If only we were one space closer...
Can I switch places with Meiling[8]?
Murasa and Reimu's position can be switched if they like to.I agree. Either of the lance users in the upper left can attack the Merc, but that leaves them open to the Fighter. Reimu could lure in the fighter to get it to attack her, then she and and someone else (preferably Alice) could double team it.
This is a surprisingly nasty map for Chapter 1 :V
I agree with switching with Reimu, if that's what Lem wants to do.It is what I want to do. I'm keyed in.
Wait, its started already? Ok. I'm ready.
The player phase isn't, the startup is. I think we're waiting on a couple more people to say it's good.Ahh. Ok. Still. Ready for action..whenever it is.
I just realized something, I've been reading the enemies speed as movement, this could really screw up our arrangement...What is there movement AMZ?
Well, I read everything and Reread, I never played Fire Emblem before, I think I should start because this is much more complex than I thought, I wanted to ask though, what IS our major plan right now?
Well, I read everything and Reread, I never played Fire Emblem before, I think I should start because this is much more complex than I thought, I wanted to ask though, what IS our major plan right now?
If Pesco's moving to A4, I'll move to his old spot at A3 so I don't get sniped :<Darn, I was gonna move closer but it's more important to not get attacked. I'll stay where I am for now.
Edit: Actually is it too late to change our move? Because I just thought of a better movement plan after having reviewed the movement range of the enemy.
Communication. We need to discuss what everyone's thinking before we all decide to do whatever and hope for the best.It's like playing Dofus, every character is controlled by one player. Maybe we should start swapping IM contacts or meet up in IRC or something.
> Byakuren move to L12
irc.ppirc.net
#touhou-meido
Whoops. Gone for so long..
> Rumia moves to I10
Ouch, we mages are dying here...Give me me sometime to think of a battle plan for group 1. We need to co-ordinate some before we decide to move. I advise group 2 to do the same.
>Byakuren heal Rumia from L12
Would it be a good idea to try and steal from #1? I would like to do it in the same turn that he dies so he can't get back to attacking me.
Question: Don't heal staffs heal 10+ wielders magic or am I just imagining that?
Yeah it's ok if it's slightly different, but do staffs still work the whole wielders magic + staff power way or does it have a different formula?
Uh, Lem, aren't you guys on opposite sides of the map?I was talking about the fighter @ A5.
> Cirno attacks number 4 from where she is with the hatchet.
> Tenshi attacks Enemy 2(A7) from B7
How do I read the stuff from the battle generator? Got
Hit MT Crit
Me 2 4 1.5
Enemy 1 0 1 0
I should be able to make a hit and soften him up for someone else to kill.
>Move to A8, attack mercenary(A7)>pray for crit
> Murasa attack A5
> move Alice to A3 and attack enemy 1.
> Sanae to K7, attacks enemy 4 with iron lance.
I attack: fighter at 4 HP, but then Meiling and Youmu have to deal with the merc, and if Meiling misses, the merc can kill me, you, or Byakuren.
This is a bit more complex situation than I thought. I strongly believe we should outright kill both units this turn. I'd suggest taking an ineffectual potshot at the fighter before Trance takes his head off, but Trance is on the godsdamned space you'd use for it. Ugh.
No extra EXP for landing a hit as a Trainee? :(
>Nazrin moves to A5
I could double up though, that would be a dead fighter.
> Equip Iron Sword, then move to A6 and attack the Merc.
This thing seems pretty dead right now, oh well.
>Move to L7 and attack the Fighter with Iron Sword.
> Meiling move to K6, Attack Enemy 3 @ L6
>Rumia moves to I2. Attacks enemy 6
>Byakuren to L8, heal Sanae
Hmm, quickly looking at it, I can probably finish the mage off if Kogasa whittles down enemy 5 first, so that I don't receive a counter attack. Tenshi can probably survive another round against the enemy but that archer is a bit of a problem....Also, Reimu should heal this turn....hmm, I think we need to make a bit of a tactical withdrawal thou...Dealing with two enemies at a time is easier than dealing with three, especially since we don't have a healer and we should only use healing items when we're in dire need (like Reimu, lol).
EDIT + SUGGESTION: Could you perhaps add in the player status at the first post along with the enemy status too? It's annoying to have to jump between threads to look at stats and which number is who.
Although I'm kinda worried Tenshi won't be able to tank the three attacks from 11, 10 and 12....
I think I said to copy the stuff into notepad in the very beginning (which is exactly what I did - I have a file of every detail in the game that I need). I could if you really want though, although it will make that first page just that much longer.It's worth it, in my opinion, but I won't whine about it if you don't do it.
It's worth it, in my opinion, but I won't whine about it if you don't do it.
I might as well just say this, for anybody who won't get it by now.
The enemies are going to naturally go for the weakest people they can find, and someone like Tenshi, unless they have about 3 health left, is not on their top priority list. You see, to every physical fighter, Tenshi is a terrible choice, because although they 2x, they are going to do about 1 or 2 damage per hit, if that. They'd rather go for a squishier Murasa, even if it means them getting hurt more - all the enemies have suicidal tendencies.
TL;DR, I'm not trying to make the enemies super freaking smart, just hoard-ish. However, if there's a silly opening, like say you leave Byakuren out in the open, of course they'll take it. That, and you guys can trade, you know that, right? (And I'm pretty sure Tenshi has a Tea she can use when you hoard her up for the wall so she doesn't die in a few hits anyway.)
Just trying to give a bit of advice so the first level isn't as hard as it seems~
:fail:
Squishy Nazrin feels pretty useless here. The most I would be able to do without totally suiciding is go up to somebody, take their tea, have them attack and me counter, then retreat and use that tea to heal.
(Still in advice mode)
For this level, yeah, you're a bit more useless. However, you'd be a good finisher for enemies that end up with low amounts of health, that way someone else with a stronger hit (Murasa, Meiling) doesn't have to waste their shot on weak enemies. However, you'll have your day, believe me. You're going to be plenty useful in this game.
Going to put my ideas here, so don't do anything rash so far
Alice should tank up the mage, but move back as far as possible so it's effectively out of the battle
So Alice should move to B2
I'll move to A7, as I can tank an axe, a sword, and a bow with some tea, easy. Someone with a sword should move to A6 to tank up the other fighter, preferably Nazrin or Reimu. Also, Reimu should drink up.
Murasa should go to A5 as back up, Nazrin to A4, Kogasa to A3. Next turn, Kogasa should take down the mage on the next turn, and we can have Alice focus on the magic squishies next turn. This turn is just gearing up for survival and the next turn is mounting the offense.
You can only move 5 squares away from where you are (which is L11).Oh... Well I thought going after the enemy in I6 was a good idea. But sorta forgot about that...
Byakuren's Status: 22EXP, Heal Left: 28
Sanae's Status: 18/20HP
Oh... Well I thought going after the enemy in I6 was a good idea. But sorta forgot about that...
>Rumia moves to L11
Well, we can have me move back to A5, and everyone else move back 1 space except Alice, with Reimu parked at A6. That way, I can avoid damage, but I wouldn't counter attack the enemies either. We'd essentially be in a smaller corner.
DRINK UR TEA, RAYMOOSorry, I just found this amusing. XP But I was gonna do it anyways, relax. I'm not gonna put myself in danger and get everyone killed.
Allrighty then. Where doing this man. Where gonna make this hapen. :P
> Move to A6, make sure Iron Sword is still equipped, drink Tea.
You're already at A6, but ok.@_@ Derp. I need to pay more attention to the map...I'm so used to seeing it in every GM post in other games, but this method works too.
> Tenshi move to A7, Drink Tea
Is it true that an assassin's lethality ability can only kick in if I land a crit?
yes
:wikipedia:
Says who?
As of today, it doesn't matter. In real FE, it only kicks in if you land a crit, but the chances of it happening were much higher given you got the crit (at max level, it was 20%). Now, at max level, it will be 10%, which given the dice, is actually harder to get than it seems.
Unless anyone has something better?
You should have made this more clear earlier so you wouldn't have made me sound like a condescending jerk =_=
Uhhhhh, Baka, this is sort of a closed player group and we've kinda already hit the max amount of players for the game.
I was also kinda hoping one of you more experienced FE people would shoot it full of holes or come up with a better idea, but it looks like that ain't happening.
I strongly recommend Youmu move to L4 because I don't think Meiling can survive both a fighter and mercenary without cutting it extremely close.
Yeah, luck fest. I think Youmu has an error on the first page. 17/17 hp. Not that big but someone might get confused.
>Byakuren uses heal on L7 Meiling.
> Sanae to L5, attack enemy 6 with iron sword
> Sanae to L5, attack enemy 6 with iron swordI was really hoping you wouldn't do that so Cirno could get the kill.
>Move Murasa to A4
I'm ok with giving Minch's to Baka.
But wasn't there someone in the signup thread that came too late when all the position were filled?
I'm thinking of changing up our formation. Can we even do that?
I offer to trade my tea to Meiling so she can tank and not need me to run up to the front the heal her and not make her waste a turn running back if I can't.
so is it like
>trade tea to Meiling
and wait for her to accept. ^^;
This is just an idea, but if we have Tenshi, Murasa, and Reimu move forward to face 1 and 2, I could try and draw the archer's fire. Then next turn, I move out of the way and let Alice attack, then Kogasa. Then no more archer.There's still the matter of those two magi...Ugh. Did we ever get shafted in unit placement or what??
Wait, if I lure the archer out, then next turn, Kogasa can fly to the mountains and attack. Then Alice can finish off the archer before he has a chance to retaliate. This could work.I approve of this idea.
Due to complete lack of Minch even giving half of an excuse on why he isn't here, I'll decree this:
Right now in my time, it's 10:15 PM. When it becomes 3:00 PM tomorrow, which is 16 hours and 45 minutes (basically when I get back from school), I will check to see if Minch has said anything. Or done anything. If not, I'll go ahead and drop him.
IMO we should drop him already because the lack of acivity/communication hurts the game so much already.
So, I want to be Nazrin, the theif player, since we don't have a theif and already have a few mages in play.
Forgive me since I'm really freaking tired, but...
>No Nazrin
>Hanged Hourai is Nazrin
Please check next time, we already have a Nazrin
Nope. Replacing means you take up the slot exactly as the previous player left it.
I don't mind really, but I kinda like the idea of getting a dark knight.
>Byakuren to K12You sure you didn't mistype that? (You're already standing there)
Just Meiling and Youmu to move?
Perhaps L8 would be a good choice.I second this.
I think you forgot to update enemy 13. He should have 11 health left.
I think...
I'm just curious, will you be incorporating Allied Units and Other Units in this game?
>Rumia attack Enemy 14
>Byakuren to K9, heal Meiling.
> Move to C3, attack archer
Actually Lem, after you left IRC I had some dicussion with Pesco about this and we feel to be on the safe side if Murasa goes and rescue Kogasa after I move.
And I just hang around?You can take my spot once I move, which is...Now.
Or take someone's spot once they move?
Sorry guys, RL has been happening, actually, I'm not really willing to drop off but... I will probably be unavailable to play from monday until the 17th-ish. :ohdear:
> Reimu to B5, attack En1 with Iron Sword. With any luck, Alice can kill it in one shot after that.
> Move to A5 and attack En.1
I'm gonna move to A4.None here. Go ahead.
Any objections?
>Youmu moves to L7 and attacks enemy 3 with the iron sword.
Then where's Kogasa if she's not on the map?
I'm going to get ganked anywhere I go on B row. Stat generator says I take 0 from the mage ???. B6 or B7 for me?
Mage could 100% hit me. I could only hit at around 68% for 13 damage, 1.5 crit.
> Cirno to L8, attack enemy 3 with Hatchet.
> Sanae to L6, attacks 4 with iron lance
>Move Meiling to L7
GJ Meiling. :V
>Byakuren to K8 Heal Meiling
Good sounding plan
> Reimu to A3. Drink tea.
> Alice move to B5 and attack En.2.
> Move to A5, punch Alice in the face and steal tea
Booyah!
>Nazrin move to B6 and attack Enemy 2 with iron sword.
goddamnit theshim this is your fault;_;
I feel special now after that. :3
> Cirno to L5, attack enemy 4 with hatchet
Can Murasa still drink afterpunching her in the facenot declaring it in one post?
No, considering her turn was already ended.Doggone it. Not a huge deal, since she's out of harm's way. That just leaves Kogasa to heal and stuff, then.
> Sanae to K3, take the tea from Meiling, and drink it.
>Youmu to L6 and attacks enemy 4 with the Iron Sword.
Welllll~ we'll have to wait then.
On the other hand Rumia can move up here with us to K6 or K7.
(Not like it mattered, and you're the luckiest person ever.)
Once again, I submit that this was a rather unexpectedly brutal first map. You might want to consider toning the difficulty down juuuuust a little (or at least adding some cover tiles ;_; )
> Sanae to K3, take the tea from Meiling, and drink it.
>Move to A4,take the tea....and DRINK ITtake tea from Murasa, drink it
There, also remember that you need to put all your action into one order. *Looks at Murasa/Pesco*
> Do what Doll said Murasa is doing
Okay, we discussed what group 1 should do in IRC and here it is.
Nazrin to A2
Alice/me to B4, take tea from Kogasa and drink it
Kogasa to A1
Murasa to A4, take tea from Alice/me and drink it.
Reimu to A5
Tenshi to A7
There, also remember that you need to put all your action into one order. *Looks at Murasa/Pesco*
We need a defensive formation. Attacking the enemy now leads to people dying, and retreating locks us in the corner until the end of the battle. Unfortunately, I cannot think of a good one.[01:52] <theshim> So Sanae to K4, Meiling or Youmu to L4, Byakuren to L7 and heal Rumia, Rumia to K8 and attack enemy 5
Probably better off with Meiling, as she's more durable.
>Move Byakuren to L7 and heal Rumia.
If Rumia is going to confront the mage, she'll need hp. I'll think about what you all can do and post it later.
Winner, what, what, plan.
>Rumia to K8 and attacks Enemy 5
Anyway, that move seems fine to me.
Okay, we discussed what group 1 should do in IRC and here it is.
Nazrin to A2
Alice/me to B4, take tea from Kogasa and drink it
Kogasa to A1
Murasa to A4, take tea from Alice/me and drink it.
Reimu to A5
Tenshi to A7
There, also remember that you need to put all your action into one order. *Looks at Murasa/Pesco*
Yoshie, Kogasa was healed last turn. See the previous page.
>Stay stillput on our best fighting stance, prepare overpowered spellcard.
[01:52] <theshim> So Sanae to K4, Meiling or Youmu to L4, Byakuren to L7 and heal Rumia, Rumia to K8 and attack enemy 5
PP
Byakuren heals me. Back to full health, I think.
Meiling retreats and drinks. HP 20.
Cirno attacks 6 from range.
Youmu moves up and kills 6.
I and Rumia do absolutely nothing.
Our turn went so good so a few alterations.
Cirno still attacks 6
Meiling finishes him off
Youmu moves over and stabs 7
I heal Sanae
Sanae stands on K3 and attacks 8
Rumia moves up and finishes that bleeping mage off from K4
How does this sound?
After that we rush over and help the top?
Also, how are the enemies doing so much damage to Tenshi?
> Attack enemy 6 with hatchet.
Level Up!!!woooooooo
woooooooo
three point level's kinda weak, though :<
>Byakuren to K5, heal Sanae
>Meiling Attacks [6] Mage at L3
Do we want to be gutsy and let me tank 2 axes? Probably not I reckon.
Tenshi, B5, punch Reimu in the face for the tea
> Sanae to L3, attack enemy 7 with iron lance.
>Tenshi to B5, punch Reimu in the face for the tea, and drink it!
>Rumia move to K4 and attack enemy 5.
>Move to C4, attack mage.
> After Sana skewers the mage, roast that annoying fairy to a crisp fairy kebab.
> Murasa flips Reimu's skirt.
What the bleep?
Enemy 8 Attacks: Hit for 10 Damage
Sanae?s Status: 12/20HP, 68EXP, Iron Lance Left: 7
If I steal something from an enemy, does my turn end right there?
Tenshi should retreat first or else we don't have space. She can hold onto the tea for now.I'm okay with this, that way Alice and Reimu both get EXP and we get us a free Tea =3
Murasa walls at B5. I'll either get the kill on counter or next turn.
Alice goes to A4 and flames the guy.
Reimu can stay and tank another hit. She should get the kill on counter.
Enemy 10 can get ganked and Nazrin comes to steal us a tea.
Or we could do this:
Tenshi moves to A3 and waits.
Note: I gave up using the battle calculator because I can't read the outcome for the life of me.
Oh right...well we could still do either plan anyway still. So, what will it be guys? Plan A or Plan B?
>Move to E7, talk to Rinnosuke
When we finish the mission and before we move onto the next one, will there be a time to trade all our items between ourselves?
Unrelated, but amusing; Kogasa scared Rinnosuke. :P
>Rumia to J2 and attack Enemy 8.
>Byakuren to I2, heal Rumia.
> Murasa to A5 and face-anchor 12
> After Murasa moves to B5 and attacks En.12, Move Alice to A4 and attack En.11.
Alice Attacks: Hit for 9 Damage
Alice's Status: 10/16HP, 99EXP, Fire Left: 34
Enemy 11's Status: 3/22HP
> Reimu attacks En11 with the Iron Sword, and prays for a non-gibtastic ending once the next turn comes around.
Ok 48+ hours up can I suggest a spot for Meiling and Youmu?
> Meiling to L3
Wait for Cirno to move (probably attacks from L4)
if (enemy killed = true){
>wait Youmu
}
if(enemy killed = false){
>Move Youmu to K2 and attack
}
> Assuming Meiling moves, move there and attack with the hatchet.
I suggest Reimu, since Nazrin has to steal the tea. But that's just my oppinion.
(darn syntax errors :V)
Don't you get exp. for stealing? Anyways, free tea! Why not? Because it really came in handy this map because I'm not everywhere at once.
>Move Byakuren to F3, heal Sanae.
>Nazrin go to B7, walk up to #10, shoulder bump, pickpocket tea out of pocket, put hands up as if to say "Sorry, buddy", walk off, then smirk.
> Attack En10 in a flashy manner. "This'll teach you not to mess with the innocent!"
Yeah, this was quite fun.
Also, are we gonna have any support scenes Yoshie?
Just noticing: "Getting Killed - S" :getdown:
Do forests hamper movement in any way?
Give Alice her 1 exp point so she can level up and not waste it when she hits something. (doesn't it stop at 100 when people level up?)
In all technicality, it goes 99 -> 0, meaning at 99, if you gain 1 exp, you loop back to 0 and gain a level.
I agree, give me that one xp. I don't want to waste precious xp.
Will bonus experience scale, like it does in FE9/10, or will it always be at a one-to-one ratio? If 1 point is always worth 1 point, it's a major waste to use it on Cirno, she's getting a bazillion exp from landing hits on random mooks anyway.
If it does scale, however, then I'll take the level.
You don't have to wait for trades anymore - it will be considered that the other party accepts. Please discuss it beforehand, because whoever initiates the trade will get their way.~Cough~
As for me being in front...I'm on a horse. I don't need to start front and center to get in the way and take hits. I'd accept any position swap that makes sense.
Can we get Alice and Sanae to switch spots?
Very quick questions: I assume there are still movement penalties moving into forests and the like? Also, do fliers get terrain bonuses? I was confused last map when only Kogasa could move onto the mountain and someone said something about it upping evasion - am I totally off track here?
If Alice is going to start with tanking the archer, can I switch with Nazrin?
I dunno about you guys, but I think it's time to start the player phase.
We've waited long enough; if you had something to say, you should've said it.
stuff stuff stuff
A note about villages/new terrain: Villages cannot be walked upon (except Kogasa due to flight), otherstuff otherstuff otherstuff
Nobody move above or to the right of her or at F4 or E3 to make the mage attack Alice.
> Youmu to H4
> China to H3
> Murasa to C3
>MerlinusRinnosuke stay there
Just a thought - would it be possible to replace the numbers with little unit icons? I don't know how you're doing it with the numbers at all, but units - even just for us - would make it quite a bit easier to plan things, at least from my perspective.
If it's a pain, don't bother, of course.
I guess I could look up that one patchcon-esque spritesheet with every character up to UFO I remember seeing a while back, but as for enemies, you're stuck with numbers - they'd all just look like fairies anyway.I'd meant actual FE sprites. :V
Okay so this actually looks pretty simple to me, should be able to take out 10, 1 and 11 without taking much damage.
>Kogasa swoop down to save the puny village on C10! Be the hero! It's you!
You mean using something like this?
(picture)
I'd meant actual FE sprites. :V
I'm pretty sure I could track down a spritesheet pretty easily.
On thinking more of it, I'm gonna opt for the Patchcon ones - Enemies would be still hard to represent, considering there'd be like 5 fighters, 5 mercs, a couple archers, etc. And they'd all look the same, causing me to have to list where each numbered enemy is, and.....bleh. (The same problem applies for when Cirno Class Changes if she's doing it before Meiling or Murasa (hopefully) - Cirno would be a Pirate or a Fighter, and then there'd be 2 player sprites of those, causing some confusion.)
Patchconination go.
Tenshi can't kill the archer alone, but if someone else struck from where 10 used to be it could work.
Me to I5 would be suicide though, with all those enemies hanging around.
I admire your dedication to this project, Yoshio. :)
How are you going to mark units that already moved? Or maybe you can just greyscale them...
>Go receive Byakuren's salvation, wherever that was. You guys can move me as needed.
Yoshio if you want, we can split off the discussion posts to the other thread and try squeeze out enough space to clear this map by the end of the thread.
Okay just to make it clear I'm assuming grayed out means turn done right?
> Go punch that archer in the balls according to plan.
>Do the plan.
> Follow the plan, looks good.
>Follow plan.
> Approve of Schezo's plan and promote him to master tactician. He's better at this than I am, that's for sure :P
> Approve of Schezo's plan and promote him to master tactician. He's better at this than I am, that's for sure :P
> Yeah, I approve of the plan.....
>Wait for Alice to attack 2, then move into the forest andstab him in the gutShoryuken punch him with a spear
Edit: Rechecking the movement range of everyone, me and Schezo seem to have made a mistake in Sanae's movement. Cirno/Tenshi=4 Sanae/Nazrin=6 Kogasa=7 and everyone else is 5. So, I guess we can only finish off En2 by just moving to F6 when En2 is taken care of.
Cavalier
A mounted unit good at rushing the enemy. They are more spritely than the soldier, and are able to wield two different kinds of weapons. They also have many choices upon upgrading their class. They are somewhat bad at blocking magical attacks, however.
Weapons: Lances, Swords
Normal Skillset: Low MAG/RES, High SPD/SKL
MOV: 7
Upgrades to: Knight, Paladin, Dark Knight
This could change everything and could be where I got confused... awaiting official decision.
Nobody move.
EventhoughIknowwe'rescrewed...
What part of Sanae has 6 mov didn't we get?
She can't get to F8 which is why I'm so flustered...
Cavalier
A mounted unit good at rushing the enemy. They are more spritely than the soldier, and are able to wield two different kinds of weapons. They also have many choices upon upgrading their class. They are somewhat bad at blocking magical attacks, however.
Weapons: Lances, Swords
Normal Skillset: Low MAG/RES, High SPD/SKL
MOV: 7
Upgrades to: Knight, Paladin, Dark Knight
....
Sanae - Cavalier
Sanae, Cavalier (Sophilia)
Health: 20
Strength: 6
Magic: 2
Defense: 5
Resistance: 3
Skill: 7
Speed: 6
Luck: 3
Movement: 6
Starting Items: Iron Sword, Iron Lance
Map Number: 12
Sanae, Cavalier (Sophilia)
Health: 20
Strength: 6
Magic: 2
Defense: 5
Resistance: 3
Skill: 7
Speed: 6
Luck: 3
Movement: 6
Starting Items: Iron Sword, Iron Lance
Map Number: 12
Over here.
>China G6, attack 1
>Youmu move to H5
So hold on, Sanae go kill En. 3?
With the lance, I guess
Sanae Attacks: Hit for 7 Damage
Enemy 3 Attacks: Hit for 6 Damage
Sanae Attacks:Hit for 6 Damage
Enemy 3 Dies!
Enemy 3 Attack Reimu
Enemy 3 attacks: Hit for 8 Damage
Reimu Attacks: Hit for 4 Damage
Reimu Attacks: Hit for 4 Damage
Reimu's Status: 2/18HP, 89EXP, Iron Sword Left: 33
Enemy 3's Status: 5/21EXP
Wait, Sanae got 104 exp from one enemy?
??? ??? ??? ??? ??? ??? ???
...And the village is seven spaces away. We'll have plenty of time to pick him off.
Once we attack 9 it will go after the village if we can't finish it.
>Byakuren heals Meiling from F6
> Tenshi moves to J6, attack enemy 6.
(I want some exp too!)
Isn't it only the Lord who can talk to green/yellow units?
Yoshio, I do hope not every level is like these first two. :ohdear:
As we said earlier, Rumia can kill 8 in one shot by herself. Therefore, we can save Alice for the finisher on 6.I didn't take that into account. ^^;; Forgive meh.
EVERYONE, please pay attention to this. We can box in that archer if we do the following.
> Reimu moves to H7 and cuts down En5.
> Rinno moves to E5 (he's in danger of being Arrow'd where he's standing) and gives Murasa one of the teas.
Murasa should move down and attack En6, Meilng attack and kill En9 from the trees. Now, this is the part you need to pay attention to. Do the following in this exact order:
-Youmu moves to K5.
-Nazrin moves to J4.
-Rumia moves to I3, attacks En8, Alice moves to H4 and attacks En8 (it doesn't matter who attacks first at this step, unless you care about EXP that much).
-With En8 dead, Cirno can move down to I5 and VOILA! Boxed archer. =D
EVERYONE, please pay attention to this. We can box in that archer if we do the following.
> Reimu moves to H7 and cuts down En5.
> Rinno moves to E5 (he's in danger of being Arrow'd where he's standing) and gives Murasa one of the teas.
Murasa should move down and attack En6, Meilng attack and kill En9 from the trees. Now, this is the part you need to pay attention to. Do the following in this exact order:
-Youmu moves to K5.
-Nazrin moves to J4.
-Rumia moves to I3, attacks En8, Alice moves to H4 and attacks En8 (it doesn't matter who attacks first at this step, unless you care about EXP that much).
-With En8 dead, Cirno can move down to I5 and VOILA! Boxed archer. =D
Well, it seem some more fairies are coming. So, should we delay and defeat the reinforcement to get some exp or should we finish this now?
> Drink that tea. I can still move after the action, right? If I can't move, wait a bit in case I need to have my tea elsewhere.
if you spawn the reinforcements on their turn we will all hate you :ohdear:
> Reimu to I9, talk to Chen.
> Sanae drinks.
>Continue being the hero by saving the village on H13
large castle to the eastffffffffffffffffffffffffffffffffffffff---
> Move to G7 and drink tea.
>Nazrin dowse that archer.
Sounds good.
>Youmu H7
>Tenshi J8
>Meiling H9
>Rinno I4
>CHEEEEEEEEN!! Protect us
>After Meiling moves, Byakuren to I8 heal Reimu.
I thought Tenshi moved to J8?
"Yeah, and the rest are still running!!"
The heck?
There's no #12 on the map.
> Do as indicated.
-Cirno to H8
-Kogasa to K9
-Murasa to H11
-Byakuren move to G9 and heal Meiling
-Nazrin to I8
-Sanae to H10
-Rinnosuke to H6
-Everyone else waits.
We talked this over in IRC.
We'll be out of range from everyone.
>Byakuren moves to G9 and heals the Meiling
e _0
..........
:getdown: :getdown: :getdown:
You get some kind of kick out of this, huh?
You know this is ridiculous, right?
who base their attacks on defense/res and WTA.
Nooow I know. I came in here thinking they based it on lowest Hp, which screwed up in some of our plans. :derp:
Meiling and Murasa wall the right, Sanae wall the bottom with a sword.
You know this is ridiculous, right?
I have low defense and am sqiushy, so they'd go for me. And I can outrun them pretty nicely.
Maybe if I lure them to the north, we can pull them out?
I'm not too worried about the fairies on the south side. They can only get to J8, and if they do that they'd have no mage support. If we get everyone out of the way except someone at I8 with a lance, they aren't a threat at all. Then we can beat on them next turn with magic, swords, and Kogasa flying on mountains.Nazrin and Chen could run forward and distract some of the enemies while we set up a wall, then they could run back and we can hold them off there.
The east side, however, is much more problematic. They have magic, an axe, a forest, and are in range to kill dudes. We should just set a wall there and give them all our tea and Byakurens.
Nazrin and Chen could run forward and distract some of the enemies while we set up a wall, then they could run back and we can hold them off there.Chen's completely expendable, of course, but I don't think it's a good idea to let Nazrin bait the enemy. If she takes two hits from anything, she's dead. This is especially worrying because they've got mages.
I'm currently waiting for a reply to my plan...
Can you hold it off a bit more Yoshio? I think the others are busy with something. I only saw Hourai active today.
Btw, you can please add the weapon stats to the front page? It's annoying having to switch between two windows when I want to change weapons.
Well, she won't be attacked by the mage if she goes and blocks them off at N8.
Chen has a tea. It is wasted on her. Somebody grab it.
....You can't take Chen's items....
>Byakuren to G10 heal Sanae so she can preform some faith miracles.
>Byakuren to G10 heal Sanae so she can preform some faith miracles.
Rumia attacks En14 from J10.
Meiling attacks En14 from J11.
Alice attacks En13 from I11.
Reimu attacks En13 from I12.
Sanae attacks En1516 from I13.
Rumia attacks En14 from J10. - 91.5%, 13 damage
Meiling attacks En14 from J11. - 100%, 14 damage, 2x
Alice attacks En13 from I11. - 100%, 9 damage, 2x
Reimu attacks En13 from I12. - 100%, 10 damage, 2x
Sanae attacks En15 from I13. - 100%, 11 damage, 2x (As seen in my quote I mixed up a bit but she'll still do 2x against En16 since En16 has less speed then En15 and would deal more damage)
I assume the hit rates are correct because of WTA
Ok, before we go any further,
Is Sanae allowed to move after her attack as a Cavalier?
....Well, guess we have to rely on Chen as a distraction.
I swore you could do that with the cavalier...
What Sophilia suggest we do instead of that is we form a wall at H,I,J11 and Tenshi backing up a bit I think with Rumia and Meiling still finishing off En14.At first I was against Tenshi staying there, but then I saw there's a forest there. I'm voting for this plan, it's a good idea we stay defensive in this sitch.
... Is Cirno the only one who can use the hatchet?
I think you could in some later FE's, but I know that in some of the earlier ones (the ones I've played lol), you certainly couldn't.
Wait, how much distant can France go from Alice again?
Rumia attacks En14 from J10.
... then Murasa move off of H11 to I8 (or somewhere else not in the way) and Alice stand there and summon France and move her to J12.
France just has the movement restrictions and can move that many spaces right?
Also can we set Chen to attack enemies at this point?
Sanae's Status: 10/21HP, 95EXP, Iron Sword Left: 37
I thought I healed her :<
Rumia already declared an attack >attack 14 from J11
>Meiling to J11, finish 14
>Youmu to G7, trade Nazrin for tea, use
>Kourin to H10
>Cirno wait
>Chen attack enemies (since no one said anything)
(Murasa already moved~)
How come En16 is still alive on the map?
Rumia already declared an attack >attack 14 from J10
>Meiling to J11, finish 14
>Youmu to G7, trade Nazrin for tea, use
>Kourin to H10
>Cirno wait
>Chen attack enemies (since no one said anything)
(Murasa already moved~)
I believe you got the order mixed up between Meiling's attackers.
Also, shouldn't I get my stats back since France is gone?
Reimu kills 21 from J1311 dmg x2 with 100% hitrate. I'm gonna go for it.
Tenshi finishes 12 (WTA is fun.)You would think Tenshi's WTA could do more than a 72% chance at 9 damage but no, he has forest so Alice, Rumia and Tenshi have the highest hit% of 72~76 and I'm pretty sure they all have to hit for him to die. I made the plan so I can take a hit from him instead of our squishes. He can only do like 7 damage to me, even if he doubles I'll be fine. (Unless I'm reading this Horribly horribly wrong)
11 dmg x2 with 100% hitrate. I'm gonna go for it.
> Execute plan, and En21. >:D
Cirno Hatchets 15 from J7 - 100%, 7 dmg, 2x
Murasa bashes 15's head in from J8 - 100%, 13 dmg
Rumia attacks 12 from where she's at - 58.5%, 13 dmg
Alice attacks 12 from I13 (6) - 76%, 10 dmg
Sanae kills 17 from K13 - (sword) 100%, 12 dmg, 2x; (lance) 94%, 14 dmg, 2x
Meiling smites 19 from I14 - 100%. 13 dmg, 2x
Tenshi attacks 12 from J11 - 72.5%, 9 smg, enemy can 100% 2x for 1 damage
Macron go ahead and take it because yu aren't going to get to steal on this map.
>Nazrin to J7 and give a fatality poke to #18.
>Byakuren to I12 heal Sanae.
> Sanae to K13, attack enemy mage with sword.
> Do what needs to be done according to the plan. I'm just not sure which plan it is....whichever one is the one that's agreed to I guess.Ok then this means:
>Rumia attacks 12.
> Murasa gibs 15 from J8
Once Murasa's action goes through, this is the order of moves.
> Kogasa to M10, rescue village.
> Meiling to I14, attack 19.
> Tenshi to J11, attack 12.
> If necessary, Alice attack 12.