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Thread: Insanowar #Whatever: Defense
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2010-09-12, 06:27 PM (ISO 8601)
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Insanowar #Whatever: Defense
Welcome to Insanowar
Da Rules:
Spoiler1.) There are five players, each of which represent a commander of their army.
2.) Each player takes turns choosing some powerful character, semi-powerful group of characters, or large mob of expendable non-characters from any sort of media. Examples: The TMNTs, a Dreadnought from 40K, a mob of kobolds.
3.) When each player has 6 selections, the Defenders take four more each. Then the game begins.
4.) A map will be provided showing the layout of the battlefield. Each person will have a base of operations with which they can wage war. Note that each base is about 2 turns away from each other.
5.) A static turn order is established. In each turn, the player dictates what their troops are doing, as far as the opponent can see. Secret actions need not be reported (although it is good sportsmanship to give hints as to what your are planning).
6.) When troops engage, the person whose turn the engagement took place on decides the outcome, which will usually NOT be all one way. If there is any friendly dispute (and the dispute WILL be friendly, or else), other players/playgrounders chime in with their opinions. If no consensus is reached, it's a 50/50 slaughter.
7.) The winner is the one who wins. The Defenders win by eradicating everyone else. The others win by eradicating the Defenders.
8.) Teams may communicate however they wish, be it in-character in posts, through PMs, or through chat programs.
Da Guidelinez:
Spoiler1.) You can't choose anyone TOO powerful. No gods, demigods, anything like that. Make it something that's about the same power level as the other troops on the field.
2.) Don't be a jerk. The objective here is to have fun--frankly, who wins and who loses is pretty arbitrary anyway. This game is definitely straddling the line between Silly and Structured.
3.) Respect Awesomeness. If a player is pulling off something that's just too awesome to believe, that should aid his victory.
4.) Enjoy yourself. Seriously, guys.
Da Map
Spoiler
Red/Blue areas: Bases for everyone who isn't a Defender. All on the same team.
Black area: The Defenders' Fortresses. Able to withstand very heavy bombardment, the fortresses have two entrances each. The West Defender's Fortress has the land entrance on the west side, and the East Defender's Fortress has its land entrance on the east side. The water entrances should be obvious, just look at the map.
Dark red areas in bases: Towers. The Defenders' towers are very well-fortified.
All bases are surrounded by walls. These are extremely tall walls (tall enough to obscure the towers) that have Doors of Sufficient Size to get anything you want out. You cannot burrow under the walls unless they are destroyed.
You cannot burrow under the Defenders' Fortresses.
The light blue areas are the water routes. They go between docks at the individual player bases and the Defenders' Fortresses. The docks have entrances into the base proper, should land units be transported by water.
Brown is land. Pretty mundane. Large rocks are scattered around, granting some cover.
The West Defender's Fortress contains a powerful artifact that temporarily renders one unit or structure invulnerable to harm. The East Defender's Fortress contains another artifact. This one heals or repairs a single unit to full strength. The artifacts, I'll note, affect units, not individuals. If used on a mook horde, for example, they will affect all of the mooks. However, the healing artifact will not resurrect dead mooks, making it less effective for those. The artifacts may be used every other turn.
These artifacts are placed on the top floor of the Defenders' Fortresses' towers. They are designed to be more effective for the other individual players, rather than the Defenders.
Players (in turn order)
SpoilerWolfbane - Defender (East Defender Fortress)
Bahumat - Defender (West Defender Fortress)
Fan (Northeast Base)
Robert Blackletter (Northwest Base)
Lady Tialait (Southeast Base)
Zanshin (Southwest Base)Last edited by Darkcomet; 2010-09-21 at 06:53 PM.
Avatar by Ashen Lilies.
Spoiler
by Happyturtle and Ashen Lilies
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2010-09-13, 03:57 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Also, since I forgot about it before:
This idea of a more 'reactive' game (first used in the sadly dead SPACE! Insanowar) seems like a good one to me. It seemed to make things go quite a bit more smoothly when it was used.Avatar by Ashen Lilies.
Spoiler
by Happyturtle and Ashen Lilies
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2010-09-13, 05:37 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Sounds good to me, but I don't mind people godmodding my people occasionally. So long as they die in good narration, it's allllll good.
I'm a defender eh? I have a cunning plan.....
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2010-09-13, 06:06 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
*laughs maniacally*
I have a cunning plan as well, don't worry, you'll be informed.
For my first pick:
1:Nikola Tesla
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2010-09-14, 03:24 AM (ISO 8601)
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2010-09-14, 05:02 AM (ISO 8601)
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Re: Insanowar #Whatever: Defense
He's in my avatar, he performed well in the last Insanowar I was in, and his destructive capabilities will be needed since I'm trying to defend.
1. Gilgamesh
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2010-09-14, 10:23 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Also, to speed the game up a little, might I suggest at least allowing the selection of our armies to be done by team rather than in turn order as posted in the OP? As in, Defenders pick (as we have), then the attackers can pick in whatever order until they all pick, then we pick again...etc.
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2010-09-15, 05:33 PM (ISO 8601)
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2010-09-15, 05:52 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Works for me.
Avatar by Ashen Lilies.
Spoiler
by Happyturtle and Ashen Lilies
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2010-09-15, 06:32 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
1. Corran Horn, Jedi Master, and his R2 unit Whistler.
Last edited by Rogue Nine; 2010-09-15 at 07:34 PM.
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2010-09-15, 06:39 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
I choose
1. Julian Luna
"I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”
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2010-09-15, 06:48 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
o.k how about
Siegfried
I've only played the games till Soul Calibur 3 so that the version I'm using!
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2010-09-15, 07:21 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Honestly? I find this pick a bit too powerful. In the past, I believe Jedi Masters have been single picks all alone, but I wouldn't have said anything except that I read a bit more into the X-Wing. Two words.
Shadow Bombs.
Personally, I find three high yield Force guided Bombs, (guided by a Jedi Master nonetheless) to be a bit too much (In combination with the others as a single pick). I don't know if that's what you planned or not, but it's what I noticed.
The call is DC's though, not my own.
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2010-09-15, 07:34 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Corran Horn is well known for his lack of Telekinesis abilities, unless he has absorbed energy from an outside source (heat from a bubbling underwater vent, blaster bolts from hundreds of laser-fletchette mines). So normally in a cockpit he would have no way to guide the Shadow Bombs. I wasn't even thinking about them however.
The more I think about it though, the X-wing on its own might be too powerful. Editing...Last edited by Rogue Nine; 2010-09-15 at 07:36 PM.
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2010-09-15, 07:39 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Well before it gets nasty may i suggest a gentleman agreement that if promise not to abuse his pick, abuse being what me, you and casting vote D.C decides, then he can keep it? Just hate to see someone lose a pick over what is properly not his plan.
Also could I suggest a 3 day rule to posting your turn (extension possible with d.c approval?)just so the game dose not jam up due to one person being AFk?
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2010-09-15, 07:41 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Oh, I have no problem with keeping the Master and X-wing combo. It was the Shadow Bombs that had caught my attention. I must have missed the part on the lack of telekinesis though, so I'm honestly fine with it if everyone else is.
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2010-09-15, 07:54 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
I've been looking over the other Insanowars, and I think my ideal list of picks was too overpowered anyway. I'll keep it as just Corran and Whistler.
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2010-09-15, 08:09 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Well, I was going to wait for more input myself, but I'm glad the situation seems to have resolved itself.
I'll poke Fan, since he's the only one who hasn't made his first pick.Avatar by Ashen Lilies.
Spoiler
by Happyturtle and Ashen Lilies
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2010-09-16, 08:43 AM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Gilgamesh has a weapon that in it's own world's rankings is unique. Everyone elses are anti-person or anti-army.
His is Anti-World.
No, i don't think Mr Horn is overpowered. I'm confident my next pick would shut down teleportation shenanigans anyway....since she's quite good at them herself.
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2010-09-16, 11:10 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
I pick..
CAPTAIN FAWKON. As he is depicted in F Zero Densetsu.
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2010-09-16, 11:19 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Whoo, Falcon Punching.
Anyway...Bahumat. I'm a bit concerned, to be honest. I don't know that much about F/SN other than stuff gleaned from a couple WWs, so...the anti-world thing sounds a bit OP, if it's the planetbuster it sounds like. <.<
'course, again, don't know much.
Anyway! Next round of picks. Pick 2 at once this time.Avatar by Ashen Lilies.
Spoiler
by Happyturtle and Ashen Lilies
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2010-09-17, 05:55 AM (ISO 8601)
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Re: Insanowar #Whatever: Defense
It 'apparently' could break the planet, if he had enough mana to fire it at full power long enough.
....
Yeah, that's going to happen.....http://www.youtube.com/watch?v=ohbsc...eature=related
Have a look at around three minutes in, that's the normal level of power it has.
Hmmmmm....I may to rethink a few of my picks, this could get messy.......btw, my picks are all VERY powerful in their own world, but don't worry. There are some glaring defensive holes depending on the way you attack them.....
2. Tohno Shiki
3. Saber
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2010-09-17, 03:51 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
2: Queen(Led by Freddie Mercury)
and
3: 6 Noise Marines
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2010-09-17, 05:51 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
2. Amaterasu
and
3. The Warriors- Originally I was thinking just the named Warriors, but since they are really just street thugs armed with melee weapons (bats, chains, knives, etc.), can I take the entire gang (~120 strong)?
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2010-09-17, 06:18 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
*clings bottles together*
"Waaaarioooooors.... Come out and Plaaaay-yaaaay..."
I'd just go with the main characters as they'd be more powerful in the long run than the full gang.
And much cooler. >.>
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2010-09-17, 06:42 PM (ISO 8601)
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2010-09-17, 07:57 PM (ISO 8601)
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- Whose eye is that eye?
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2010-09-17, 09:26 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
My next two picks for team BURNING BLOOD:
Sanger Zombolt, in his Grungrust MK III
Ratsel Feinschmecker, piloting Trombe / Aussenseiter.
Go ahead.
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2010-09-17, 10:07 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
2. Baron Sengir
3. Alucard
For team, Blood Brothers.Last edited by Lady Tialait; 2010-09-17 at 10:07 PM.
"I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”
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2010-09-17, 10:30 PM (ISO 8601)
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Re: Insanowar #Whatever: Defense
Whoa, hold on there.
Alucard might be a little much, speaking from experience. Considering in Insanowar 6 he survived being hit with a missile barrage, a water cutter capable of cutting through steel, and a mech (the one that fired said missile barrage and water cutter) ramming into him, then ramming him into a wall, then exploding.
In rapid succession.
No offense, Fan. >.>Avatar by Ashen Lilies.
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by Happyturtle and Ashen Lilies
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