If we're sacrificing Durnock, we absolutely need him at W-J13 somehow. Lex has a Javelin, and we know enemies will go for the ranged attack where they cannot be countered, if possible. If we leave W-J13 open, we leave Lex the option to take it and attack Lloyd at W-K14 anyway.
Maybe we should tweak the plan to 'Hugo move to K15'. He'll only be put at risk of an additional archer/sword attack for a potential max of 20/21 HP.
But, he'll be occupying the space Argoth needs to back off to next turn in-case the Redlines jump on the opportunity to wedge open the K15 pass.
Edit: Oh hell no, miscalculated that, he'll bite it (22/21 HP)
Though we may consider having Falcon move North to assist in recapturing K15 (move N-O16 instead of C-F18). And canto'ing Paris a bit farther north couldn't hurt...
Because the cavalry charge is proving to be less troublesome than I imagined, the group can swing north to pick off Edgar sooner. Neither the East Map Fighters nor Edgar are going anywhere soon, but Edgar has a tent to capture.
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
I'm good with Falcon moving North too, he doesn't HAVE to bait the Fighters in the East now.
Also, what's the consensus on Argoth? Move forward as far as he can go, or keep him back?
Also, I was thinking; maybe we don't need to go for Gunther's blood now. Hell, the way I see it, the current balance of forces we have in the West versus Gunther's lot gives us a fair fight at best, and we all know how I feel about that.
So maybe we'll have Callum rescue Durnock, and have the whole West group sweep north to link up with Galer. If we have them make their stand near the West CT, no further than W-E4 or W-F3, they should be able to hold the line against Gunther, while keeping clear of the Ballistae in the park.
Once we've cleared the North sector and have more forces available, we can reinforce both the Eastern defense AND send reinforcements West to deal with Gunther.
If we're circling around to protect the WT I would suggest
Quote:
Callum (Lloyd) to F14
Durnock to H17 (heal 2 HP on next turn, evade bonus, ballista range bait + still in range to rescue Nina next turn)
Imeena take Lloyd, canto to F11 (can drop Lloyd outside of ballista range next turn; frees Callum to rescue Nina/Durnock)
Influence S Cavalier 4 to drop Nina at K14
Nina should have at least a Turn to dent Lex before Callum lifts her out. We can't drop Lloyd to snatch a goodie this turn, but once Lex and the ballistae are out of the picture we can start to work on that.
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
Sounds like a fair plan. Here's hoping Lex doesn't pull out the Javelin for whatever reason next Enemy turn, otherwise we'll have to abandon the idea of Nina denting Lex.
EDIT: @Grassy, because you seem to keep missing it for whatever reason;
@Acanous
I wouldn't do that to you guys yet. I'm not sure what my track record on this is, but I try to give/leave lots of hints (within the RP itself) about what's coming up.
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Oh on another note: remember that there will be skirmishers spawning this turn. I don't think that where I'm putting them will come as a surprise to anyone.
He can roam around the N map a little more; he's only leashed to K15 for the moment. Once we've repelled the cavaliers, it won't matter if Edgar flanks us or not, we'll have the forces to roll him.
We should start thinking about who should retake Ballista 5 and reinforce the West. We'll need another mounted unit and a decent tank. So maybe Roland should canto west and another couple units should start marching after him (Adele & Oren/Wotan)
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
Just to confirm again; what is the level of enemy AI in this game? Will they beeline for the nearest target, or will they actually play smart?
@Grassy,
Like I said earlier, I think Argoth should go N-H14 instead of N-I15 to attack Swordsman #2; it'll put him within spitting distance of Edgar, which hopefully should provoke him to commit suicide la Argoth.
I agree with the West reinforcements, but maybe think about throwing in Paris as well. She can assist in nuking Lex, and has MTA against Gilles.
I don't think H14's proximity will provoke Edgar to attack Argoth, but it will put two extra tiles between him and K15. The idea of my plan is that if we can't pick off Edgar quickly, we should return Argoth to K15, and redistribute Roland/Paris.
The three attacks we can count on are by Argoth, the unit moving to K15 to attack Hugo, and Aramel. From there, we either pick off Edgar or the unit at K15, wall the tile with Argoth and repeat. If we commit Roland/Paris we can possibly snipe Edgar faster, but they're needed to bully Domni.
Edgar is a non-threat. Gunther and Domni actually threaten our objective control. If we could pick off Edgar in a turn or two and capture the skirmish tent, I'd leave Roland/Paris there. Since Edgar poses no threat, we can ignore him for now.
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"Repeat to yourself; it's just RP, I should really just relax" ~the mantra
Hmmm. Sounds solid, but I think Edgar is a more of a threat than you assume; not by virtue of his own fighting ability, but because the North sector he controls gets more frequent reinforcements than any other sector. I'd personally want to off Edgar fast and capture the North CT ASAP, so that WE get these reinforcements.
Then again, it's not like putting Argoth at N-H14 is going to help achieve that objective any faster, and it does pose a risk. I guess N-I15 is okay then; it still allows Argoth to reach Edgar by next Turn, if need be.
Also, I would not send Paris north; her low hit rate is going to fare poorly against the enemy skirmishers.
Some enemy forces have scripted actions and will prioritize those, but the majority will act based on priority. Action priority at the moment is roughly as follows:
0. scripted actions [priority]
1. can secure kill
2. priest/cleric/troubadour (staff)
3. can damage lord to < 30% HP
4. zone denial [no attack]
5. kill denial [restorative item use]
6. can damage PC to < 30% HP
7. highest hit%/damage without counter
8. highest hit%/damage with counter; if counter damage = 0 then +1 priority
Enemies with a CO are generally smarter than those without.
Edit: Have you guys decided on a final course of action? If you'd like, I can give you more time.
She could pick up mounted-rescue on promote, yes; that's not really a big deal.
I actually meant that the second lord is flying unit, so having a retinue that also flies would be thematically consistent. Poor wording, sorry. I've been a bit sleep deprived this past week.