Please tell me that there is some method for getting Madeline back on her feet. I really rather not have to finish this without a healer. (I.e If not, I think we have to bolt)
Either way remeber someone needs to get to Madeline ASAP to prevent a incap counter.
Is it ok to make RP post of past before such a turn update?
This, here, is mostly why I advocated voiding the latest update. We can go ahead if we're considering only game mechanics, but this one came too fast for most of us to get in our RPing beforehand.
Quote:
Originally Posted by Illven
Please tell me that there is some method for getting Madeline back on her feet. I really rather not have to finish this without a healer. (I.e If not, I think we have to bolt)
Either way remeber someone needs to get to Madeline ASAP to prevent a incap counter.
Sairyu said he'll allow Imeena to revive Nina and Madeline if she gets to the Command Tent. And I already have a provision in my latest plan to retrieve Madeline.
@Illven
All incapacitated (that are rescued) will get up whenever Imeena claims a CT.
@Kasanip
Go right ahead. Don't worry too much about making the fluff mesh 100% with the mechanical stuff that's going on. As long as it isn't too out of line, I'm not going to stop you.
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While my preference is to continue on, I'm willing to give you guys the redo. If you (really really) want it, please say so. If we wind up going with the redo, the next update will probably come on Thursday/Friday instead of on Tuesday. This is just because I'll need to change the maps back a turn (move units back, add back dead units, etc), which will take time.
Otherwise, I'd like opinions on my proposed base-EXP-gained change. I forgot to mention, but Thieves and Clerics (and other 2 class power classes) will still get their *1.5 modifier on that base ammount. I'd appreciate it if I could get the popular opinion before my next update.
@Illven
All incapacitated (that are rescued) will get up whenever Imeena claims a CT.
@Kasanip
Go right ahead. Don't worry too much about making the fluff mesh 100% with the mechanical stuff that's going on. As long as it isn't too out of line, I'm not going to stop you.
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While my preference is to continue on, I'm willing to give you guys the redo. If you (really really) want it, please say so. If we wind up going with the redo, the next update will probably come on Thursday/Friday instead of on Tuesday. This is just because I'll need to change the maps back a turn (move units back, add back dead units, etc), which will take time.
Otherwise, I'd like opinions on my proposed base-EXP-gained change. I forgot to mention, but Thieves and Clerics (and other 2 class power classes) will still get their *1.5 modifier on that base ammount. I'd appreciate it if I could get the popular opinion before my next update.
Yes to the EXP change. No to the redo.
I mean, it's harsh. But we dug the hole ourselves. H5 was as bad as standing still as bad as I5. The only solution (which escaped us) was to Rescue Madeline and keep her off the ground until the artillery was down.
Uh... if we can't punch through the Center Tent, can we revive both characters at Galer's tent? (or the Church!)***
Question: Can we take a Shove action a la GCN era?
***I am totally behind this idea. As it won't set us back too far, and it's not an explicit redo.
fffff we dropped the ball on Ballista 4, it's only got... 3~4 shots left. If we captured it earlier we could have got an easy kill on Edgar.
__________________
"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
No to the church; all the monks in the Church died during Map 2, so there's no healing from that avenue. If you want to head into the Church, you could escape back out to Map 3 (the ruins of the old town) through the basement passage again, so that's an option.
I guess that I could allow Galer's CT to act as a one-time capture point.
So to summarize: yes to Galer's CT, no to the Church
Edit: @Illven
Madeline probably would have eaten damage from a Southern Ballista in any case, since she would have been dropped in range either way. I've mentioned before that ballista range is counted from the nearest edge, so I won't be giving any redos based on a miscalculation on that front.
@GrassyGnoll
Yes, you can shove. Enemies can as well, but I haven't gotten around to abusing that quite yet.
Quote:
Originally Posted by Recruitment Thread: Gameplay & Mechanics: Commands
Shove - Characters may shove an adjacent unit one square away so long as the Shoved unit's CON does not exceed the Shover's CON by more than two. Mounted units are unable to Shove. You must have permission from the other player to Shove a character on your team.
If screwing up Madeline position was based on the archer's space mis calc. I'd vote for a re-do.
Sadly twas not. I5 was lousy with Ballista 8 and H5 was in range of Ballista 4. No version of the plan set Madeline outside of ballista range.
Quote:
Originally Posted by Ascaloth
We will have our slower units push through the north gap, and our cavalry sweep up from the south entrance of the town hall.
How does this look?
With no healer, I don't think we should put our cavalry on a cannonball run. There are roughly 11~14 enemy units that will occupy the Center Tent plaza. Even if we have to bottleneck through E8~10, it may be worth saving two or three vulneraries.
And have Adele wait at C-E8. Venturing past Merc 11 puts her broadside of 21+ damage.
__________________
"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
No to the church; all the monks in the Church died during Map 2, so there's no healing from that avenue. If you want to head into the Church, you could escape back out to Map 3 (the ruins of the old town) through the basement passage again, so that's an option.
I guess that I could allow Galer's CT to act as a one-time capture point.
So to summarize: yes to Galer's CT, no to the Church
Edit: @Illven
Madeline probably would have eaten damage from a Southern Ballista in any case, since she would have been dropped in range either way. I've mentioned before that ballista range is counted from the nearest edge, so I won't be giving any redos based on a miscalculation on that front.
@GrassyGnoll
Yes, you can shove. Enemies can as well, but I haven't gotten around to abusing that quite yet.
With no healer, I don't think we should put our cavalry on a cannonball run. There are roughly 11~14 enemy units that will occupy the Center Tent plaza. Even if we have to bottleneck through E8~10, it may be worth saving two or three vulneraries.
And have Adele wait at C-E8. Venturing past Merc 11 puts her broadside of 21+ damage.
A healer would be of no use in a cannonball run regardless; no way Madeline would be able to keep up with the horses. The cavalry would still need to rely on Vulneraries anyway.
I realise it's a high-risk strategy, but I think it's worth it if we can break the deadlock. We've bogged down for too long as it is, and a flanking attack may be worth it if we can divert forces away from the north chokepoint.
If putting Adele too far risks her safety, I'll go with your suggestion. But this is exactly why I think we need the flanking attempt.
EDIT:
Quote:
Originally Posted by Illven
Enemies don't seem smart enough to shove yet.
To be fair, we can say much the same about ourselves.
Well, I will wait for Kasanip to make her post this time, before going ahead with the next Falcon post.
Now that I look at the map, there's a pretty nice set-up for one. Have Imeena rescue Wotan, ferry him through the south alleyway, and drop him straight in the tent.
After two rounds...
Have the infantrymen hold E10 and let Imeena duck the ballista shot and archers. Callum can bring Oren to E10 in a short round.
Ballistas have me smarting, ow. We can't look into the map more than two rounds ahead, but we have to make some contingent plans for when we get shut out of an alleyway and ballista turret.... letting them plink away so far has been a real kick in the learning curve.And I like it
__________________
"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
Here's a delayed character re-post for Lloyd, so I'm not gone if anyone was wondering. I've just been suffering from writers block for the RPing stuff.
Name: Lloyd Raust
Class: Thief
Age: 19
Gender: Male
Affinity: Thunder
Items: Vulnerary, Iron sword (D)
Lloyd began life living in the high mountain ranges of Farin, in a mining city situated near the border of the country. Life commenced normally as a boy for Lloyd, only changing into his teens. Here the stress from the deadlock began to increase city taxes and caused restrictions on the peoples rights. It did not take long until protests started, eventually turning into riots.
Lloyd was apart of these riots, as the oldest of his family he had to provide meals to his younger siblings; something made increasingly difficult by the local government. For a time, it seemed that the people's riots were influencing the government into loosening their control. Yet the pressures from the main center of Farin had forced the city’s council to enact a brutal takedown of the riot groups to keep the city functioning. Guards unsheathed their swords and marched down the streets. Those whose dared to oppose the guards were cut down, and the streets were dyed red by the blood of its own citizens. The people wept, (some even claim the guards did too) at the senseless massacre of life that took place.
He was forced to run, to abandon his family before he was arrested, and most likely executed. If he dared to stay, his family ran the risk of sharing a similar fate. So he ran and adopted the life of a vagrant.
Personality:
Spoiler
Lloyd is at best an isolated individual, he does not try to make acquaintances, and he keeps his own matters to himself. He kind-hearted in nature however, attempting to aid those he finds along his travels. If praise is lavished upon him, he merely shakes it off, downplaying it. While he is not the strongest, his skills at stealth and trickery tend to best his opponents. He has mixed feelings for his own country, at times furious by its policies to maintain control, but unable to completely hate his country for what it has done. For as many tragedies he sees in his travels, there is a sense of desperation to protect that scarce peace in Farin, even if it does mean harsh measures. He also shares the typical religiously neutral trait of Farin citizens, preferring not to concern himself with those matters.
Ballistas have me smarting, ow. We can't look into the map more than two rounds ahead, but we have to make some contingent plans for when we get shut out of an alleyway and ballista turret.... letting them plink away so far has been a real kick in the learning curve.And I like it
You know, if this is his regular maps. I'd hate to see the Sairyu equivalent of Battle before dawn HHM or Cog of destiny HHM
Here's a delayed character re-post for Lloyd, so I'm not gone if anyone was wondering. I've just been suffering from writers block for the RPing stuff.
Feel free to ask me to run some ideas by you, if you want. I think I can get Falcon to have something to say to Lloyd.
Quote:
Originally Posted by Illven
You know, if this is his regular maps. I'd hate to see the Sairyu equivalent of Battle before dawn HHM or Cog of destiny HHM
Now, as a relative newbie to these forums, I don't have any prior experience. So Illven, how does Sairyu's game compare to the other FE games you've played in these boards?
@Ascaloth
I think Niek had one, "Age of Turmoil", that was harder? I'm not sure though, since it died off before I could get off of the waiting list and I didn't really pay too much attention to the maps. I just know that Kasanip's ninja got gang-beaten in a night-level at some point and I infer from that that it was pretty difficult.
@Illven
Maybe I should do a harder map at some point, just for fun/as a joke?
FE Arena! Ten Brave Heroes step forth - some of them come back out!*
It could be like... a collab thing; everyone makes a sacrificial unit and we all have loads of fun watching PCs get ganked by a rotation of murderous DMs.
Well, the one thing I've learned from my short time in this campaign is this; when playing one of Sairyu's games, roll a high DEF character. Anything else is just not going to survive long.
Hell, if we're going with the FE Arena hard map idea, here's one.
Let's have the collaborating DMs recreate In Utter Darkness. Have the players create a party of high level PCs, place them inside a castle with a main objective to defend for X turns, and give them a bunch of resources to work with.
Then have the DM sic wave, after wave, after wave of expendable enemies and enemy bosses at our intrepid, but doomed heroes. If the party coordinates well enough, it will be a Glorious End for them, indeed.
Voting yes for exp change. At the rate this is going, by the end of this map Imeena's going to be really overleveled compared to the rest of the party. Actually, at this rate her sword's going to break.
Ballista - 15/15 [20wt, 8mt, 60%hit, 0%crit, 4-12r; immobile] E
Ballistae fire from their nearest edge and take up two [2] panels.
@Ascaloth
Well, you'll need that RES later. Or dodge, lots and lots of dodge.
Edit: For the arena idea, I was thinking of something like a draft. People generate a pool of maybe 15-20 characters set to a certain level (15 or 10/1, fixed growth totals, B-weapon proficiency?) and then we do a draft of 8-12 every map/challenge. After every map they'd be reset to their default stats. Each map would have a certain gold# for the drafter to spend on weapons/items for the drafted characters (limited to a certain inventory?).
Each character would have a point total (say +1 for being drafted, -1 for dying, +2 for surviving [only on map completion], +0.5 for leveling up). Then every few maps we could tally up the point totals and see what kinda characters are the most versitile/popular/etc.
You could even rate drafters by performance, though I'm not sure exactly how (maybe Map Completion%, survival%, etc?). At any rate, I'm sure that after this map, some of y'all would get a kick seeing me rate horribly, heh.
I dunno, just some rambling thoughts. Seems like a fun concept to me, but I'm not sure if it'd really work out.
@Ascaloth
Well, you'll need that RES later. Or dodge, lots and lots of dodge.
Edit: For the arena idea, I was thinking of something like a draft. People generate a pool of maybe 15-20 characters set to a certain level (15 or 10/1, fixed growth totals, B-weapon proficiency?) and then we do a draft of 8-12 every map/challenge. After every map they'd be reset to their default stats. Each map would have a certain gold# for the drafter to spend on weapons/items for the drafted characters (limited to a certain inventory?).
Each character would have a point total (say +1 for being drafted, -1 for dying, +2 for surviving [only on map completion], +0.5 for leveling up). Then every few maps we could tally up the point totals and see what kinda characters are the most versitile/popular/etc.
You could even rate drafters by performance, though I'm not sure exactly how (maybe Map Completion%, survival%, etc?). At any rate, I'm sure that after this map, some of y'all would get a kick seeing me rate horribly, heh.
I dunno, just some rambling thoughts. Seems like a fun concept to me, but I'm not sure if it'd really work out.
4is111 ran it that tough. Niek eased up on the difficulty.
About the draft thing, I could run it. Who'd want to join?
Okay, I think the trend is towards pushing on, which means I'll be focusing on salvaging the situation. Here's an updated version of the latest plan;
Falcon to C-H5, Rescues Madeline. If he is allowed to move after Rescuing, he continues on to C-F6.
Oren to C-G4, takes a Vulnerary.
Paris to C-M7, attacks Sword Cavalier #4, cantos to C-N9 C-J7.
(Reasoning: On second thought, I don't want Paris charging the flank. Two good ballista hits and she's gone.)
If Sword Cavalier #4 is not yet dead, Argoth to C-L5, attacks Sword Cavalier #4. If Sword Cavalier #4 is dead, Argoth to C-M5.
If Sword Cavalier #4 is not yet dead, Callum to C-M6, attacks Sword Cavalier #4, and cantos to C-M10 C-M9. If Sword Cavalier #4 is dead, Callum to C-O5, attacks Sword Cavalier #3, and cantos to C-N7.
If Sword Cavalier #4 is not yet dead, Imeena to C-M6, attacks Sword Cavalier #4, and cantos to C-M12 C-M8. If Sword Cavalier #4 is dead but #3 is alive, Imeena to C-O5, attacks Sword Cavalier #3. If #3 lives still, Imeena cantos to C-M7. If #3 dies, Imeena cantos to C-M7.
If both #3 and #4 are dead, Imeena to C-M12.
If Sword Cavalier #4 is not yet dead, Argoth to C-L5, attacks Sword Cavalier #4. If Sword Cavalier #4 is dead, Argoth to C-G7.
(Reasoning: Argoth attacks last only because he's an emergency measure to ensure #4 gets offed. If he doesn't need to carry this order out, I want him taking over for Adele in spearheading the north gap; she clearly doesn't have enough combat power to force the issue, but I'm pretty sure he does. Penguinator, sorry for going back on my word, but I might have to use her as a taxi again next round.)
Wotan to C-E6.
Durnock to C-E7.
Lloyd to C-A6.
Roland cannot get at the North sector ballista with that Galer's Soldier in the way, so Roland to C-E11, attacks Lance Cavalier #8, cantos back to C-E10.
Roland cannot get at the Ballista #4 with that Galer's Soldier in the way, but even with depleted ammo, we can still get some use out of it. Roland to N-N6.
(Reasoning: If Adele cannot screen for Roland at C-E11, it's too dangerous for him to make the attack to Lance Cavalier #8, he can only canto back to an exposed position.)
Looks about as good as it's going to get.
Roland will use the [Talk] action on Aramel from that position. See if he has anything useful to say, and I'll RP up a post once I've left some room for Kasanip to RP.
Edit: Given what we've just learned from Madeline, would you like Roland to [Rescue] Adele instead? He can still make it to the Ballista next turn if he does so, and Aramel may be able to take her and drop her on the ally phase, leaving her totally clear of ballista fire until the thing's been dealt with.
I don't know about that. We still need Adele to hold the line until Argoth can slot in for her, and at least she can take a ballista bolt better than Madeline. Let her take a Vulnerary, and have her stand firm for one more turn. If I use Paris as a taxi (again, sorry Penguinator), I should be able to put Argoth in place by the next turn.
Roland Callum and Imeena, actually. I'm diverting Roland towards Ballista #4; it may have only a few shots left, but might as well get whatever use we can out of it.
Last edited by Ascaloth : 09-17-2012 at 08:58 AM.
Reason: Derp! Callum, not Roland.
Wait, no. What's the point of rushing Oren there so soon? He can reach it in two turns anyway. Besides, the closest two threats to C-E8 are a lance and two swords; I'm more comfortable with Adele or Argoth there, than I would Oren.
Not to mention that would just kill my cavalry flank with Callum and Imeena.
Yea, scrap the rescue plot. We can't push out of the E10 alleyway within two turns anyway.
From M12, Imeena can travel to G13 to drop Wotan the next turn. With Durnock, Adele & Falcon in place next turn, we can push into the 'Village' squares just before the Central tent.
If Falcon can't canto after rescuing Madeline, we might also consider having Oren pick her up.
Edit: Tweaking Callum's canto to M8 should be 2 free move tiles on the flank attempt.
__________________
"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
1) If Imeena has to pick Wotan up, I cannot use her to deal with Sword Cavaliers #3 or #4. Call me crazy or obsessed, but I like redundancies in my plans.
2) If she picks up Wotan, it'll kill her Speed right? In that case, that'll also kill her Avoid, just when she's running into the range of two ballistae. Maybe she can take it, but we're running low on Vulnerary supplies as it is.
Although, I don't know why I didn't think of this earlier. Have Imeena and Callum shout at Lenz to follow them. That'll increase the strength of their flank half again, and it makes sense to have Lenz help to take back his own CT anyway.