succubus will do both).
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Dec 5, 2005, 11:11 AM
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Quote:
Originally Posted by White Rabbit
My moves already block off 3/5 of the squares we must protect
...WHAT moves? ;|

What about we move Shuri north, then?

Shuri: N, NE, haste on Arazen.
Arazen: S, SW, S, S.
Furious: S, S.
Shuri: W.
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Dec 5, 2005, 11:18 AM
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http://www.jazz2online.com/jcf/showp...&postcount=163 <-- here are my moes (they're all on the same page).
And no, no spells for Shuriken AT all! Radium can cause 24 damage to her that way, and we could really need Foshzzle and Ninja speed some time in the future. We shouldn't have to use Raise on Shuriken.
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Dec 5, 2005, 11:21 AM
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Quote:
Originally Posted by White Rabbit
Radium can cause 24 damage to her that way
...14 at the most and only if he put Legacy on himself.
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Dec 5, 2005, 11:27 AM
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No, 24, because Shuri will move N, NE and be within range of two hydras. One ice hydra does 6 damage, casting a spell (Haste) halves your defence, so that's 2x12, which is 24. Solstice won't even have to lift a finger.
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Dec 5, 2005, 11:28 AM
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Quote:
Originally Posted by White Rabbit
because Shuri will move N, NE
And will go W after Arazen and Furious are done moving.
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Dec 5, 2005, 11:29 AM
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I didn't see that, but I still disagree with using Haste instead of because Haste only works the NEXT round, and I still so badly want to kill off Succubus early on. >O
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Dec 5, 2005, 01:15 PM
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Quote:
Originally Posted by White Rabbit
Btw, can we use Unload Manna, Raise Succubus and make her summon a Frost Lawyer? Will the Frost Lawyer be under our control?
Unload mana works by allowing you to cast spells even after they have already been cast this turn, not by making your spells not count to the turn total. Thus, you can't use unload mana+raise dead to use other people's spells. Sorry.
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Dec 5, 2005, 03:40 PM
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Does that mean Sam can only cast spells AFTER someone else has cast, and if he does it first, no one else can?
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Dec 5, 2005, 03:42 PM
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WR, try amount doesnt really matter. I had one free evening to do things and I was bored ;|. And Radium was willing. I didn't think I'd win anyways, I just felt like doing a jab at it myself. I think the Succubus is more annoying then the Solstice, after that battle =|.

Besides, now you know what Frost Lawyers are. Be happy and gaze in awe at what happens when you attack solstice first instead of the succubus.

Oh yeah, and Fysics Phailure is a fun spell. Cast it if you can D;
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Dec 5, 2005, 03:44 PM
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Quote:
Originally Posted by White Rabbit
Does that mean Sam can only cast spells AFTER someone else has cast, and if he does it first, no one else can?
Got it exactly right. I remember mentioning to Rad to mention that in that one official post. It looks like he didn't.
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Quote:
Originally Posted by Ae
..If nobody has noticed, Shuri's Foshizzle doesn't work! (I think.)
It does. And It took off about 13 HP off the Solstice too which was nice.
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Quote:
Originally Posted by Blackraptor
It does. And It took off about 13 HP off the Solstice too which was nice.
Oh, I saw, it just doesn't say (# damage)
I was thinking the snowball part meant she got the dance wrong because she thought it looked stupid and didn't want to do it D;
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Dec 5, 2005, 04:12 PM
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That would be just unfair.
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Dec 5, 2005, 05:25 PM
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I've been looking at the board, I believe the main reason you guys have been losing is because the characters are spread out. You can take advantage of the fact that Solstice doesn't have teleportation until after using legacy by moving everyone into more defendable formations. Here's what I propose for the first turn:

Furious : Move E
Araches/L33tzan : W, Mythslayer at row 3, column 1
Shuriken : N, NE, N, N
Sam : Move N
Faw/Uberbob : N,N
Grandma : Defend
Fooruman/Canoe : N, NW

This way, we have the spellcasters (Araches/L33tzan and Sam) in the corners, surrounded by three warriors each. On the next turn (hopefully after soltice uses legacy), Araches can use poison on solstice, and with any luck Solstice will use dispell on that. After solstice's dispell is used we can manashackle the succubus and manaflare grandma (Following Blackraptor's idea) Furious and grandma should definately be kept alive, because they are the brawns of the team needed to kill stuff really fast.
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Dec 5, 2005, 06:25 PM
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One thing about the succubus. Please kill it before the Solstice as it can not only heal (twice, I think, both times +10 HP. If you plan to kill solstice first the succubus will no doubt keep healing it), Hypnotize (I dont need to explain why this would be bad), Raise (Although I've only seen it use this on Jim...) and Summon Lawyer. Keep note of the fact that lawyers can summon other lawyers (last match I was up against 3 lawyers on the field), and the lawyers somehow manage to do 10 damage via spell (I had my fooruman surrounded on all sides by corpses and ready to kick some (-), but somehow the lawyer managed to one hit kill him with whatever spell).
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Dec 5, 2005, 06:32 PM
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The Snow Succubus can summon a frost lawyer. That frost lawyer can summon another. That frost lawyer can summon another. That frost lawyer, rather then summoning more, has a spell which steals 10 HP from the target. No, it is not an infinate loop of lawyers.
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Dec 5, 2005, 06:33 PM
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Thanks for clearing that up ;O.
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Dec 6, 2005, 02:37 AM
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Thanks Risp. Post updated (remember, it's over here).
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Dec 6, 2005, 03:09 AM
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Quote:
Originally Posted by aokmaniac13
I've been looking at the board, I believe the main reason you guys have been losing is because the characters are spread out. You can take advantage of the fact that Solstice doesn't have teleportation until after using legacy by moving everyone into more defendable formations. Here's what I propose for the first turn:

Furious : Move E
Araches/L33tzan : W, Mythslayer at row 3, column 1
Shuriken : N, NE, N, N
Sam : Move N
Faw/Uberbob : N,N
Grandma : Defend
Fooruman/Canoe : N, NW

This way, we have the spellcasters (Araches/L33tzan and Sam) in the corners, surrounded by three warriors each. On the next turn (hopefully after soltice uses legacy), Araches can use poison on solstice, and with any luck Solstice will use dispell on that. After solstice's dispell is used we can manashackle the succubus and manaflare grandma (Following Blackraptor's idea) Furious and grandma should definately be kept alive, because they are the brawns of the team needed to kill stuff really fast.
We've already gone through the fact that Succubus can use to move people away from their protective box (e.g. Shuriken or the Mythslayer). Also, you cannot have Furious and Shuriken on the same space, and the Mythslayer is two tiles away from Araches/Leetsan, and there's a big gap under Araches/Leetsan, and we lose the initiative, and the defensive position is still weak because we are relying on a weak summon, which doesn't leave a corpse, and it's just a great opportunity missed because we can kill Succubus without her casting a single spell.

The defensive formation of Grandma, Sam, Bob/Faw and Fooruman will be automatically used when Succubus is tised into going 3xE, and we can cause damage to her at the same time, as well as preventing Radium from using his main spell caster, and it will leave us free from enemy for..well, hopefully for the rest of the game.

Using an invulnerable statue, a 1-tile chokepoint and a 40HP box is much better than staying in the upper corner with a summon in front of you.
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Dec 6, 2005, 04:39 AM
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Oops, I forgot to explain my reason for that.

If an ice hydra moves in to fill the gap, Furious and Shuriken can obliterate it within a turn, thus having filled the space with a corpse. Otherwise Sam can just put a box there. Solstice cannot move near the corner yet because without legacy its movement points are still one. The purpose of having the mythslayer is to have slay ready from the start to use on the succubus (or solstice if the succubus can be killed fast enough). I find it incredibly difficult to move Araches/L33tzan to safety elsewhere due to lack of movement points.

Quote:
Also, you cannot have Furious and Shuriken on the same space
My bad, just make Araches/L33tzan move first, then Shuri, then Furious
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