Maidens of the Kaleidoscope

~Beyond the Border~ => Rumia's Party Games => Topic started by: AMZYoshio on January 17, 2011, 01:36:29 AM

Title: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 17, 2011, 01:36:29 AM
Rule thread (http://www.shrinemaiden.org/forum/index.php/topic,7661.0.html)
Battle Generator (http://www.antimatterzone.com/generatoropen.htm)

"Ah, thank you lovely ladies for clearing out those troublesome fairies, now I can give these humans the supplies they've been waiting on." Rinnosuke thanked the group as he began to make his rounds to the small settlements.

"Any time, It's our job to help people like you." Reimu smiled at him.

"Miss Reimu, Ran-sama told me to-" Chen began.

"Yo, Reimu! Nice job with that one fairy back there, really gutted her good!" Murasa cut the nekomata off.

"Huh? Oh, you didn't do too bad a job either. But acutally," The shrine maiden began to lecture her group about what could have gone better in the battle.

However, Chen didn't like being cut off, so she tried a different tactic.

"EVERYONE!!!!" The small girl yelled. All 13 present stopped what they were doing, and all eyes were on Chen. "Ran-sama gave me an important message to tell you!"

Chen cleared her throat. "Tell Reimu when you can find her that my master - That's Yukari-sama - is in trouble. She's lost her powers, and fairies are beginning to take over her mansion - That'd be my house, that really isn't a house anymore. After things changed, Yukari made it look more like a castle for some reason..." Chen looked up at Reimu with pleading eyes. "Please Miss Reimu, Yukari-sama can't do much without her powers, and me and Ran don't have them either. If we don't go quickly, those stupid fairies will take us over because there's too many of them!"

"Yukari hasn't done much for me other than be a bother." Reimu somewhat glared at Chen, switching her personality from what it was before.

"Aww come on Reimu, Chen risked her life to come get our help." Byakuren reminded her.

"Yeah, besides, we're just gonna go waste some more fairies anyway, why not do it at Castle Yakumo?" Meiling chimed in.

"Fine. We're gonna help Chen." Reimu decided.

"Thank you Reimu-san~! I'll go ahead and tell Ran-sama that help is on its way!!!" Chen smiled as she ran off toward the north.

Chapter 3

"Mmmm, this doesn't look good..."

"Yukari-sama, the fairies have broken the spell on the bridge. It's only a matter of time before they breach the main gate."

"Tell me some good news."

"Well, I guess your choice to remodel our mansion to this...design...has proven useful in holding off the hoards of intruders. For the most part."

The sagely Youkai looked down into her lap and folded her hands.

"Yukari-sama?"

Just then, Chen burst into the room, panting from running so hard.

"Ran-sama! Yukari-sama! I got help, just like you wanted!!!" Chen smiled at the two.

"...Excellent. You two stay in here, just in case the fairies make it inside. Otherwise, don't intervene with Reimu. I want to see how she deals with these pests."

--

Reimu and her group rush towards the castle, having lost sight of Chen. However, the area is already swarming with Fairies...

"Luna! People are coming!"

"Star, quiet down! We can't show these Yakumo's that we're afraid of anything!"

"But Sunny, you do realize we're dealing with a lot more than just an old lady and her pets now, right?"

"Oh calm down both of you. You just keep going along like we planned, I'll stay here and defend our new house."

"Alright! Come on Star!"

"Wait up Sunny!!!!"
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 17, 2011, 01:44:35 AM
CURRENT MAP:

(http://img84.imageshack.us/img84/2429/ch3.th.png) (http://img84.imageshack.us/img84/2429/ch3.png)

Enemies:
HP/STR/MAG/DEF/RES/SPD/SKL/LUK
1: (0/20)/6/0/4/1/6/4/2 MERCENARY; D; IRON SWORD
2: (0/21)/7/0/3/0/5/5/1 FIGHTER; D; IRON AXE
3: (0/21)/7/0/4/1/5/4/1 MERCENARY; D; IRON SWORD
4: (0/23)/7/0/3/1/4/4/1 FIGHTER; D; IRON AXE
5: (0/20)/6/0/4/0/5/5/2 MERCENARY; D; IRON SWORD

6: (16/26)/5/0/7/1/3/4/1 SOLDIER; D; IRON LANCE, TEA(3)
7: (20/25)/4/0/6/1/4/5/2 SOLDIER; D; IRON LANCE, TEA(3)
8: (13/26)/6/0/7/0/4/4/1 SOLDIER; D; IRON LANCE, TEA(3)
9: (20/24)/8/0/5/1/5/6/2 FIGHTER; D; IRON AXE
10: (25/25)/7/0/5/2/6/6/1 MERCENARY; D; IRON SWORD
11: (0/23)/6/0/5/1/4/5/0 PIRATE; D; IRON AXE
12: (0/22)/6/0/5/1/5/4/1 PIRATE; D; IRON AXE

13: (9/17)/5/0/3/1/6/8/0 ARCHER; D; IRON BOW
14: (17/17)/5/0/3/1/6/7/1 ARCHER; D; IRON BOW
15: (0/18)/0/7/1/6/5/5/2 MAGE; D; FIRE
16: (0/23)/7/0/3/0/5/4/1 FIGHTER; D; IRON AXE
17: (0/21)/6/0/5/1/5/4/1 MERCENARY; D; IRON SWORD
18: (0/23)/6/0/4/0/5/5/0 FIGHTER; D; IRON AXE

19: (22/22)/7/0/4/0/5/5/0 PIRATE; D; IRON AXE
20: (19/19)/1/7/1/6/4/5/1 MAGE; D; FIRE
21: (21/21)/7/0/5/0/4/6/0 PIRATE; D; IRON AXE

BOSS: Luna Child: (30/30)/8/3/6/4/7/8/3 CAVALIER; Swords - D, Lances - D; IRON SWORD, JAVELIN


Players:
 HP/STR/MAG/DEF/RES/SPD/SKL/LUK
1: Reimu(LV3);      (20/20)/7/2/4/5/5/6/7 LORD; E; Gohei(30), Iron Sword(29) (eq), Iron Sword (40); 25EXP
2: Nazrin(LV2);      (16/16)/3/1/2/1/9/4/9 THIEF; E; Iron Sword(36) (eq), Lockpicks(10), Tea(3); 42EXP
3. Murasa(LV3);    (12/23)/9/1/5/3/4/7/6 PIRATE; E; Iron Axe(30) (eq), Tea(2); 26EXP
4. Kogasa(LV2);   (17/17)/4/1/4/6/7/8/8 PEGASUS KNIGHT; E; Iron Lance (34) (eq); 41EXP
5. Alice(LV3);         (10/17)/2/7/5/7/7/8/4 MAGE; E; Fire(24) (eq), Summon: France(4); 58EXP
6. Tenshi(LV2);     (17/24)/4/0/9/4/4/5/3 SOLDIER; E; Iron Lance (29) (eq), Sake(2); 26EXP
7. Byakuren(LV2); (18/18)/1/4/2/7/7/7/5 CLERIC; E; Heal(17) (eq), Shield(18), Tea(3); 65EXP
8. Meiling(LV4);     (8/25)/11/1/4/4/5/9/2 FIGHTER; E; Iron Axe(27) (eq), Tea(2); 19EXP
9. Cirno(LV6);        (17/19)/6/0/4/2/5/2/2 TRAINEE; E; Iron Axe(38)(eq), Hatchet(44); 46EXP
10. Youmu(LV2);   (9/17)/4/1/4/3/9/9/7 MYRMIDON; E; Iron Sword (28) (eq); 82EXP
11. Rumia(LV3);   (14/18)/3/8/4/7/4/5/5 DARK MAGE; E; Flux(30) (eq), Flux(40); 20EXP
12. Sanae(LV4);    (22/22)/8/2/7/4/6/9/4 CAVALIER; Swords - E, Lances - E; Iron Sword(28)(eq), Iron Lance(34), Tea(1); 97EXP
K: Rinnosuke;        (15/15)/0/0/2/1/0/0/1 CONVOY; Item Identification - A, Getting Killed - S; Glasses(inf)(eq), Book(useless)(untradable); 9999EXP
Convoy Items: Iron Lance(40), Iron Axe(40), Fire(40), Iron Axe(40), Strange Mirror


Party Gold: 10,000
Bonus EXP: 49

WIN CONDITION: Capture Gate

A note about new terrain: Water obviously can't be walked on, except for flyers and pirates, and if you're one of those, it gives avoid bonuses. Forts give avoid and defense bonuses, and also heal you for about 1/10th of your max HP on the next player phase if you're standing on one. Bridges don't do anything, they act like normal ground. The gate (where the boss is standing) gives avoid and defense bonuses, moreso than a fort, and also heals the boss every turn (moreso than a fort). You can't stand on any part of the castle except the gate, and the two tiles next to it. (Unless you can fly of course). Remember, Pirates can't move freely in water, each water square counts as moving 2 normal squares, and if it's your last, you can't move onto the new water square.

Other stuff to remember: A javelin is a ranged weapon, yo. That'll kill your peoples if you're not careful. Also, a boss (Luna) generally doesn't move if they're on a gate, or otherwise defending a point. Same with most enemies in an assault/defense map like this, except they'll move if you walk into their attackable range (or at least very close). Bosses in general don't move at all, they sit on their gate and soak up their free HP every turn.

Assorted things to remember about the battle generator:
Format:
Box: acceptedentry - acceptedentry
Please don't type the dashes or spaces if there aren't any, and caps do matter.

Weapon Type: sword - lance - axe - bow - staff - normal - light - dark
Terrain: grass - forest - mountain - village - fort - castle - water - gate
Class (nothing will do anything except): swordmaster - berserker - pegasus knight - wyvern knight - dragon knight - cavalier - knight - soldier - general - mage knight - dark knight - paladin
Quick Weapons: iron sword - gohei - iron axe - hatchet - iron lance - javelin - iron bow - fire - flux
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 17, 2011, 03:01:27 AM
Well, first we should rearrange the items around. Kogasa giving all the things to Rinnosuke (including the axe as we don't need to replace it yet) she has except tea and iron lance. Sake should we save for later or give to someone now? Tea that's in the convoy should be given to Reimu. Nazrin should give her tea to someone else too as she won't need it really.

As for position, I don't know, but I think Tenshi should switch places with Murasa.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 17, 2011, 04:09:05 AM
Aw yeah!  Some forts we can abuse.

This seems to me to be a rather straight forward map.

But yeah Kogasa can give that mirror, sake and axe to Rinnosuke to hold on to.

I want Tenshi to take 28 bonus exp. and level up.

Can I suggest that Murasa switch places with Nazrin(derp) Kogasa so she can get in the water our first turn.
Then Murasa can have a grand ol' time sitting on G5 with her Pirate abilities and dodge bonus and move one space to the left and heal if things get hairy.  We could also have a mage backing her up with ranged support since nothing can hit us across the river for a while.  I'll place a defense staff on her first turn too.

For the rest of you, all we have to do this turn is move up to right above the line that M3 and N2 make, then we start cuttin' folk when our turn comes around again.


Other than that, do we have any other pregame preparations to do before we start our first turn?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 17, 2011, 04:12:18 AM
I'm ok with where anyone wants to move me.

This seems like a cakewalk compared to last map so I'm suspicious.
I just have that sinking feeling that more enemies are gonna spawn at those forts.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 17, 2011, 04:30:38 AM
Hmm, Kogasa is still level 1, do we want to give her 36 bonus exp. for a level?

Youmu, I would also like to see receive a bit more battle exp. (she's already super good, so it shouldn't be too hard~)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: trancehime on January 17, 2011, 04:34:44 AM
This post is me expressing my grave concern for Youmu's current EXP value.

Fortunately, the map has a decent trove of axes for Youmu to chop down.
An equal amount of sword users for Tenshi to run down.

Either way, we should keep into consideration character usage ratio with regards to EXP gain.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 17, 2011, 04:37:14 AM
If I get some cover, I'll get all the experience I need by stealing those teas on the bridge.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 17, 2011, 04:40:41 AM
Fuck yeah lemme go for a swim. I'm cool with swapping for Kogasa's space. Can I get a tea if I'm on a solo ninja mission like that then?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 17, 2011, 04:42:03 AM
I think you are already carrying 3 so you're good to go wreck some fairies!
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on January 17, 2011, 04:52:30 AM
Rumia and Alice are close to levelling (kind of) too, so I think they should get some EXP as well. Reimu should also go with Youmu, she needs EXP too.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 17, 2011, 04:56:52 AM
I'll take Murasa's spot, then run down and tank that lone swordsman. :V

Also, if we're going to have Nazrin steal all that tea, we need to make sure Murasa doesn't slaughter them all first.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 17, 2011, 04:57:59 AM
I don't think Rumia and Alice need bonus exp as their sniping abilities will be invaluable on this chapter.

Reimu is at least level 3 so she's not in as dire a need of exp. as say Tenshi of Kosaga, so we'll let them get some excess but Reimu will still get exp. here.

And I'm also cool with getting as far out of the mountains as possible, if you guys want to do that.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on January 17, 2011, 07:13:01 AM
Aw well, like I said earlier, it never hurts to top off levels. But either way, I'm okay with where Reimu is at least, though she needs a tea.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on January 17, 2011, 02:27:27 PM
I'd top off Youmu, Tenshi and Kogasa, they all need a level or five.  Cirno's close but that's really kind of a waste.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 17, 2011, 02:58:59 PM
Hmm, Youmu's pretty good for level one so, I don't think she needs bonus exp now as she can do well on this level and get enough exp to catch up.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 17, 2011, 07:55:33 PM
So, final verdict on position changing and EXP giving?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 17, 2011, 09:21:48 PM
I still want Tenshi to be at the front right, so Murasa switch places with Kogasa who then switch places with Tenshi.

Also Yoshio, can you make the picture a tiny bit bigger so I can at least see the numbers on the enemy without having to visit photo-bucket?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 17, 2011, 09:44:07 PM
I still want Tenshi to be at the front right, so Murasa switch places with Kogasa who then switch places with Tenshi.

Also Yoshio, can you make the picture a tiny bit bigger so I can at least see the numbers on the enemy without having to visit photo-bucket?

1st off, it's image shack, 2nd off I just used the auto thumbnail thingy. If nobody (>mods) cares if I just un thumbnail it, or if I'm missing some sort of "choose the size of your thumbnail" option, I'll go ahead and do that.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 17, 2011, 10:51:44 PM
You should be able to thumbnail link it directly. So that it's just the pic and not imageshack's viewer when we click it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 18, 2011, 02:03:05 AM
So I think:

Give Kogasa and Tenshi enough to lv. up
Put Kogasa's mirror and axe in storage.

And how do we want to position?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 18, 2011, 02:48:48 AM
Tenshi to Murasa's spot
Murasa to Kogasa'a spot
Kogasa to Tenshi's spot

I think?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 18, 2011, 03:03:52 AM
Tenshi to Murasa's spot
Murasa to Kogasa'a spot
Kogasa to Tenshi's spot
Just those two. Whatever else is you guys decision.

Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 18, 2011, 03:05:23 AM
What should we do with the extra heals Kogasa and Kourin are toting around?  I'm thinking give them to Reimu and Byakuren.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 18, 2011, 03:12:19 AM
Since no one can heal me can I take the tea from Kourin?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 18, 2011, 03:15:53 AM
I guess Rinno can take the sake, and Byakuren can get the tea.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on January 18, 2011, 12:07:07 PM
Oh good the new thread is up.

Some xpees for Kogasa would be good and feel free to take Kogasa's village rewards haul and give it to Rinnosuke
For our first turn I think we should exploit the wall of mountains between us and the enemy and let them move around it towards us. Hopefully that X of fairies in the top right will head down too.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 18, 2011, 11:30:31 PM
Give Kogasa and Tenshi enough to lv. up
Put Kogasa's mirror and axe in storage.
Tenshi to Murasa's spot
Murasa to Kogasa'a spot

Kogasa's EXP: 100 -> 0

Level up!!!

Kogasa, LV2 Pegasus Knight

HP: 16 --+1--> 17
STR: 4 -------> 4
MAG: 1 -------> 1
DEF: 4 -------> 4
RES: 6 -------> 6
SPD: 6 --+1--> 7
SKL: 7 --+1--> 8
LUK: 7 --+1--> 8


Tenshi's EXP: 100 -> 0

Level Up!!!

Tenshi, LV2 Soldier

HP: 23 --+1--> 24
STR: 4 -------> 4
MAG: 0 -------> 0
DEF: 8 --+1--> 9
RES: 3 --+1--> 4
SPD: 4 -------> 4
SKL: 5 -------> 5
LUK: 3 -------> 3


And map positions switched around, and I'll edit in those item changes. We good, or is there something else?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 19, 2011, 12:04:31 AM
Yes, Byakuren wants to take Rinno's tea.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 19, 2011, 02:18:35 AM
Fixed and Fixed. Anything else?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on January 19, 2011, 10:40:41 PM
I think we're good.

Whenever we start:
>Cirno to L2
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 19, 2011, 10:42:17 PM
>Wait until Alice moves then Byakuren to H3, cast defense staff on Murasa.

So Murasa, wait until I place my charm on you to move to the water.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 19, 2011, 10:49:35 PM
Yeah, it's been too long.

PLAYER PHASE
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 19, 2011, 11:22:08 PM
We should form a wall the best we can but while still staying outside the movement range of the enemy, as we should be getting the first attack. The closes the enemy can get to us is N3 so we should stay one square away from it.

Also by predicting the the best I can, our major battle will most likely be fought just south of the bridge, barring no reinforcement from the enemy. If there is reinforcement, most likely entrance will be NE or SE or the castle itself. NE and the castle is the best scenario as we can just keep going forward while SE is good scenario but will need to divert units to the rear. The worst scenario would be two reinforcements coming with one of them being from SE.

As for the specific of the first move, I say Tenshi should move to L3 and we start the wall there to diagonally SW with the slower non-range units on the front so we can all attack the enemy next turn.

Why am I not saying anything more specific? Well, then we all wouldn't be playing this if only a few just told everyone what to do. This is what I found somewhat troubling when thinking about it, certain few people (including me) were telling what the others to do specifically and that's just not RPing if the others don't think for themselves. I think we should also try to include some IC conversation in this too.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on January 20, 2011, 02:58:20 AM
Pretty much what Doll.S said, we really should just sit tight and wait for them to come to us on this turn. I'm thinking of not moving at all actually.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 20, 2011, 03:02:41 AM
If we stay, the we'll get bottlenecked.
I'm thinking we mainly occupy the 1 and 2 columns for now.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on January 20, 2011, 03:14:09 AM
Get Tenshi to N3, have everyone else group up behind.  It's not like there are AoE attacks or anything :V

Let them come!  Tenshi can tank, and if they rush us, we smack them around.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 20, 2011, 03:31:08 AM
>Tenshi to M3

Seriously, just move out and swarm. Waiting for the enemy is a good idea, but remember the first map. Not being able to move is not good.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 20, 2011, 03:41:20 AM
I just say wall for the formation, I'm not saying we stay on the defensive just that we shouldn't be the one being attacked first.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 20, 2011, 03:47:25 AM
Only one enemy can really attack us.  If Tenshi engages it, she won't get murdered or anything and she has WTA on him.  This will help her get some exp and the more damage we can do those 5 enemies sooner, the easier it will be on our turn when we have to kill all 5 or close to it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 20, 2011, 03:51:50 AM
To be quite honest, I don't want to do much on this map as Sanae unless it's necessary.  I'd rather be the OH CRAP button for now so people catch up.  I just want to take it easy and build the support I'm blindly assuming I have with Reimu.  :yukkuri:

Of course, I'm probably going to scream my fool head off if Youmu doesn't snipe kills all over the place.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 20, 2011, 06:02:37 AM
Waiting for a buff before i try take that fort is good.

/me smokes pipe
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 21, 2011, 01:45:41 AM
We just need to send the strong ones up to the front, no meticulous planning is required this time I think. The weaker units can just stand behind them.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on January 21, 2011, 10:07:33 AM
Considering what everybody has been saying I think I should move to L4, since (didn't check, just going with what people are saying) I'm going to be major MVP in this map. ABOUTGODDAMNTIME so staying behind the wall that is Tenshi to snipe some emenies up should be a good idea I think.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 21, 2011, 08:23:42 PM
> Sanae to N1.

Let's start moving up, please.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on January 21, 2011, 10:15:01 PM
Considering what everybody has been saying I think I should move to L4, since (didn't check, just going with what people are saying) I'm going to be major MVP in this map. ABOUTGODDAMNTIME so staying behind the wall that is Tenshi to snipe some emenies up should be a good idea I think.
L4 is a mountain. Did you mean L3?

> Reimu to K2.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 21, 2011, 10:26:00 PM
If Youmu is taking L3,

> Alice to K3 I guess.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 21, 2011, 10:52:33 PM
>Alice moved  Byakuren to H3, cast defense staff on Murasa.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 21, 2011, 10:57:45 PM
>Alice moved  Byakuren to H3, cast defense staff on Murasa.

Byakuren's Status: 29EXP, Shield Left: 19
Murasa's Status: Def+2
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 21, 2011, 11:25:45 PM
Is anyone opposed to moving Rinnosuke to H2?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 21, 2011, 11:25:53 PM
> Dive into F5
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 21, 2011, 11:34:18 PM
>Nazrin to L1.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 22, 2011, 03:07:55 AM
Rinnosuke should be as close to the group as possible, but not in the way. Preferably in the middle. Move him to I2
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 22, 2011, 03:13:52 AM
Ok so we good with moving him to I2?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 22, 2011, 03:15:47 AM
Yeah I'm fine with it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 22, 2011, 03:20:11 AM
>Move Rinnosuke to I2
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on January 22, 2011, 11:17:33 AM
>Kogasa to J3
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 22, 2011, 06:32:28 PM
If I remember correctly, the 2 days are up. (It was yesterday, I just didn't see it.)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 22, 2011, 06:40:09 PM
We want Youmu to get some exp,so if we want her to fight, then N3 may be a good choice.
Meiling to N2
Rumia to M1

Just to move them out.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 22, 2011, 06:48:31 PM
We want Youmu to get some exp,so if we want her to fight, then N3 may be a good choice.
Meiling to N2
Rumia to M1

Just to move them out.

When you say "good choice", is that an order? And I'm assuming Meiling's and Rumia's moves ARE orders.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 22, 2011, 07:13:09 PM
I was posting to see if anyone else had other plans/opinions about the move. It was not a final command.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 22, 2011, 07:39:49 PM
I say Meiling to M2 instead of N2. But other then that, yeah I'm fine.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 22, 2011, 07:41:38 PM
Fair enough.

>Youmu to N3
>Meiling to M2
>Rumia to M1
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 22, 2011, 07:43:10 PM
I prefer Meiling to M2 and Youmu to L3

Editninja: Fuuuuuuu, what happened to Tenshi tanking?!
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on January 22, 2011, 08:00:01 PM
Are you guys sure it's a good idea to move me in front of the tank? I know I'm gonna be the MVP here (chances say anyay) but I'm still a very squishy character (Fast as all hell, yes. But still squishy nonetheless)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 22, 2011, 08:04:01 PM
Youmu will get more experience this way. And the command was already made, so there's no going back on it now.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 22, 2011, 08:24:18 PM
The point of Tenshi going there was to wall with WTA and get exp. because she is our other main focus for leveling.  Just a mistake but be more carful when moving other charaters and make sure it's always relevant to the current plan made.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 22, 2011, 08:34:52 PM
ENEMY PHASE

Enemy 2 -> N7

Enemy 4 -> N5

Enemy 5 -> N4, attack Youmu

Enemy 5 Attacks: Hit for 9 Damage
Youmu Attacks: Hit for 5 Damage
Youmu AttackS: Hit for 5 Damage

Youmu's Status: 8/17HP, 73EXP, Iron Sword Left: 32
Enemy 5's Status: 10/20HP

Enemy 9 -> F6, Attack Murasa

Enemy 9 Attacks: Hit for 9 Damage
Murasa Attacks: Hit for 10 Damage

Murasa's Status: 13/22HP, 35EXP, Iron Axe Left: 33
Enemy 9's Status: 14/24HP

Enemy 10 -> G6

Enemy 11 -> F9

Enemy 12 -> E10

Enemy 13 -> F11

Enemy 14 -> E12

Enemy 15 -> G12

All other enemies -> Wait

PLAYER PHASE

Murasa's Defense boost drops by 1.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 22, 2011, 11:36:13 PM
So.  I'm thinking Youmu comes over to me, grabs my tea, and has a drink.  Then we move Tenshi up so she can tank, and kill that sword with a mage.  From there we should be pretty good on that front.

The Cap'n needs to get out of there though.  That is way too much firepower headed her way.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on January 23, 2011, 12:57:10 AM
Yeah moving Murasa into the river is a really bad idea. Should probably move her back before the mage and archers AND pirates turn up to ruin her day.
Had I noticed that plan before I would have immediately said no to it. But I guess I didn't! eheh

I suspect as long as a fort is in range the enemies will run to it when they take damage (no matter what they are presently doing). Thus the enemies Murasa is tangling with will most likely rotate.

As for Kogasa I could move above fairy 5 and attack it, but according to the battle calculator I will only deal 8 damage (with a 100% chance to hit) so I can only kill it if I crit. Otherwise I could sit in the center of the mountains and do nothing.

For this turn we should try to take out 4 and 5, finish off 2 next turn and move some sword wielders up behind us to take out welcome the pirates. (Next turn that is)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 23, 2011, 09:35:24 AM
Skimmed the chat log. Basically I was bait :<

Move back to G4 and use a tea? Let Byakuren save her heals for later.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 23, 2011, 04:01:48 PM
*sigh* I guess Youmu to K1 to grab tea from Nazrin and drink, although we should not be doing this if she were behind the tank

As for these guys...

Tenshi to O4 and attack 5
Cirno attack 5  from N2
Kogasa to M4 and kill 5 if Cirno fails to kill

WAIT to see if he dies

Rumia to N3 and attack 4
Reimu to N4 to kill 4

Alice to N5 to attack 2
Sanae to N6 for the sword kill

Murasa to G2, Byakuren heal
China to O5
Nazrin to O3
Rinnosuke to M3
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 23, 2011, 04:42:27 PM
I can't get to G2. Going through water takes 2 mov.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 23, 2011, 06:12:32 PM
I can't get to G2. Going through water takes 2 mov.

Going onto a new water square takes 2 mov. Going OFF of one doesn't. You can move one down (2sq, G5), then move over to G2 (5sq even).
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 23, 2011, 10:12:54 PM
I guess here's my idea.Note: I haven't used the battle generator to calculate this.

Tenshi moves to O4 and attack 5.

Byakuren moves to M3 and heals Youmu.

Cirno moves to N2 and attack 5. (Kogasa to M4 and attack 5 if Cirno fails to kill)

Youmu moves to N4 and attack 4. (note:Since I didn't use battle generator, if one of you discovers that Youmu can't kill 4 in one turn, have Meiling move to O5 to soften up 4 for Youmu)

Sanae to N6 to attack 2 with a iron sword. (Same with Youmu's note, if Sanae can't finish 2 off in one turn, have Rumia move to N5 to soften 2 up)

Murasa to H3 and drink tea.


As for the rest, they decide.

Also, here's a risky suggestion:

Alice moves to G4 and attack 10.

Kogasa to G5 and finish off 10.

This is not guaranteed and is just based off the battle experience we had so far.


What do you guys think?


Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on January 24, 2011, 12:49:05 AM
Youmu moves to N4 and attack 4. (note:Since I didn't use battle generator, if one of you discovers that Youmu can't kill 4 in one turn, have Meiling move to O5 to soften up 4 for Youmu)

I did the counting, that's 14 damage (x2 7 damage each) with 3% crit, 100% hit

Enemy has 45.5% hit, 10 damage and no crit.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 24, 2011, 02:59:22 AM
You've probably figured out by now I'm very biased toward defensive strategies.  As such, what I saw of this situation was that if we get Youmu healed, kill off that mercenary, and put up a proper wall on N row, those fighters can't actually kill anybody and we can jump on their lowered HP right after.  But if we were to attack, I think I leave #4 with 1 HP for someone to cherry-tap off.  Against #2, I outright murder him and then get attacked the next turn by the other mercs, making me a huge EXP hog.  I'd appreciate it if someone would check my manual math with the calculator.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 24, 2011, 03:35:56 AM
Sanae vs 4: Sanae hit 2x for 20hp 100%
                      Enemy 4 hits 8hp for 48%

Sanae vs 2: Sanae hit 2x for 20hp 100%
                      Enemy 2 hits 8hp for 50%

I like the idea of a wall defense.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 24, 2011, 03:42:57 AM
Hmm.  Weird.  I thought I got 11 damage a shot.  8 PWR + 5 sword + 1 WTA - 3 def = 11.  I suppose having E rank in a weapon is a -1 penalty?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on January 24, 2011, 08:30:54 AM
Kogasa to G5 and finish off 10.

While this will probably finish off 10 Kogasa will be in range of Archers (double damage) and Axe wielders (beats lance) so she will probably be shot down.
At least I think one of those Archers can reach her from there, I'm not exactly sure.

I like the idea of finishing off 5 from M4 if Cirno fails to kill so I think I will wait for that.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 24, 2011, 07:12:02 PM
We following plan 74 then?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on January 24, 2011, 07:22:27 PM
Cirno has a 63% chance to hit for 4 damage on 5, so Kogasa's definitely going to have to clean up.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 25, 2011, 01:01:37 AM
How about Cirno attack first, so we can potentially avoid damage on Tenshi? No damage is always better than 1
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Bitmap on January 25, 2011, 03:39:51 AM
Someone move for me from now on. I've been really busy but I'll try to get on. If I can't, just move for me.

HAIL King Torg!
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 25, 2011, 03:45:57 AM
Wait, what am I talking about?

>Tenshi to O4, attack 5
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 25, 2011, 04:14:56 AM
If Youmu wants to move back here I'll heal her, otherwise I'll heal Murasa.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 26, 2011, 03:33:19 AM
Ee, forgot about this for a second there. Blame AP and end of semester.

>Tenshi to O4, attack 5

Tenshi Attacks: Hit for 7 Damage
Enemy 5 Attacks: Hit for 1 Damage
Enemy 5 Attacks: Hit for 1 Damage

Tenshi's Status: 22/24HP, 79EXP 7EXP (forgot to update my notepad file), Iron Lance Left: 32
Enemy 5's Status: 3/20HP


Now chop chop children, 2 days are up, but since NOBODY's been doing much, 24 hour warning. (Could also be partly my fault, because you guys could have been waiting >>)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 26, 2011, 03:54:05 AM
So, are we following mine or PX's plan?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 26, 2011, 04:02:17 AM
We can do your plan Doll,

>Byakuren to M3 heal Youmu.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 26, 2011, 04:03:35 AM
Somebody finish this guy.  I'd like Cirno or Youmu, but anyone else will do in a pinch.  I'll just jump on that spot after he's dead.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 26, 2011, 04:08:32 AM
>Byakuren to M3 heal Youmu.

Youmu's Status: 17/17HP
Byakuren's Status: 38 EXP, Heal Left: 17
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on January 26, 2011, 04:09:30 AM
I can move Rumia to attack En5, if no one objects. Then Cirno and Youmu can cut down the two axe users.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 26, 2011, 04:10:39 AM
I can move Rumia to attack En5, if no one objects. Then Cirno and Youmu can cut down the two axe users.

Objection - 24 Hour limit. I extended it because I was screwing around with Zelda working on my AP classes.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on January 26, 2011, 04:31:11 AM
Objection - 24 Hour limit. I extended it because I was screwing around with Zelda working on my AP classes.
Derp. Well, since Reimu can't do much right now...Might as well help Murasa stave off the impending pirates.

> Rinno to K1, give Reimu the Iron Sword.
> Reimu to H3.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on January 26, 2011, 04:55:35 AM
>Kogasa to M5 and impale fairy 5
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on January 26, 2011, 05:07:55 AM
Well, if you're killing 5...

>Cirno to N2
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 26, 2011, 05:08:51 AM
>Kogasa to M5 and impale fairy 5

SYNTAX ERROR: You can only reach Enemy 4 from there. Perhaps you meant one of these other options:

>Kogasa to M4 and impale fairy 5

>Kogasa to M5 and impale fairy 4

Well, if you're killing 5...

>Cirno to N2

Hold off on that for a sec.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on January 26, 2011, 05:12:10 AM
SYNTAX ERROR: You can only reach Enemy 4 from there. Perhaps you meant one of these other options:

>Kogasa to M4 and impale fairy 5

>Kogasa to M5 and impale fairy 4


Yeah whoops, I meant to M4 and impale fairy 5. Just woke up!

And if someone could possibly take 5s place and begin attacking 4 that would be great. (Kogasa doesn't like getting axe'd!)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 26, 2011, 05:19:39 AM
I'm gonna weaken En4 up for Youmu to finish 4 off in one turn, with this:

Alice to O3 and summon France onto P3 make her move to O5 and attack En4.

Or should Rumia finish En4 off after Youmu weakens En4?


Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 26, 2011, 05:25:36 AM
If at all possible, Youmu should always be the finisher, because unless you're me, Rumia, or Meiling, kill EXP >>>>> damage EXP.  Besides, I am going to weaken 4 for Youmu to kill THIS turn as soon as that mercenary's death goes through.

Although summoning a doll may not be a bad idea to distract #2 or the other mercenaries...
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 26, 2011, 05:40:36 AM
No need to waste a doll on this turn, just keep the squishies away from the front. I'd rather Alice attack from range.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 26, 2011, 05:58:13 AM
>Kogasa to M5 M4 and impale fairy 5

Kogasa Attacks: Hit for 3 Damage
Enemy 5 dies!

Kogasa's Status: 17/17HP, 97EXP 33EXP (forgot to update again lol), Iron Lance Left: 35
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 26, 2011, 07:44:51 AM
> Something about me going to H3 and having tea
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 26, 2011, 08:50:00 AM
> Sanae to O5, attack enemy 4 with sword.

You're up, miss Konpaku.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on January 26, 2011, 05:11:46 PM
> Something about me going to H3 and having tea
Reimu's already on that spot. :V
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 26, 2011, 06:04:09 PM
Punch her fat ass off it then :V
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 26, 2011, 10:50:38 PM
Should Nazrin just move over to the right or wait?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 26, 2011, 11:32:46 PM
Nazrin, get closer without getting in the way, O3 looks good.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 26, 2011, 11:35:08 PM
O3 seems a little close for my tastes, and could be better used for someone else.
What about O2 or O1?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 26, 2011, 11:43:10 PM
> Sanae to O5, attack enemy 4 with sword.

Sanae Attacks: Hit for 10 Damage
Enemy 4 Attacks: Miss!
Sanae Attacks: Hit for 10 Damage

Sanae's Status: 22/22HP, 66EXP, Iron Sword Left: 31
Enemy 4's Status: 3/23HP



Now what's going on with Murasa?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 26, 2011, 11:46:52 PM
> G3, sip some tea and flip Reimu's skirt.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 26, 2011, 11:51:01 PM
> G3, sip some tea and flip Reimu's skirt.

Reimu whacks you upside the head with her gohei for 1 damage, but your Tea makes up for it.

Murasa's Status: 22/22HP, Tea Left: 2
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 26, 2011, 11:56:57 PM
>Nazrin to O1 and wait warmly while the other girls prepare.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 27, 2011, 12:21:57 AM
China, kill 4
Rumia/Alice, whoever wants, attack 2 from N5
Youmu, kill 2


Forget that, too risky
Go for the kill Youmu!
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 27, 2011, 04:44:57 AM
How about China finishes off En2 after I attack En2 form N5?

Edit: Or should Rumia weaken En2 from N5?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 27, 2011, 06:23:48 AM
Doll, that works out perfect. Go with that. Also, you roll a die or something.

I rolled a die, Alice gets the attack
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 27, 2011, 07:09:58 PM
Come now children, the limit is up (been up for some half a day), make some moves.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 27, 2011, 07:16:33 PM
Youmu, Meiling and Rumia have 5 mov, so we should be able to take out En4 and En2.

Meiling can go to N3 and kill En4

Rumia goes to N5 to soften up En2

Youmu goes in to kill En 2

En3 doesn't have WTA on Youmu so she should be okay for a hit.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 27, 2011, 10:23:15 PM
No no, it's:

> Youmu to N4 and finish En4.

> Alice to N5 to attack En2.

> Meiling to N6 to finish En2.

> Rumia to O3.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on January 27, 2011, 10:32:26 PM
Youmu needs to get a double attack to kill 2, and she has to dodge a 47.5% shot to take no damage. And that's after Alice/Rumia attack. China can take out all of 2's HP after Alice attacks in one attack. Basically, what Doll said
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 27, 2011, 11:49:05 PM
Youmu Attacks: Hit for 3 damage
Enemy 4 dies!

Youmu's Status: 17/17HP, 100 -> 6EXP, Iron Sword Left: 31

Level Up!!!

Youmu, LV2 Myrmidon

HP: 17 -------> 17
STR: 4 -------> 4
MAG: 1 -------> 1
DEF: 4 -------> 4
RES: 3 -------> 3
SKL: 8 --+1--> 9
SPD: 8 --+1--> 9
LUK: 6 --+1--> 7


Alice Attacks: Hit for 10 Damage

Alice's Status: 17/17HP, 95EXP, Fire Left: 30
Enemy 2's Status: 11/21HP


Meiling Attacks: Hit for 11 Damage
Enemy 2 dies!

Meiling's Status: 24/24HP, 92EXP, Iron Axe Left: 29


ENEMY PHASE


Enemy 1 -> N8

Enemy 3 -> N7, Attack Meiling

Enemy 3 Attacks: Hit for 9 Damage
Meiling Attacks: Miss!

Meiling's Status: 13/24HP, 93EXP
Enemy 2's Status: The same


Enemy 9 -> F7

Enemy 10 -> F10

Enemy 11 -> F5

Enemy 12 -> F6

Enemy 13 -> G7

Enemy 14 -> G9

Enemy 15 -> J10

Enemy 16 emerges from the fort at J15

Enemy 17 emerges from the fort at L13

Enemy 18 emerges from the fort at N15

All other Enemies -> Wait


PLAYER PHASE

Murasa's Defense returns to normal.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 27, 2011, 11:59:16 PM
Let's get 3 and 1 with Alice Rumia Tenshi and Youmu.

The rest of us will crawl down into those forests.

Reimu and Murasa can walk just out of 11's range to I2 and J3

>Heal Meiling O6
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on January 28, 2011, 12:13:22 AM
> Cirno to P4.

I'm staying out of the way for right now.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 28, 2011, 12:19:05 AM
>Heal Meiling O6

Meiling's Status: 24/24HP
Byakuren's Status: 49EXP, Heal Left: 16
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 28, 2011, 12:39:14 AM
> Alice blasts En3 then moves to P6.

To give Rumia a shot at En1 without exposing herself to much, Meiling should move to O7 and finish off En3 so Rumia can attack from N6 and Tenshi finishes off En1 from N7.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 28, 2011, 12:40:59 AM
> Alice blasts En3 then moves to P6.

THEN moves? After you're done attacking, your turn is over.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 28, 2011, 12:41:38 AM

Reimu and Murasa can walk just out of 11's range to I2 and J3


I thought they were going to sit there, drink tea, and kill the pirates.  Should we send over a backup?  I would have suggested Cirno, but she already moved.

Anyone attacking 1 in melee is going to be hit with magic, so I'm thinking of using Kogasa.

Other than that, I like this for now.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 28, 2011, 12:50:30 AM
I was just thinking of them not getting attacked first.  They can run around the pirate and get back to the river when he comes in to attack.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 28, 2011, 12:51:43 AM
THEN moves? After you're done attacking, your turn is over.

Ah right, I was probably thinking of some other game there.

> Just blasts En3.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on January 28, 2011, 04:50:23 AM
> Reimu to I2.

Murasa should move to J3.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 28, 2011, 11:08:40 PM
> Just blasts En3.

Alice Attacks: Hit for 9 Damage

Alice's Status: fullHP, 100 -> 4 EXP, Fire Left: 29
Enemy 3's Status: 12/21HP

Level Up!!!

Alice, LV3 Mage

HP: 17 -------> 17
STR: 1 --+1--> 2
MAG: 6 --+1--> 7
DEF: 5 --------> 5
RES: 6 --+1--> 7
SPD: 7 -------> 7
SKL: 7 --+1--> 8
LUK: 4 -------> 4

Sorry, my internet has been suck lately.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 28, 2011, 11:24:28 PM
Nazrin to P3 sound good?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on January 29, 2011, 12:14:08 AM
I'm fine with it. Just be careful of Shadows. Wait, wrong game. XP Also, we need to protect Byakuren/kill those enemies ASAP so we won't lose our healer!
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 29, 2011, 12:45:44 AM
To give Rumia a shot at En1 without exposing herself to much, Meiling should move to O7 and finish off En3 so Rumia can attack from N6 and Tenshi finishes off En1 from N7.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on January 29, 2011, 04:35:48 AM
>Nazrin to P3
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on January 29, 2011, 06:25:15 PM
> Head to L3 and throw stones at Kogasa
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 29, 2011, 11:10:44 PM
> Head to L3 and throw stones at Kogasa

Your supports are gonna go into the negatives =D
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on January 30, 2011, 12:33:59 AM
(I think I forgot to mention, but I was on the beach 'till today)

Will edit with thoughts in 2secs because I'm PS3 typing

EDIT: Okay, so it's me for 5 dmg 100 hit on enemy 3, 3.5 crit. I'm gonna be taking 8dmg 89-ish hit and no crit, enemy 1 isn't much different.

In short, I'm gonna be slaughtered, anyone with a plan there?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 30, 2011, 01:33:39 AM
To give Rumia a shot at En1 without exposing herself to much, Meiling should move to O7 and finish off En3 so Rumia can attack from N6 and Tenshi finishes off En1 from N7.

But we could instead do Youmu to O7 and finish off En3 and Meiling moves to O8 to protect Youmu then Rumia can attack from N6 at En1 and Tenshi finishes off En1 from N7.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 30, 2011, 05:01:56 AM
But we could instead do Youmu to O7 and finish off En3 and Meiling moves to O8 to protect Youmu then Rumia can attack from N6 at En1 and Tenshi finishes off En1 from N7.

This sounds nice.  Byakuren heals Tenshi next turn.

I'm going to P7 so I can first-strike some of the units that are going to be headed this way.  Especially those archers.
> Sanae to P7.

Any objections to moving Rinnosuke to O2/N3?

Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on January 30, 2011, 05:06:18 AM
Any objections to moving Rinnosuke to O2/N3?
None, go ahead with it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on January 30, 2011, 05:19:26 AM
> Kourin to N3 then.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on January 31, 2011, 02:00:18 AM
So have we given up, or am I missing something? (A.K.A. move children~)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on January 31, 2011, 06:56:12 AM
> Meiling to O8 and wait.

> Youmu to O7 and finish En3.

> Rumia to N6 attack En1.

> Tenshi to N7 finish off En1.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 01, 2011, 04:04:54 AM
> Meiling to O8 and wait.

> Youmu to O7 and finish En3.

> Rumia to N6 attack En1.

> Tenshi to N7 finish off En1.

Youmu Attacks: Hit for 4 Damage
Enemy 3 Attacks: Hit for 8 Damage

Youmu's Status: 9/17HP, 10EXP, Iron Sword Left: 30
Enemy 3's Status: 8/12HP

(A side note - she needed 1 more speed to 2x, if that's what you were hoping, and even then she wouldn't have killed it - it had 12hp - unless she crit'd, which was a 3.5% chance.)


Aaaand, out of interest of how Fire Emblem normally goes (unexpected things cause you to change plans), I'll let you change what Rumia + Tenshi do if you want, because I see that you said "finish" En3, and well, he's not finished, and placing Rumia there would cause her to get hit directly, which may be a bad bad move. (Also, blame my late posting on my crap internets I warned you guys about.)

EDIT: I also see that you left Kogasa out of your plan.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 01, 2011, 04:52:57 AM
Yeah she was back up.

I'll let the others make the move for me since I screwed up, sigh.

But if they don't:

> Tenshi to N6 and finish En3 off?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 01, 2011, 07:04:41 AM
> Tenshi to N6 and finish En3 off?

Kogasa to N4, give Tenshi the sake
Rumia to N6, kill #3.
Tenshi to N7, attack #1.

I like this better because it puts the tank in front of Youmu and overkills 3 just to be safe.  Of course if Rumia misses, that's extremely bad news.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on February 01, 2011, 10:17:09 AM
Kogasa to N4, give Tenshi the sake
Rumia to N6, kill #3.
Tenshi to N7, attack #1.

I like this better because it puts the tank in front of Youmu and overkills 3 just to be safe.  Of course if Rumia misses, that's extremely bad news.

I can't really think of anything better for Kogasa to do right now so yeah that's fine with me
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on February 01, 2011, 07:01:57 PM
I agree with Sophilia's plan. Go for it.

> Reimu takes out her DS and plays Etrian Odyssey.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 02, 2011, 11:52:27 PM
Rumia Attacks: Hit for 8 Damage
Enemy 3 Dies!

Rumia's Status: 18/18HP, 100 -> 10EXP, Flux Left: 31

Level Up!!!

Rumia, LV 3 Dark Mage

HP: 18 --------> 18
STR: 3 --------> 3
MAG: 7 --+1--> 8
DEF: 4 --------> 4
RES: 6 --+1--> 7
SPD: 4 --------> 4
SKL: 5 --------> 5
LUK: 5 --------> 5


Tenshi Attacks: Hit for 7 damage
Enemy 1 Attacks: Hit for 1 Damage
Enemy 1 Attacks: Hit for 1 Damage

Tenshi's Status: 20/24HP, 14EXP, Iron Lance Left: 31
Enemy 1's Status: 13/20HP


ENEMY PHASE

Enemy 9's Health raises from 14 to 17

Enemy 1 attacks Meiling

Enemy 1 Attacks: Hit for 8 Damage
Meiling Attacks: Hit for 12 Damage

Meiling's Status: 16/24HP, 100 -> 5EXP, Iron Axe Left: 28
Enemy 1's Status: 1/20HP

Level Up!!!

Meiling, LV4 Fighter

HP: 24 --+1--> 25
STR: 10 --+1--> 11
MAG: 1 --------> 1
DEF: 4 --------> 4
RES: 4 --------> 4
SPD: 5 --------> 5
SKL: 8 --+1--> 9
LUK: 2 --------> 2


Enemy 11 -> G2

Enemy 12 -> G3

Enemy 13 -> H8

Enemy 14 -> H10

Enemy 15 -> N9, attack Tenshi

Enemy 15 Attacks: Hit for 8 Damage

Tenshi's Status: 12/24HP

Enemy 16 -> L12

Enemy 17 -> O11

Enemy 18 -> N10

All Other Enemies -> Wait


PLAYER PHASE

(and sorry for not posting, I feel guilty, Zelda is a very addicting game.)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 03, 2011, 12:29:55 AM
I'm too sleepy too think of anything and I'm kinda feeling down...

Suggestion: Ignore those pirates for now (Maybe) and we should take out the mage first.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on February 03, 2011, 12:48:36 AM
It's hard to bring everyone to bear on a specific point.  I'd say leave Reimu to deal with the pirates.  Even if they both hit, they shouldn't kill her.  If necessary we can send some support up too(Nazrin, perhaps?).
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on February 03, 2011, 04:17:50 AM
I think Murasa and Reimu can handle the pirates with ease if they gang up on them one at at time. Also, we should stay away from the river, lest the archers get any ideas. Murasa should move to H2 and attack En11.

>Reimu to G1, attack En11.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on February 03, 2011, 04:36:03 AM
Do we have a kill? if yes, gank En11
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 03, 2011, 04:46:26 AM
Oh boy... this is a difficult situation. I'd say we just pack our bags and back off here.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 03, 2011, 06:25:59 AM
>Reimu to G1, attack En11.

Reimu Attacks: Hit for 7 Damage
Enemy 11 Attacks: Miss!
Reimu Attacks: Hit for 7 Damage

Reimu's Status: 20/20HP, 25EXP, Iron Sword Left: 29
Enemy 11's Status: 9/23HP


Do we have a kill? if yes, gank En11

And since it IS a guarenteed kill, and the only space is H2....

Murasa Attacks: Hits for 9 Damage (Fun Fact: You were 2% away from a crit)
Enemy 11 Dies!

Murasa's Status: 22/22HP, 74EXP, Iron Axe Left: 32
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on February 03, 2011, 07:26:44 PM
> High five Murasa for the kill assist.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 04, 2011, 08:41:00 AM
Big surprise, I also support a retreat.  :V  I think we might be able to beat them off if we attack, but we'd come out very screwed up, and, um, I'd be killing pretty much *everyone.*

Pop a doll and let's pull back to the other side of column 4 and have a tea party.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 05, 2011, 01:17:11 AM
So, no one got any idea besides just defense? Sigh.

> Give a speech that will boost the moral of everyone.

I guess I could think of something but I really can't be bothered to use the calc today and we seen what happened last time I didn't confirm it....maybe tomorrow...
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 05, 2011, 02:30:09 AM
Alright, we can retreat.

I'll heal Youmu after she moves, unless you all want me to heal Tenshi.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 05, 2011, 03:21:05 AM
So, no one got any idea besides just defense?

Well, I have attack ideas...but I don't like any of them.  The best I can think of is -
Tenshi kills 1
Meiling runs away
Rumia takes her spot and hits the mage
Kogasa kills from O9
I move where 15 was and hit 18
Youmu finishes from the forest with a double.

Then the other two are still around to fuck up our units and me, Rumia, and Youmu are in archer range.  Youmu could die if she gets unlucky even from full HP, so that's a no go.  If there's a way to make this work, I'd love to hear it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 05, 2011, 11:49:24 PM
Well, people, do we have any plans, or did you all quit?

I can understand if some (read: some) of you don't post for a while, but it seems that a lot of you just kinda forget/forgot about this.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 05, 2011, 11:51:50 PM
Eh, wait, I think I can think of something, just give me a while....
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on February 05, 2011, 11:53:01 PM
>Nazrin to P5
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 06, 2011, 12:04:47 AM
Wtf? I vote we all do a tactical retreat and leave Nazrin to die for moving without order.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on February 06, 2011, 12:33:18 AM
Cirno is pretty useless right now :(

She's still too squishy and dies if anyone's around who can hit her.

It doesn't look like 6,7 and 8 are going to leave that bridge, so...maybe we can just wall up where we are now?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 06, 2011, 12:43:40 AM
Well, the move I suggest is that Cirno be the one to finish off En1 and then we work our way from there.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on February 06, 2011, 12:58:44 AM
En1 is a mercenary and if Cirno misses we could have ~*~problems~*~.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 06, 2011, 01:27:12 AM
Retreat plan -

Sanae to P3
Meiling to O3, take my tea and drink it
Rinnosuke to Q1
Tenshi to N3, full heal
Cirno to P2
Alice to M2, summon a doll on M3
Rumia to N2
Youmu to O2
Byakuren to O1, heal Youmu
Kogasa to Q3
If the doll has a lance, it kills 1.  If not, it goes to O5 as a distraction.

Damn Tenshi's low move.

Nazrin would have been behind Kogasa.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 06, 2011, 01:55:46 AM
En1 is a mercenary and if Cirno misses we could have ~*~problems~*~.

I was more suggesting Cirno use her hatchet to finish En1 off.

Here's the plan we could do (Note: I didn't use the calc again, so it's probably very flawed)

Cirno to P8 and hatchet En1.

Sanae to O9 attack En15 and finish her off?

Some people gang up of En18 and En17.

....yeah that's all I got without using the calc.

Also, if we are going defense, I say form a wall from the 6 column. We don't need to retreat too far, a rout(sp?) is very bad thing.

Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 06, 2011, 02:11:09 AM
But if we don't move far enough, the enemy is going to swarm us. Also, be careful about that one pirate that's with Reimu and Murasa
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on February 06, 2011, 04:25:05 AM
There's only four of them that are an immediate threat; I think we can handle that.  16 is too far away, and the pirate is busy up there.

And I was commenting that Cirno will likely miss with her hatchet.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on February 06, 2011, 11:28:02 PM
Alright, so I came back, and I gotta agree that even if we have a 1hp left enemy right in front of us, it's a no-go to go on the offense.

We gotta retreat, period. I'm thinking I should go to O3, with Byakuren right behind me, the ranged units go saty by my side/in front of me with the tanks right in front of that. No specifics as of now, though.

Anybody good with that? Because I don't wanna go through the calc if this is a bad plan.  :V
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 07, 2011, 12:52:42 AM
Nah, we could take them from what I see, we just have to attack carefully. The group at the bridge seem to be content staying where they are so we just have to deal with one or two enemies after we take care of the three before us. But I'll go with the defense plan if it all of you agree.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on February 07, 2011, 12:57:24 AM
YOU ARE ALL COWARDS

STAND AND FIGHT
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 07, 2011, 10:30:35 AM
I think I found a less drastic solution, but it's still a retreat.

Youmu to O3
Byakuren to O4, heal Youmu.
Sanae to P6
Meiling to O6, take my tea and drink.
Alice summon France on O5.
France moves to O7, because Meiling can't take sword-fire-axe *even from full*.
Rumia to O5
Tenshi to N6, drink that sake.

We should be safe and then we kill all their asses the next turn.  I'd appreciate a double-check though.

EDIT - Putting Meiling in the center so fairies can't just walk around the end and shank her.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on February 08, 2011, 02:11:55 AM
Tenshi to N6, drink that sake.
You sure you don't wanna drink a tea from someone else instead?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 08, 2011, 02:23:45 AM
It would work with a tea - but I don't see a way to get one to her right now, since I'm giving mine to Meiling.  The other characters with teas either can't reach her (you, Nazrin) or would get in the way of the plan. (Kogasa)  We could have Byakuren do it if we shuffle the turn order around and move Alice to Q3, and Youmu takes Kogasa's tea...
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on February 08, 2011, 03:25:59 AM
I'm just saying we should hold off on the big healing items when we can, but that's just me. If you can work with something else, that's good. If not, it's not a huge deal.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 08, 2011, 02:54:26 PM
derp i am an idiot - if we're moving Alice then people can go places!

FINAL ORDERS -
> Alice to Q4, summon France on Q5
> Sanae to P6
> Youmu to O4
> Byakuren to O3, heal Youmu
> Rumia to O5
> Kogasa to N5
> Meiling to O6, take Sanae's tea and drink it
> Tenshi to N6, trade sake for Kogasa's tea, drink tea
> Cirno hold
> Rinnosuke hold
> France to O7

I completely recuse myself from next turn.  Don't want to hijack the entire team again.  Here's hoping there even is a turn after that one.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on February 08, 2011, 06:54:06 PM
COWARDS! >:(

Cirno to P8, attack 1. (61%, 4 damage)
Rumia to P9, attack 15. (100%, 10 damage)
Byakuren heals Youmu.
Youmu to O9, kills 15. (100%, 8 damage)
Tenshi either kills 1 if Cirno misses (90.5%) or uses Sake.
Alice to N8, kill 18.  (100%, 12 damage x2)
Sanae to O10, attack 17 with sword. (97%, 8 damage; counter 82.5%, 5 damage)
Kogasa to O7, trade Tea to Meiling.
Meiling uses Tea.

This plan leaves 17 injured, and us in range of two archers and a fighter, assuming 17 runs for the fort and the soldiers on the bridge don't move.  I think we'll be okay with this.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 09, 2011, 12:20:24 AM
An attack that actually works

This is why I'm only #5 on my personal chain of command.  I was surprised that you'd leave Alice and Cirno exposed - then I ran the numbers and was even more surprised that they wouldn't die.

Previous plan retracted.  Do this instead.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on February 09, 2011, 12:24:18 AM
This is why I'm only #5 on my personal chain of command.  I was surprised that you'd leave Alice and Cirno exposed - then I ran the numbers and was even more surprised that they wouldn't die.
I think things through, usually.  It's tougher to do without a board I can move easily, though, and one of the reasons I don't usually post detailed plans - I have to do them in my head, and I have to use the generator for battle stats, since they're different from official FE.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 09, 2011, 12:27:46 AM
As good as shim's plan is, I'm gonna hold off on moving for a bit considering half or more of our group here has begun to lag behind in their overall usefulness.

Please visit the discussion thread to comment on that, and read the full argument(s).
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 09, 2011, 12:52:50 AM
What I'm worried about is 6/7/8 coming in to kill us, but I'm going to put my complete trust in Yoshio (lol) in that he won't murder us.

Wait for Cirno then
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 09, 2011, 05:54:13 AM
I agree with Theshim's plan :D

Also, I'm not really going to have as much time for this as I used to before, so you guys might not see me much.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Mr. Sacchi on February 10, 2011, 03:39:13 PM
> Do theshim's plan.

Seriously, I just went over the board here and it looked like it was actually gonna work. So y not  :V
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: HyperGumba on February 10, 2011, 07:57:37 PM
Oh hey there, the new dark mage is here  :V
Enough talk, let's smash some fairies!

Rumia to P9, attack 15. (100%, 10 damage)

I'm actually fine with that, even though that mage will counterattack ... 4 hp counterdamage is not the world though.
I'm not mistaken with mages being able to counter magic, am I? If I am, please tell me - ad that would be even better for me.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Schezo on February 10, 2011, 08:04:40 PM
Yes, I can see why you don't want to get hurt but take this into consideration:

You gots the weapon triangle on him with dark>anima/normal magic so you'll take less damage than you normally would and have a better chance of performing well in that battle.  Also, it is impossible for us to beat this map without taking damage so it's ok if you take a few here or there, I'll heal you or you can use an item.  You are also one of the best resistance units we have being a magic user only comparable to Byakuren (me) or Alice.  So it's kinda ideal that you attack because if another units attacked they would take more damage.

Sorry if I sound kinda bossy with that explanation, but I welcome our new mage to the game. :3
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: HyperGumba on February 10, 2011, 08:19:16 PM
heh, right. I didn't take in consideration that there is one for magic as well, thanks for pointing that out. That means I'm on an advantage!
About the items, I only have two fluxes now, I might want to trade with someone soon, depending on how much damage I've taken... will first attack though.

Any objections? I do not want to do something stupid right from the beginning, but seeing that I'm on an advantage makes this look the best move for me.

And no problem. I'm kinda new to this kind of combat system and glad about receiving any advice  :V
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Schezo on February 10, 2011, 08:29:07 PM
Yeah we were going to do that but the game's kinda on hold until we find a Meiling.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: AMZYoshio on February 16, 2011, 01:17:53 AM
*holds reset for 10 seconds*

Ok, since Meiling isn't popping up, I'm grinding this game out of its halt. If any of you are still playing (hopefully all that confirmed), then you guys just control Meiling like you do Kourin, at least until (if) another person wants to play.

*reads over shims plan*

Looks pretty integrated, and only some of us agreed - does it matter if we get all opinions, due to the really long time between turns? I dunno, I feel like most of the time waiting was due to waiting for people to wake up, so...

Imma not do anything -quite- yet, maybe let some other people comment on the plan, or at least say they'll do it.

EDIT: I'm only giving it about till tomorrow anyway, if not sooner, considering the amount of time that HAS passed.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Schezo on February 16, 2011, 02:21:30 AM
I'm pretty sure this person (http://www.shrinemaiden.org/forum/index.php?action=profile;u=4135) is showing intrest for our game, we just need him out of newbie status to post here. 

I'm fine with theshim's plan so I say we can go ahead and do it. (other voices?)
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Third Eye Lem on February 16, 2011, 05:05:54 AM
I'll cave and suggest we follow shim's plan as well, if only so we can get back to the game and stuff. XP
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: HyperGumba on February 16, 2011, 06:35:18 AM
Progress would be nice, so I say let's just beat some fairy!

Meaning,

>Rumia to P9, attack 15
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Herasy on February 16, 2011, 09:31:42 AM
I'll roll with shim's plan, the damage trade off shouldn't be too great hopefully.

>Kogasa to O7, trade tea to Meiling
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: AMZYoshio on February 17, 2011, 01:12:02 AM
Cirno Attacks: Hit for 1 Damage
Enemy 1 Dies!

Cirno's Status: 17/17HP, 100 -> 54EXP, Hachet Left: 45

Level up!!!

Cirno, LV 5 Trainee

HP: 17 --+1--> 18
STR: 5 --------> 5
MAG: 0 --------> 0
DEF: 3 --------> 3
RES: 1 --+1--> 2
SPD: 5 --------> 5
SKL: 2 --------> 2
LUK: 2 --------> 2


Rumia Attacks: Hit for 10 Damage
Enemy 15 Attacks: Hit for 4 Damage

Rumia's Status: 14/18, 20EXP, Flux Left: 30 (edited cause I got EXP wrong)
Enemy 15's Status: 8/18HP


Byakuren's Status: 57EXP, Heal Left: 15 (edited cause I got EXP wrong)
Youmu's Status: 17/17HP


Youmu Attacks: Hit for 8 Damage
Enemy 15 Dies!

Youmu's Status: 17/17HP, 48EXP, Iron Sword Left: 29


Tenshi gets tipsy takes a drink of Sake.
Tenshi's Status: 24/24HP, Sake Left: 2


Alice Attacks: Hit for 11 Damage
Alice Attacks: Hit for 11 Damage

Alice's Status: 17/17HP, 26EXP, Fire Left: 27
Enemy 18's Status: 1/23



Aaaaaaaaaaand since now things have deviated from your plans (shim mostlikely typed in a wrong number, for enemy 18 is still alive), any changes to the plan?
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: PX on February 17, 2011, 01:56:37 AM
Continue as scheduled, moving Kogasa for the kill means she dies to 1 bow shot

I have full faith that Yoshio will move 17/18 back and not move the soldiers on the bridge
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: theshirn on February 17, 2011, 02:02:03 AM
Um...no, no I didn't.

[attach=1]

I think you entered something wrong.  I ran the numbers on my plan.

EDIT: wow that ended blurry as all hell
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: AMZYoshio on February 17, 2011, 02:05:10 AM
Check your rank. It's still on 1 (e). The enemies all have D.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: theshirn on February 17, 2011, 02:07:37 AM
Check your rank. It's still on 1 (e). The enemies all have D.
...how does that make Alice do less damage?

How does that even make any sense?

Well yeah, now we just have to hope they run while wounded.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: AMZYoshio on February 17, 2011, 02:12:01 AM
Because you're at a disadvantage due to rank, all of you being E's, all of them being D's. I'm pretty sure I explained at the beginning of the game that the mechanics aren't going to fit to a 100% mold of one of the FE games. Type it in, that's what I'll be going off of, not what you *think* might happen in a FE game.

Not trying to antagonize you, but...
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: theshirn on February 17, 2011, 02:18:38 AM
Because you're at a disadvantage due to rank, all of you being E's, all of them being D's.
I can understand a higher rank giving the enemies a boost to damage or hit, as it's skill with a weapon.  Shadow Dragon actually does this, as long as you're not going against the triangle.  But defense?  It's skill with their weapon.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: PX on February 17, 2011, 02:23:45 AM
Also, I don't ever remember being told the enemies had D rank in their weapons. Also, that doesn't make sense either
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: AMZYoshio on February 17, 2011, 02:29:29 AM
I dunno, I figured instead of giving an enemy +1 str, they'd get +1def, like in the sense that they have more skill with their weapon, so they'd be able to parry your blow better or something.

Musta been on crack.

I'll let you guys petition to change it to the enemies get +1 str if you really want, makes no difference to me. Please do so in the discussion thread though.

Also, the enemies have a D rank since it says on the first page. It's in their stats.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: PX on February 17, 2011, 03:43:51 AM
Oh

 :colonveeplusalpha:
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Sophilia on February 17, 2011, 06:07:12 AM
So, now I have to kill 18 instead of weakening the mercenary for Kogasa.

DAMMIT I DON'T WANT TO BE THE JEIGAN.

Ah well, nothing I can do about it at this point.

<move retracted...for now>
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: PX on February 17, 2011, 06:20:20 AM
:O

What part of follow the plan... You were supposed to weaken the mercenary!

Change it! Change it now!
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Sophilia on February 17, 2011, 06:30:03 AM
Well, if that guy hangs around instead of retreats, Alice or Nazrin could die.  I'd rather not bet on him retreating when we already know that we can survive without him there.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: theshirn on February 17, 2011, 06:50:02 AM
Well, if that guy hangs around instead of retreats, Alice or Nazrin could die.  I'd rather not bet on him retreating when we already know that we can survive without him there.
Place this on hold until we resolve the rank issue.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: AMZYoshio on February 19, 2011, 09:01:56 PM
So me being forgetful aside, the "rank issue" was solved, so go ahead and say stuff. I'll be updating this in 6-8 hours when I get back on my computer, so I'll do out whatever's been decided on then, and if nothing, just the rest of shim's plan.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Pesco on February 19, 2011, 10:44:52 PM
Meiling kills 18 from O10 and Sanae pokes 17?
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Doll.S CUBE on February 19, 2011, 10:50:42 PM
So, are we re-doing Alice's attack now that it's +1 STR instead of +1 DEF? or is it just continuing?
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: AMZYoshio on February 19, 2011, 10:54:52 PM
Just gonna keep going. I assume that you guys use the battle generator for a reason.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Sophilia on February 19, 2011, 11:08:55 PM
First off, 18 still needs to die.  I'll do the deed.  Meiling needs to heal; she's not really a tank anymore.

Secondly, that STR increase may have just killed Alice unless we guard her.  But guarding her puts Meiling in danger.  I suppose the only thing we can do is pray the archers do not come.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Berzul on February 20, 2011, 01:17:03 AM
On A note I am not quite if I am allow yet to move Meiling, (But I might not have time later today)

>Meiling drinks tea, moves to P11

I can't protect everyone, but Rumia dies by number 17, according to chances...  I don't want to decide between them ( if this (http://img194.imageshack.us/img194/5439/67722988.png) is correct any everything...  )
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Sophilia on February 20, 2011, 02:19:41 AM
You don't have the tea yet, you have to get it from somebody.

I just found out that Kogasa has a 100% to hit on that fighter, so how about this instead?
Sanae to P11, attack 17 with lance
Kogasa to the forest at O10, kill 18
Meiling to N10 (this is important so Kogasa doesn't get double-teamed), take Kogasa's tea and drink it
Pray for no archers

Though if you want to play it more aggressively, Meiling could go to N11 and try for the kill instead.  But she's only got 63% chance to hit, and, uh, she'd be killed immediately by the other fighter if she misses.
Title: Re: Sake Emblem (2nd Official Game Thread)(PLAYERS NEEDED, SEE DISCUSSION THREAD)
Post by: Berzul on February 20, 2011, 02:32:39 AM
>Kogasa to O7, trade tea to Meiling

On that note I can revert the move, if Herasy follows this plan as well.  Though it is still possible for 17 to attack Alice, but we get more potential next turn this way.

>Undo my last action
"Meiling drinks tea, moves to P11"
until Kogasa moves is confirmed

Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 20, 2011, 02:54:29 AM
Please, don't do that. The Archer OHKO's Kogasa. And I'd like to keep her alive.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 20, 2011, 04:35:56 AM
Ugh, my brains are dead.  Part of it's having to gamble that Alice doesn't get pincushioned, the other part is just... :V.  Well, then, the only other option I see is for me to kill 18 now and Ber does as he said.  We need units at O10 and P11 to cover Rumia.  Meiling needs the HP just to survive if 16 and 17 drop on her.

> Sanae to O10, attack enemy 18 with sword.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: HyperGumba on February 20, 2011, 01:25:09 PM
Oh, it's still our turn?
I've made my attack by now so I can't do much... but I do not like that mercenary, so yeah, cover would be nice  :derp:

Also, where the hell are archers? I don't see much danger for Kogasa since there is none of them in range. Except when the forts spawn them, then we might have a problem... but if not, why not kill 18 off? No, wait, archers have MOV 5, so 14 might reach her if she went on O10's forest... she'd have avoid bonus, but y'know  :ohdear:
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 20, 2011, 07:50:05 PM
Ok, sorry guys, blame my life actually including more than me just NEETing around for a bit.


> Sanae to O10, attack enemy 18 with sword.

Sanae Attacks: Hit for 1 Damage
Enemy 18 Dies!

Sanae's Status: 22/22HP, 97EXP, Iron Sword Left: 30


And it's been far too long, I'll assume that we want Kogasa on O7 now, and Meiling moves with her tea....Ohcarp lookit this.

You guys didn't move Kourin.


EDIT: Meiling takes her tea and goes back to full health, and has 2 uses left. (forgot to actually type this.)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 21, 2011, 02:39:40 AM
> Kourin to P6

GTFO of the way!
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 21, 2011, 10:52:06 PM
ENEMY PHASE

Enemy 9's HP raises from 17 to 20.


Enemy 12 -> G2, attack Murasa

Enemy 12 Attacks: Hit for 10 Damage
Murasa Attacks: Hit for 11 Damage

Murasa's Status: 12/22HP, 85EXP, Iron Axe Left: 31
Enemy 12's STatus: 11/22HP (Edited in, forgot to type)


Enemy 16 -> M8, Attack Alice

Enemy 16 Attacks: Miss!
Alice Attacks: Hit for 11 Damage

Alice's Status: 17/17HP, 37EXP, Fire Left: 26
Enemy 16's Status: 12/23HP


Enemy 17 -> N9, Attack Alice

Enemy 17 Attacks: Hit for 7 Damage
Alice Attacks: Hit for 10 Damage

Alice's Status: 10/17HP, 47EXP, Fire Left: 25
Enemy 17's Status: 11/21HP


Enemy 19 enters the battle at square A16

Enemy 20 enters the battle at square B16

Enemy 21 enters the battle at square B17

All Other Enemies -> Wait


PLAYER PHASE


(Let's try to get this going smoothly again, all of us, not just you~)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on February 21, 2011, 11:56:42 PM
Ok.. whoever gets the chance finish up 16,17, get as most hits in as you can, before finishing them.

Alice O8, attack 16
Tenshi N8, attack 17
Then, Kogasa/Youmu and Rumia finishes either 17 or 16 (Depends on if Kogasa can move after attack, she can attack one of those 2 targets, if not, she will just move to O9). And Actually who you want to give EXP more to? Kogasa or Youmu?

Other than that, move out on forts, and take cover, while getting the most armoured units up the front, and others behind. First heal up, Byakuren heal on Youmu/Alice, while our fast attack, Sanae, will take the fort on 13L.

Otherwise, stay put one more turn, use it for healing, and move out after everyone is fully healed.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 22, 2011, 12:03:39 AM
Nope, bastard mod doesn't allow Kogasa to move after attacking (Well... he did base it more on FE8 than the console ones, so that makes sense)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 22, 2011, 12:59:33 AM
Brain operating again but not much..

Anyway, we should first finish the enemy near us off and then wait and prepare a defensive wall to the enemy at the bridge in case they come at us when we finish En16 &17 when we end our turn.

Also, if we can, have Youmu and Cirno finish off the enemies.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 22, 2011, 01:01:27 AM
And Tenshi, big plan post later on tonight, but none of this, "we're going to stay here and heal" stuff, got it? :V  You don't want to make shim even more angry.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on February 22, 2011, 01:18:26 AM
And Tenshi, big plan post later on tonight, but none of this, "we're going to stay here and heal" stuff, got it? :V  You don't want to make shim even more angry.
:V

If possible, I'd like to get in position for a full rush on the bridge next turn.  With three spots open, we can bottleneck pretty well with Sanae/Tenshi/Meiling, or the like.  16 and 17 also need to die this turn, but that shouldn't be terribly difficult.

Thanks for sticking with us, Yoshio, especially after the whole argument and dropping last turn.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 22, 2011, 01:22:56 AM
Why Schezo, how did you read my mind? I was going to propose we kill ONE of them, and wait for the other to suicide so we get to jump the guys on the bridge.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 22, 2011, 01:55:25 AM
Bit grumpy there PX?

Anyway, how much distant should we have the wall/rush from the enemy? 4, 5 spaces away?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 22, 2011, 01:57:45 AM
Well, I can only move 4 spaces. ...Yeah. Stupid mod! Also, if I were a more like a knight, you should have put knight, not soldier! Soldiers are more mobile!
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 22, 2011, 02:04:53 AM
Easy thar. You guys forget, I underestimated the NEETness of this site when I was writing the rules, I changed it to Soldier because Knight sounded more like it woulda been a mounted class, and I didn't know so many of you were into FE so hardcorelike.

Besides, I wanted to change up things a little to keep some of you FE junkies on your toes, just so you don't end up super-ruling the game too easily. Eh. Not like it really matters, just get used to it. (Try playing FE5 if you guys think I'm being cruel. Or Shadow Dragon on H5 mode.)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 22, 2011, 02:29:10 AM
Shadow Dragon on H5 mode? Can I still get a level 30 Marth in the 3rd battle?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on February 22, 2011, 02:39:45 AM
Oh, the game's back? I thought we were still looking for meiling.

Oh well, please wait warmly while I go through the map.

EDIT:

Waitasec where's the map?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: HyperGumba on February 22, 2011, 07:16:38 AM
Waitasec where's the map?

Map is on the very first page, as well as enemy#s ad our stats  :V

And yeah, 17 and 16 are probably some one shot kills, so I'll definitely kill one of them off, but I'll get into detail later, life calls me out  :derp:
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on February 22, 2011, 07:34:22 AM
Map post is derped for me. I'll check in when I get home.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on February 22, 2011, 07:43:47 AM
12 needs to die this turn because we need Reimu and Murasa back with us soon as possible.

16 and 17 can be softened up by Alice, Rumia, or even Cirno, then we should have Tenshi and Youmu finish them off for the exp.

Byakuren should heal Youmu.

And everyone else should try and slip over to the right a little to try and direct the upcoming fight over there.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 22, 2011, 04:26:35 PM
16 and 17 can be softened up by Alice, Rumia, or even Cirno, then we should have Tenshi and Youmu finish them off for the exp.

I was thinking of having Alice or Cirno soften 16 for Youmu and then Tenshi and Kogasa get 17, myself.  Rumia is a one-shot kill to either of them if we use her.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on February 22, 2011, 04:41:12 PM
Judging by the results (not checked on the battle gen) of En12 attacking me I can kill it on my own.

Main question is who do we need in the front more, Reimu or me? Leave the less needed one to kill En12 and send the other ahead.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on February 22, 2011, 04:51:54 PM
Ok, map post is not derped anymore.

Anyways I did a quick scan through it. And... Errr... I think we're gonna get royally screwed because 6-7-8-13-14  :V

Of course, It could just be one of my paranoia moments. But either way we gotta kill these two here ASAP.

I Also think that Murasa should stay behin and Reimu come forward, that is because Murasa can cross water, and that gives her better odds of catching up with us. Then Again, I might be thinking ahead a little too much  :wat:
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on February 22, 2011, 11:57:33 PM
Reimu can kill 12 more easily, and Murasa can axe the lance users. I think that'd be the best idea. What do you guys think?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 23, 2011, 04:12:18 AM
Alright, since I haven't made a plan in a few game turns:

G3, Murasa can 100% that pirate next to her.  She can bash him and then drink tea while she makes her way across the water, taking a few turns but she'll join us because that's when our bridge assault will take place.

Reimu just needs to run as fast as she can up to us. K2

Meiling will go to N10

Cirno from from O8 can take a hatchet crack at 16 for 6 damage leaving him for Youmu to crack
So Youmu will go up to N8 and stab 16 finishing him off.

Kogasa can poke 17 from O9 and do 7hp
Tenshi can then proceed to finish 17 off from M9

Nazrin will scurry to P10
Rinno to P8
Byakuren toodles to O8 and heals Youmu
Sanae finishes out wall by standing at M8 with a lance

EDITITIT:Rumia will go to N6/whatever she thinks is closest and best.
EDIT:Alice will take Meiling's tea after she moves and get on N9.

~Cough you guys double check my math and anything else that doesn't add up~

Also if you guys want, double check worse case scenarios if the bridge fairies decide to get slick. 
Meiling has the least defense so if both archers and the strongest bridge fairy (in str) attack I got she will take 23 hp and will live and it may be worth double checking if Sanae can die too.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on February 23, 2011, 07:20:39 AM
I'll stick around for face-smashing then. Let Reimu get to the front.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on February 23, 2011, 10:11:58 PM
Good plan as anyone, at least 2 hits on 16,17, the top does what It can, rest battle up for our bait, specially axe users. Agreed?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on February 23, 2011, 11:54:40 PM
Majority rules, then. Have fun axing, Pez! ^o^/

> Reimu to K2.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 24, 2011, 02:29:33 AM
Hmmm...some medium-term thoughts here.  In three turns those guys in the corner will be right with the bridge defenders.  So I think we should blitz the barricade next turn, if we can.  It'll also help Murasa with her water crossing - those archers are 100% 7x2 to her.

Also if you guys want, double check worse case scenarios if the bridge fairies decide to get slick. 
Meiling has the least defense so if both archers and the strongest bridge fairy (in str) attack I got she will take 23 hp and will live and it may be worth double checking if Sanae can die too.
I take five less damage from archers + soldier combo than Meiling, so I should be OK.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on February 24, 2011, 02:34:35 AM
I'm good with Nazrin to P10, but are we planning to have her snatch the bridge teas later? And if we are, do we want to take all of them, or just 1?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 24, 2011, 02:37:00 AM
Shit, I didn't even think about that. >.<

I set up up to do this whole 2 mages and the 3 walls attack thing, but I'm pretty sure I can work Nazrin in there somehow.

EDIT: You better get on N8 if we are going to do that.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on February 24, 2011, 02:41:37 AM
Sounds good. I'll just wait for some input from others if they have some different opinions.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 24, 2011, 02:43:16 AM
That will also change where Alice and Rumia move because I'm thinking we double mage 6, and kill him (can't check that right now, busy)

Rumia will go to N6
Alice will take Meiling's tea after she moves and get on N9.

...
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 24, 2011, 02:56:55 AM
Alice doubles 6 and 7.  That's 22 damage right there.  We just need someone who can take off the extra 3 or 4.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 24, 2011, 03:11:11 AM
If we could somehow finish both archers, I would love to see Kosaga do it, buttttt...
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on February 24, 2011, 05:21:14 AM
We'll just have to lure those archers as close as possible, then crush them with our other units. Attacking them at a distance is risky, obviously. There's no easy way around it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on February 24, 2011, 06:32:27 AM
> Anchor smash En12
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on February 24, 2011, 07:53:08 AM
Meiling will go to N10
Meiling's tea after she moves and get on N9.

Interesting enough, since those are Lance users, I guess here would be the best for Axe users to shine. But, yes.. how the wall looks so far? N8 Sanae, M9 Tenshi, N10/N9 For Meiling.. rest would be ok to get in range, but I would like to see those 16/17 before I can make a move...  Also I need to count later, how much damage output we have as a team, so far we have 3 indirect attackers yes..?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on February 24, 2011, 02:09:09 PM
Sorry I have been quiet about this for a while.

So I suppose we are going to finish off 16 and 17 this turn but I really doubt we can just rush up to the bridge without someone getting killed. Perhaps we should park some guys on the fortresses and see if they will move towards us?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 24, 2011, 08:18:37 PM
> Anchor smash En12

Murasa Attacks: Hit for 11 Damage
Enemy 12 Dies!

Murasa's Status: 12/22HP, 100->26EXP, Iron Axe Left: 30

Level Up!!!

Murasa, LV 3 Pirate

HP: 22 --+1--> 23
STR: 8 --+1--> 9
MAG: 1 -------> 1
DEF: 5 -------> 5
RES: 2 --+1--> 3
SPD: 4 -------> 4
SKL: 7 --------> 7
LUK: 5 --+1--> 6
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 24, 2011, 10:03:57 PM
So what's the plan guys?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 24, 2011, 10:07:23 PM
Yall's take my plan and decide what to do with it?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 24, 2011, 10:22:13 PM
Okay checked your plan, and it seems fine but I'm too far away from the bridge unless you only want me to attack En8 next turn.

How about Meiling goes to M10 and I go to N10 to take and drink her tea?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 24, 2011, 10:25:29 PM
I though about that but if 7, 8 and the archers all decide to attack Meiling, she'll probably die.  So if she's back one space 7 and 8 can't reach her.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 24, 2011, 10:48:00 PM
Hmm I see, okay it's seems good to me. So yeah.

> Go to O11 and ask Meiling for some tea and drink it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 24, 2011, 10:50:20 PM
>Undo Alice's move.

I changed your position.  Let me update it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 24, 2011, 10:58:31 PM
???
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 24, 2011, 10:59:34 PM
No longer O11, wait until Meiling moves then take her tea from N9 and drink it, so you'll be closer.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 24, 2011, 11:05:49 PM
Hmm, but now Rumia will be further....
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 24, 2011, 11:07:03 PM
I'll let her decide what to do?  Yall's pick a spot.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on February 24, 2011, 11:18:39 PM
It looks like Cirno hacked Imageshack and is freezing all of their frogs because most pictures I see are frozen froggies, which include the map.

I'm gonna be pretty useless from now on  :(
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: HyperGumba on February 25, 2011, 04:16:54 PM
Going to N6 would be alright... if someone would guarantee that someone kills off 17, whom I don't like (could double me with 2x7 dmg with 100%)  :V

I might deal with the 16 fighter, but I'd rather like to recover first before things turn hectic. Also he'd almost kill me, so yeah,  please kill them first  :derp:
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 25, 2011, 09:56:38 PM
Well, come one people, what does everyone else think?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 26, 2011, 01:27:44 AM
Well come now people, we're taking quite a long time. Moves?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on February 26, 2011, 01:29:47 AM
Nazrin still good on the N8?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 26, 2011, 01:42:06 AM
It seems like we're setting up for me and Alice on the left, Tenshi and Rumia on the right, and Meiling and Cirno right up the middle.  I'm willing to try this.  I'm just waiting on these guys in front of us to die.  Someone make with the stabbing and/or magicing already.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on February 26, 2011, 05:46:14 AM
Well who wants the experience?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 26, 2011, 05:48:31 AM
We just need Meiling to move to the spot in Schezo's plan then we can get the whole ball rolling. Also Youmu and Tenshi are getting the kills.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on February 26, 2011, 06:24:44 AM
We just need Meiling to move to the spot in Schezo's plan then we can get the whole ball rolling. Also Youmu and Tenshi are getting the kills.
EDIT:Alice will take Meiling's tea after she moves and get on N9.

This is just confusing really...  But after reading this for the 10th time... Even though, I am just to move there, there is still matter of killing both 16,17 which aren't my job right now...

for now,

>Just move Meiling to N10, is everything is ok just wait there, otherwise I could attempt an attack.

On a second note, We can do a trade line, from O8Cirno>Toumu>Sanae>Meiling I would be able to cripple 17, with a little higher chanse, using a hatchet. That would require me to change my move again...

Anyway do this maybe...
<<Cirno from from O8 can take a hatchet crack at 16 for 6 damage leaving him for Youmu to crack
So Youmu will go up to N8 and stab 16 finishing him off.

Kogasa can poke 17 from O9 and do 7hp
Tenshi can then proceed to finish 17 off from M9>>
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 26, 2011, 06:36:43 AM
Hmm, what do you know...Schezo next time can you make sure to put the moves in your plan in order? It's confusing me on who moves first. I'll wait till Schezo replies. But I will move to N10 instead if I must.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on February 26, 2011, 07:02:37 AM
 :derp: Sorry, blame writing and rewriting while I think these things out:

God dammit I see a hole in my plan so let's try to iron it out no? ... Arg, I don't have time to do it right now but what I'm working with is this:

The problem arises in that my original plan had me and Cirno sharing the same space and if either one of us go to N7 to do our thing, both 13 and 6 could kill us, I would be harder to kill but I could get really unlucky and that would make me really mad if I died.  Someone else see if they can do anything with this, please.

Cirno from from O8 can take a hatchet to 16 for 6 damage leaving him for Youmu to crack
So Youmu will go up to N8 and stab 16 finishing him off.

Kogasa can poke 17 from O9 and do 7hp
Tenshi can then proceed to finish 17 off from M9

Meiling will go to N10
Alice will take Meiling's tea after she moves and get on N9, drink.

Nazrin will scurry to P10
Rinno to P8
Byakuren toodles to N7 and heals Youmu
Sanae finishes out wall by standing at M8 with a lance
Rumia will go to O7.

It's all scrambled so see if you all can salvage something from this. :(
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on February 26, 2011, 07:05:03 AM
We don't HAVE to move forward. Ever thought of backing off and regrouping?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 26, 2011, 07:14:03 AM
Schezo, Tenshi can only move 4 spaces. For her to move to M9, En16 must be gone. For Youmu to finish En16, Alice must move to N9. For me to move to N9, En17 must be gone. For En17 to be gone, Tenshi must move to M9. As you can see, we can't do this.

Edit: I hope this doesn't sound rude or forceful....
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on February 26, 2011, 07:27:01 AM
Schezo, Tenshi can only move 4 spaces. For her to move to M9, En16 must be gone. For Youmu to finish En16, Alice must move to N9. For me to move to N9, En17 must be gone. For En17 to be gone, Tenshi must move to M9. As you can see, we can't do this.

Edit: I hope this doesn't sound rude or forceful....
Alice can poke from O8 as well... It is
Enemy 16 Attacks: Miss!
Alice Attacks: Hit for 11 Damage
16 is at 12/23... (Even though the battle generator does say she deals 12 damage... Damage +1 to everyone taken turn just after the enemy turn?....)
Then Youmu can finish him from N8
You can get healed after this turn, since you won't be able to die, (Get hit by an archer if he thinks he is suicidal), and I can trade train Tea to you for next turn or something...
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on February 27, 2011, 09:45:43 AM
Well then, how about this?

Alice to O8, attack 16 (1/23)
Cirno to N8, kill 16
Tenshi to M9, attack 17 (4/21)
EITHER
Youmu to N7
Kogasa to O9, kill 17.
Byakuren to N6, heal Youmu.
OR
Youmu stays and kills 17
Rumia moves to wherever she's moving to
Byakuren to P9, heal Youmu

And then do whatever with the rest of the units.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on February 27, 2011, 09:03:10 PM
I'm fine with the second one. Then we all need to move the characters to prepare for the assault on the bridge next turn.

Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on February 28, 2011, 07:07:41 PM
As much as I love it that you guys are actually taking the time to plan your moves, let's get some actual moves keyed in here. (And yes, I saw Meiling's move back there, but I'm not doing it yet simply because I hate having to upload every move individually if I can avoid it, because uploading things to imageshack and re-editing the first post over and over again is annoying.)
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on March 02, 2011, 07:37:43 AM
> Alice to O8, attack 16
> Cirno to N8, kill 16 with hatchet
> Sanae to M8
> Tenshi to M9, attack 17
> Youmu kill 17
> Rumia to O10
> Meiling to M10
> Nazrin to N7
> Byakuren to P9, heal Youmu
> Kogasa and Kourin stay put
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on March 02, 2011, 08:31:45 AM
> Alice to O8, attack 16
> Cirno to N8, kill 16 with hatchet
> Sanae to M8
> Tenshi to M9, attack 17
> Youmu kill 17
> Rumia to O10
> Meiling to M10
> Nazrin to N7
> Byakuren to P9, heal Youmu
> Kogasa and Kourin stay put
We should play this game like this more often..., Should I just remind ppl to move pming or something...? Otherwise there is fairly hard to make all the people to come up with a "better" plan just moving on their own...
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on March 03, 2011, 01:54:39 AM
We should play this game like this more often..., Should I just remind ppl to move pming or something...? Otherwise there is fairly hard to make all the people to come up with a "better" plan just moving on their own...

I'd like to avoid having one person ultimately decide things like that, because that means that somebody might get accidentally shafted in what they actually wanted to do. That's the point of having you all control a different person: if somebody REALLY wants to do something, they don't HAVE to listen to anyone - just like in the field of battle. Anyhow...

> Alice to O8, attack 16
> Cirno to N8, kill 16 with hatchet
> Sanae to M8
> Tenshi to M9, attack 17
> Youmu kill 17
> Rumia to O10
> Meiling to M10
> Nazrin to N7
> Byakuren to P9, heal Youmu
> Kogasa and Kourin stay put

Alice Attacks: Hit for 11 Damage

Alice's Status: 10/17HP, 58EXP, Fire Left: 24
Enemy 16's Status: 1/23HP


Cirno Attacks: Hit for 1 Damage
Enemy 16 dies!

Cirno's Status: 17/18HP, 100 -> 46EXP, Hatchet Left: 44

Level up!!!

Cirno, LV 6 Trainee

HP: 18 --+1--> 19
STR: 5 --+1--> 6
MAG: 0 --------> 0
DEF: 3 --+1--> 4
RES: 2 --------> 2
SPD: 5 --------> 5
SKL: 2 --------> 2
LUK: 2 --------> 2


Tenshi Attacks: Hit for 7 Damage
Enemy 17 Attacks: Hit for 2 Damage
Enemy 17 Attacks: Hit for 2 Damage

Tenshi's Status: 20/24HP, 21EXP, Iron Lance Left: 30
Enemy 17's Status: 4/21HP


Youmu Attacks: Hit for 4 Damage
Enemy 17 Dies!

Youmu's Status: 9/17HP, 82EXP, Iron Sword Left: 28


Byakuren's Status: 65EXP, Heal Left: 14
Youmu's Status: 17/17HP
Byakuren's Staff level has increased to D


ENEMY PHASE

Enemy 9's HP raises from 20 to 23.

Enemy 13 -> L7, Attack Nazrin

Enemy 13 Attacks: Miss! (by 3% there~)

Nazrin's Status: 42EXP


Enemy 14 -> K10, attack Meiling

Enemy 14 Attacks: Hit for 8 Damage

Meiling's Status: 17/25HP, 6EXP


Enemy 6 -> L8, Attack Sanae

Enemy 6 Attacks: Miss!
Sanae Attacks: Hit for 5 Damage
Sanae Attacks: Hit for 5 Damage

Sanae's Status: 22/22HP, 100 -> 8EXP, Iron Sword Left: 28 (Edit here: Didn't update Sanae's EXP in my notes last time)
Enemy 6's Status: 16/26HP

Level up!!!

Sanae, LV4 Cavalier

HP: 22 --------> 22
STR: 8 --------> 8
MAG: 2 --------> 2
DEF: 6 --+1--> 7
RES: 4 -------> 4
SPD: 6 -------> 6
SKL: 8 --+1--> 9
LUK: 4 -------> 4

(Also had to edit in this levelup due to EXP wrongness. Sorry ^^;)


Enemy 7 -> L9, Attack Tenshi

Enemy 7 Attacks: Hit for 3 Damage
Tenshi Attacks: Hit for 5 Damage

Tenshi's Status: 17/24HP, 26EXP, Iron Lance Left: 29
Enemy 7's Status: 20/25HP


Enemy 8 -> L10, Attack Meiling

Enemy 8's Attack: Hit for 9 Damage
Meiling's Attack: Hit for 13 Damage

Meiling's Status: 8/25HP, 19EXP, Iron Axe Left: 27
Enemy 8's Status: 13/26HP


Enemy 19 -> D14

Enemy 20 -> E14

Enemy 21 -> E15

All other Enemies -> Wait


PLAYER PHASE


Now lets actually key in our moves people, although I do realize a lot of you did discuss, just discussing forever doesn't get anywhere either. Healthy balance.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Schezo on March 03, 2011, 02:22:42 AM
Ooo la la good turn, and I now am on par with all those mofos with D rank! 

We have everyone set up great so anyone who want's to take a crack at just about anything can.  People who want to come forward now can.  Recommend what you wish.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on March 03, 2011, 02:35:53 AM
Yay for lucky dodges. BV

I can slip around to L11 and snatch the tea from 8.
Then Rumia and Meiling can finish her.

Tenshi can take 8's spot and attack 14. Then Alice can help finish her off.

Would that be good to start with?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on March 03, 2011, 02:46:15 AM
Kogasa to L6 and stab that archer with fury

Support me to attacking 14, but we need someone ranged to finish it off so the merc can come and hit me on his turn
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on March 03, 2011, 03:01:55 AM
Hmmm...Meiling can kill 8 by herself.  This lets Rumia or Alice park inside 14's range shadow and soften up for Tenshi/Youmu/Kogasa.  And the same applies for 6 and 13 as well, except replace Meiling with me with a lance.  So if you're gonna steal, you should steal now.

Who should Byakuren heal?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Hanged Hourai on March 03, 2011, 03:09:08 AM
This lets Rumia or Alice park inside 14's range shadow and soften up for Tenshi/Youmu/Kogasa. 

Would it be a better idea to have Tenshi/Youmu/Kogasa attack first since the archer can counter Alice or Rumia?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on March 03, 2011, 03:09:48 AM
Definitely Meiling.

As for possibles move, let me see....
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on March 03, 2011, 03:16:21 AM
I was thinking of putting the mage at melee range, actually.  Archers can't hit them there, and T/Y/K do need the XP more.  Unfortunately, looking at it again, 10 exists and screws the whole thing on that side.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on March 03, 2011, 03:17:50 AM
Kill 8, kill 7, then steal from 6 would be better
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on March 03, 2011, 03:43:30 AM
Kill 8, kill 7, then steal from 6 would be better

Rumia gets 8, Alice gets 7, steal from L9, I bust 6, and everyone else gangs the archers?
That's not bad either.

Support me to attacking 14, but we need someone ranged to finish it off so the merc can come and hit me on his turn
If you end at J10 and no one attacks from K9 you'll be taking the hit no matter what.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: theshirn on March 03, 2011, 04:51:22 AM
Way too tired to think much about this and I still have work to do, but I think we're all agreed all five enemies need to die this turn if at all possible?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on March 03, 2011, 05:31:51 AM
I'd like to avoid having one person ultimately decide things like that, because that means that somebody might get accidentally shafted in what they actually wanted to do. That's the point of having you all control a different person: if somebody REALLY wants to do something, they don't HAVE to listen to anyone - just like in the field of battle. Anyhow...

I understand this logic, but since the discussion actually brought up the plan, then I would say it is ok to consider it a move for the team, that we all decided on.

Imho, since we have Magic users, that can pretty much decimate their physical, but Meiling can kill number 8 alone, if we wont get enough damage to kill them all, and then move back . If anything else, She would need a hatchet to deal safe damage from away... however we definitely need to think of maximizing damage, so that we actually manage to kill them.

On Another note...  Yoshio could you PM me the actual code the battle generator is using(if you know how it works ofc...)?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on March 03, 2011, 06:38:45 AM
Definitely Meiling.

As for possibles move, let me see....

.....I have actually forgot about doing this..... :blush:

Well, can't do it now...I'll see about coming up with something tomorrow or maybe later today...
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on March 03, 2011, 06:53:25 AM
I understand this logic, but since the discussion actually brought up the plan, then I would say it is ok to consider it a move for the team, that we all decided on.

(some words here)

On Another note...  Yoshio could you PM me the actual code the battle generator is using(if you know how it works ofc...)?

Well I already said that people could move for other people if a ridiculous amount of time went on, or if there's some huge discussion, a while back. But in my "huge discussion" bit, I was meaning PM's, IM's, or IRC chats - I just assumed that everyone was already here, so I was confused as to why not just one person, but NOBODY had actually moved yet.

As for the battle generator, I made it myself from scratch (following the base outline of FE's algorithms for calcuations) in flash. I don't know if you understand ActionScript (it's kinda like Java, not too hard really), but I could link you to the page I pulled the equations from.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on March 03, 2011, 08:34:08 AM
Go for ninja stealth mission along the river y/n?
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on March 03, 2011, 09:33:12 AM
Go to either G4 or H4 and drink tea, you are going assault them when we assault them...so your going to have to wait a while.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Herasy on March 04, 2011, 10:42:25 AM
Archers need to die so Kogasa doesn't get one shot.

>Kogasa to L6, attack 13
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Third Eye Lem on March 04, 2011, 06:40:04 PM
> Reimu to N4. About time she got back in this party.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on March 04, 2011, 07:34:42 PM
Archers need to die so Kogasa doesn't get one shot.

>Kogasa to L6, attack 13

Hmmm...Cirno can finish with iron axe, but it's only got 63% to hit.  If we use the hatchet (79%) she can't kill and we'll need another unit.  Which means I'll need to free up some space by killing 6.  'Course, I was gonna do that anyway, but I want to hear from our thief first.  If Hourai wants to steal from this guy like in PX's plan I don't want to screw him over.

Go for ninja stealth mission along the river y/n?

Looks like you're safe at H5, so go for it.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Mr. Sacchi on March 05, 2011, 05:14:47 AM
I really, really wanted to try and contribute to this situation, but it looks like my brain is dead for today.

I'll be back tomorrow with (HOPEFULLY) a plan.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on March 05, 2011, 05:39:08 AM
>Kogasa to L6, attack 13

Kogasa Attacks: Hit for 8 Damage

Kogasa's Status: 17/17HP, 41EXP, Iron Lance Left: 34
Enemy 13's Status: 9/17HP
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on March 05, 2011, 06:53:11 AM
> Take a dip at H5 and drink tea
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on March 07, 2011, 07:39:12 PM
Wow, and here I thought that my not being on the internet much-ness would have left me with a mountain to do here. Come now people, make some moves, I'm going to pose a 24 hour limit from this point on. In 24 hours, the last posted plan will be in effect.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on March 07, 2011, 09:37:04 PM
Hmm, how about Cirno finishes off 13.

Me and Tenshi attack 7.

Meiling finishes 8.

Uhh...yeah that's all I got now. Haven't been spending much time on this as I like....
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on March 07, 2011, 09:56:11 PM
Hmm, how about Cirno finishes off 13.

Me and Tenshi attack 7.

Meiling finishes 8.

Uhh...yeah that's all I got now. Haven't been spending much time on this as I like....

It is ok, Meiling finish 8, for max damage and run away, somewhere at the back, but I need the formula for coding still....
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Pesco on March 07, 2011, 10:05:14 PM
Attacking will end the unit's turn.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: PX on March 08, 2011, 12:38:10 AM
Meirin to L11, kill 8
Tenshi K11, attack 14
Rumia M10, kill 14
Alice N9, attack (kill?) 7
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Sophilia on March 08, 2011, 12:39:53 AM
Alice to N9, kill 7.
Byakuren to N10, heal Meiling.
Rumia to M11, kill 8.
Meiling to L10, attack 14. (1/17)
Tenshi to J10, kill 14.
Cirno to M7, kill 13 with iron axe.

If Cirno hits
Nazrin to L9, steal from 6.
Sanae kill 6 with lance.
Youmu move up to L8.

If Cirno misses
Sanae kill 6 with lance.
Youmu to L8, attack 13. (3/17)
Nazrin to K7, kill 13.

I'm out after we beat Luna.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: AMZYoshio on March 08, 2011, 11:18:28 PM
I...uhh....love the talking you guys did.


You know, hold off on those moves. Everyone get in the discussion thread.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Doll.S CUBE on March 09, 2011, 09:03:58 PM
Oops, forgot to do this.

> Alice to N9 and burn En7 to a crisp.
Title: Re: Sake Emblem (2nd Official Game Thread)
Post by: Berzul on March 09, 2011, 09:28:21 PM
Oops, forgot to do this.

> Alice to N9 and burn En7 to a crisp.

Oh yes.. for now,

>There is time for war, and time for tea.
>With penitence I wait, upon my ally aid. With his and mine strength combined, I am ready for a fight. I rush to L10, turn, and kick spin at the enemy 14.

Otherwise... If everything else goes well I don't think Meiling is needing healing towards next turn...