Maidens of the Kaleidoscope
~Beyond the Border~ => Rumia's Party Games => Topic started 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!!!!"
-
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
-
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.
-
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?
-
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.
-
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~)
-
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.
-
If I get some cover, I'll get all the experience I need by stealing those teas on the bridge.
-
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?
-
I think you are already carrying 3 so you're good to go wreck some fairies!
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
So, final verdict on position changing and EXP giving?
-
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?
-
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.
-
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.
-
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?
-
Tenshi to Murasa's spot
Murasa to Kogasa'a spot
Kogasa to Tenshi's spot
I think?
-
Tenshi to Murasa's spot
Murasa to Kogasa'a spot
Kogasa to Tenshi's spot
Just those two. Whatever else is you guys decision.
-
What should we do with the extra heals Kogasa and Kourin are toting around? I'm thinking give them to Reimu and Byakuren.
-
Since no one can heal me can I take the tea from Kourin?
-
I guess Rinno can take the sake, and Byakuren can get the tea.
-
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.
-
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?
-
Yes, Byakuren wants to take Rinno's tea.
-
Fixed and Fixed. Anything else?
-
I think we're good.
Whenever we start:
>Cirno to L2
-
>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.
-
Yeah, it's been too long.
PLAYER PHASE
-
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.
-
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.
-
If we stay, the we'll get bottlenecked.
I'm thinking we mainly occupy the 1 and 2 columns for now.
-
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.
-
>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.
-
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.
-
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.
-
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.
-
Waiting for a buff before i try take that fort is good.
/me smokes pipe
-
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.
-
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.
-
> Sanae to N1.
Let's start moving up, please.
-
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.
-
If Youmu is taking L3,
> Alice to K3 I guess.
-
>
Alice moved Byakuren to H3, cast defense staff on Murasa.
-
>Alice moved Byakuren to H3, cast defense staff on Murasa.
Byakuren's Status: 29EXP, Shield Left: 19
Murasa's Status: Def+2
-
Is anyone opposed to moving Rinnosuke to H2?
-
> Dive into F5
-
>Nazrin to L1.
-
Rinnosuke should be as close to the group as possible, but not in the way. Preferably in the middle. Move him to I2
-
Ok so we good with moving him to I2?
-
Yeah I'm fine with it.
-
>Move Rinnosuke to I2
-
>Kogasa to J3
-
If I remember correctly, the 2 days are up. (It was yesterday, I just didn't see it.)
-
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.
-
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.
-
I was posting to see if anyone else had other plans/opinions about the move. It was not a final command.
-
I say Meiling to M2 instead of N2. But other then that, yeah I'm fine.
-
Fair enough.
>Youmu to N3
>Meiling to M2
>Rumia to M1
-
I prefer Meiling to M2 and Youmu to L3
Editninja: Fuuuuuuu, what happened to Tenshi tanking?!
-
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)
-
Youmu will get more experience this way. And the command was already made, so there's no going back on it now.
-
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.
-
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.
-
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.
-
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)
-
Skimmed the chat log. Basically I was bait :<
Move back to G4 and use a tea? Let Byakuren save her heals for later.
-
*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
-
I can't get to G2. Going through water takes 2 mov.
-
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).
-
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?
-
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.
-
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.
-
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.
-
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?
-
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.
-
We following plan 74 then?
-
Cirno has a 63% chance to hit for 4 damage on 5, so Kogasa's definitely going to have to clean up.
-
How about Cirno attack first, so we can potentially avoid damage on Tenshi? No damage is always better than 1
-
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!
-
Wait, what am I talking about?
>Tenshi to O4, attack 5
-
If Youmu wants to move back here I'll heal her, otherwise I'll heal Murasa.
-
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 >>)
-
So, are we following mine or PX's plan?
-
We can do your plan Doll,
>Byakuren to M3 heal Youmu.
-
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.
-
>Byakuren to M3 heal Youmu.
Youmu's Status: 17/17HP
Byakuren's Status: 38 EXP, Heal Left: 17
-
I can move Rumia to attack En5, if no one objects. Then Cirno and Youmu can cut down the two axe users.
-
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.
-
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.
-
>Kogasa to M5 and impale fairy 5
-
Well, if you're killing 5...
>Cirno to N2
-
>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.
-
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!)
-
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?
-
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...
-
No need to waste a doll on this turn, just keep the squishies away from the front. I'd rather Alice attack from range.
-
>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
-
> Something about me going to H3 and having tea
-
> Sanae to O5, attack enemy 4 with sword.
You're up, miss Konpaku.
-
> Something about me going to H3 and having tea
Reimu's already on that spot. :V
-
Punch her fat ass off it then :V
-
Should Nazrin just move over to the right or wait?
-
Nazrin, get closer without getting in the way, O3 looks good.
-
O3 seems a little close for my tastes, and could be better used for someone else.
What about O2 or O1?
-
> 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?
-
> G3, sip some tea and flip Reimu's skirt.
-
> 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
-
>Nazrin to O1 and wait warmly while the other girls prepare.
-
China, kill 4
Rumia/Alice, whoever wants, attack 2 from N5
Youmu, kill 2
Forget that, too risky
Go for the kill Youmu!
-
How about China finishes off En2 after I attack En2 form N5?
Edit: Or should Rumia weaken En2 from N5?
-
Doll, that works out perfect. Go with that. Also, you roll a die or something.
I rolled a die, Alice gets the attack
-
Come now children, the limit is up (been up for some half a day), make some moves.
-
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.
-
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.
-
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
-
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.
-
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
-
> Cirno to P4.
I'm staying out of the way for right now.
-
>Heal Meiling O6
Meiling's Status: 24/24HP
Byakuren's Status: 49EXP, Heal Left: 16
-
> 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.
-
> Alice blasts En3 then moves to P6.
THEN moves? After you're done attacking, your turn is over.
-
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.
-
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.
-
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.
-
> Reimu to I2.
Murasa should move to J3.
-
> 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.
-
Nazrin to P3 sound good?
-
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!
-
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.
-
>Nazrin to P3
-
> Head to L3 and throw stones at Kogasa
-
> Head to L3 and throw stones at Kogasa
Your supports are gonna go into the negatives =D
-
(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?
-
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.
-
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?
-
Any objections to moving Rinnosuke to O2/N3?
None, go ahead with it.
-
> Kourin to N3 then.
-
So have we given up, or am I missing something? (A.K.A. move children~)
-
> Meiling to O8 and wait.
> Youmu to O7 and finish En3.
> Rumia to N6 attack En1.
> Tenshi to N7 finish off En1.
-
> 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.
-
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?
-
> 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.
-
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
-
I agree with Sophilia's plan. Go for it.
> Reimu takes out her DS and plays Etrian Odyssey.
-
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.)
-
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.
-
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?).
-
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.
-
Do we have a kill? if yes, gank En11
-
Oh boy... this is a difficult situation. I'd say we just pack our bags and back off here.
-
>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
-
> High five Murasa for the kill assist.
-
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.
-
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...
-
Alright, we can retreat.
I'll heal Youmu after she moves, unless you all want me to heal Tenshi.
-
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.
-
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.
-
Eh, wait, I think I can think of something, just give me a while....
-
>Nazrin to P5
-
Wtf? I vote we all do a tactical retreat and leave Nazrin to die for moving without order.
-
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?
-
Well, the move I suggest is that Cirno be the one to finish off En1 and then we work our way from there.
-
En1 is a mercenary and if Cirno misses we could have ~*~problems~*~.
-
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.
-
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.
-
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
-
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.
-
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
-
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.
-
YOU ARE ALL COWARDS
STAND AND FIGHT
-
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.
-
Tenshi to N6, drink that sake.
You sure you don't wanna drink a tea from someone else instead?
-
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...
-
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.
-
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.
-
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.
-
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.
-
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.
-
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).
-
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
-
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.
-
> 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
-
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.
-
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
-
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
-
Yeah we were going to do that but the game's kinda on hold until we find a Meiling.
-
*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.
-
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?)
-
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
-
Progress would be nice, so I say let's just beat some fairy!
Meaning,
>Rumia to P9, attack 15
-
I'll roll with shim's plan, the damage trade off shouldn't be too great hopefully.
>Kogasa to O7, trade tea to Meiling
-
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?
-
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
-
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
-
Check your rank. It's still on 1 (e). The enemies all have D.
-
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.
-
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...
-
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.
-
Also, I don't ever remember being told the enemies had D rank in their weapons. Also, that doesn't make sense either
-
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.
-
Oh
:colonveeplusalpha:
-
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>
-
:O
What part of follow the plan... You were supposed to weaken the mercenary!
Change it! Change it now!
-
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.
-
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.
-
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.
-
Meiling kills 18 from O10 and Sanae pokes 17?
-
So, are we re-doing Alice's attack now that it's +1 STR instead of +1 DEF? or is it just continuing?
-
Just gonna keep going. I assume that you guys use the battle generator for a reason.
-
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.
-
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... )
-
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.
-
>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
-
Please, don't do that. The Archer OHKO's Kogasa. And I'd like to keep her alive.
-
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.
-
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:
-
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.)
-
> Kourin to P6
GTFO of the way!
-
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~)
-
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.
-
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)
-
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.
-
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.
-
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.
-
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.
-
Bit grumpy there PX?
Anyway, how much distant should we have the wall/rush from the enemy? 4, 5 spaces away?
-
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!
-
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.)
-
Shadow Dragon on H5 mode? Can I still get a level 30 Marth in the 3rd battle?
-
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?
-
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:
-
Map post is derped for me. I'll check in when I get home.
-
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.
-
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.
-
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.
-
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:
-
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?
-
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.
-
I'll stick around for face-smashing then. Let Reimu get to the front.
-
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?
-
Majority rules, then. Have fun axing, Pez! ^o^/
> Reimu to K2.
-
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.
-
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?
-
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.
-
Sounds good. I'll just wait for some input from others if they have some different opinions.
-
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.
...
-
Alice doubles 6 and 7. That's 22 damage right there. We just need someone who can take off the extra 3 or 4.
-
If we could somehow finish both archers, I would love to see Kosaga do it, buttttt...
-
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.
-
> Anchor smash En12
-
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..?
-
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?
-
> 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
-
So what's the plan guys?
-
Yall's take my plan and decide what to do with it?
-
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?
-
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.
-
Hmm I see, okay it's seems good to me. So yeah.
> Go to O11 and ask Meiling for some tea and drink it.
-
>Undo Alice's move.
I changed your position. Let me update it.
-
???
-
No longer O11, wait until Meiling moves then take her tea from N9 and drink it, so you'll be closer.
-
Hmm, but now Rumia will be further....
-
I'll let her decide what to do? Yall's pick a spot.
-
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 :(
-
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:
-
Well, come one people, what does everyone else think?
-
Well come now people, we're taking quite a long time. Moves?
-
Nazrin still good on the N8?
-
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.
-
Well who wants the experience?
-
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.
-
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>>
-
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.
-
: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. :(
-
We don't HAVE to move forward. Ever thought of backing off and regrouping?
-
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....
-
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...
-
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.
-
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.
-
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.)
-
> 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 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...
-
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.
-
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.
-
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?
-
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
-
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?
-
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?
-
Definitely Meiling.
As for possibles move, let me see....
-
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.
-
Kill 8, kill 7, then steal from 6 would be better
-
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.
-
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?
-
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...)?
-
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...
-
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.
-
Go for ninja stealth mission along the river y/n?
-
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.
-
Archers need to die so Kogasa doesn't get one shot.
>Kogasa to L6, attack 13
-
> Reimu to N4. About time she got back in this party.
-
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.
-
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.
-
>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
-
> Take a dip at H5 and drink tea
-
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.
-
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....
-
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....
-
Attacking will end the unit's turn.
-
Meirin to L11, kill 8
Tenshi K11, attack 14
Rumia M10, kill 14
Alice N9, attack (kill?) 7
-
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.
-
I...uhh....love the talking you guys did.
You know, hold off on those moves. Everyone get in the discussion thread.
-
Oops, forgot to do this.
> Alice to N9 and burn En7 to a crisp.
-
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...