I'll give you all a moment to unflinch. I'm not going to urge updates without review of my own schemes. And without more clear annotations.
By my estimates, we can have Argoth as far up to D12 by the time Imeena makes the drop. We do this by shoving him an extra space with every spare infantry with the necessary Con (11; =< 13 -2).
Quote:
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.
Wotan to L7, shoves Argoth
Argoth to C-F7
Adele moves to C-G7, shoves Argoth (E7)
Durnock to C-F7
Imeena rescues Wotan, cantos to C-M12
Paris to C-L7, attack Sword Cavalier 4, canto to C-J6
Callum to C-M6, attacks Sword Cavalier #4, and cantos to C-M10
Lloyd to C-A6.
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.
(If Paris starts the next round at E8, she can canto to attack LC 8. If Paris starts the next round. [HAHA no, way too squishy] She's in range of a ballista and archer. Depending on how HP conscious we want to be; E7 is still in range of a Ballista, so G7 may be the most conservative move.)
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
I'm not exactly sure how it'd work out. I'll send you a PM with my thoughts on it when I'm more coherent though.
Well I figured most characters would start at 20/1 except for any Nino or Jegians. They would start with A rank their starting weapon rank, and whatever the promotion bonuses give.
All objectives would be defensive. (Survive, Hold throne, Hold line, Protect NPC's. Protect Villages) With points being given for how long you held out.
It phased out on me a little while ago, then phased back in.
It's fun to hear ya'll ponder bout additional game modes. I have my head stuck in narrative mode for now, but I'm naturally enthused about any of the free-source games this crew whips up.
Mirror (there's another direct link in there if it doesn't embed)
Spoiler
Edit: I'd post some RP about shoving Argoth along, but with his writer absent... I'll just wait for Oren's company (and shoving expertise next round)
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
Alright... I think the Shove-heavy changes can work, except for one thing. Is there a reason we're putting Durnock, a not particularly DEF-heavy Mercenary, in the spearhead role where he has the possibility of being spitted by a lance?
Right now I'm assuming Merc 11 has enough sense to wait.
I mean, he's AI so he doesn't, but the enemy phase will come before he has a chance to do anything that would endanger Durnock. Last round from the same position Adele baited Archer 17 to his death. Merc 11 may clean out another Archer for us.
(XP/vulnerary vs. time optimization; in review, E7 is the better choice
Edit: oops, but Argoth is at E7. If Durnock wants prime real estate on next round's flanking maneuver he'll have to overextend into Archer 16's range.
Placed Durnock at F7 to conserve vulneraries [~potential damage from ballista cited below]. We should avoid much of the bottle-neck issue by starting the next round with having Oren shove Argoth into E8 and moving from there...)
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
Hmmm. I suppose Galer's Mercenary #11 has got enough HP and DEF to withstand enough attacks that Durnock will not be touched by anyone save Archer #16. I wouldn't put it past Sairyu to add a Ballista shot to that, though. Think Durnock will survive that?
EDIT: And @Illven, offer has lapsed. I need my sleep, like, now. You took too long to respond.
Hmmm. I suppose Galer's Mercenary #11 has got enough HP and DEF to withstand enough attacks that Durnock will not be touched by anyone save Archer #16. I wouldn't put it past Sairyu to add a Ballista shot to that, though. Think Durnock will survive that?
EDIT: And @Illven, offer has lapsed. I need my sleep, like, now. You took too long to respond.
For the arena I was thinking 15/0 and 10/1 to force a bit of a choice from the PCs. 10/1 gives more diversity with the unit's abilities (weapon use) and is a bit better stat-wise (by around 3-4 points, I think), but 15/0 is more liable to level at a quicker pace (more points from draft).
But eh... I'll think about it after tomorrow's update.
For the arena I was thinking 15/0 and 10/1 to force a bit of a choice from the PCs. 10/1 gives more diversity with the unit's abilities (weapon use) and is a bit better stat-wise (by around 3-4 points, I think), but 15/0 is more liable to level at a quicker pace (more points from draft).
But eh... I'll think about it after tomorrow's update.
Well I was thinking (and am almost done with) 20/1 just in general (Along with Nino and Jegain rules) This way the party is reasonably strong starting off.