![]() |
...I'll just leave you alone here to talk to yourself for a while.
|
Just poison Solstice already..Faw/Uber will die pretty soon too so if anyone wants to make them do anything special now would be the time.
|
*patpats Risp*
|
Radium read my commands wrongly. Why didn't anyone else spot that? :(
I have posted new and modified commands in my latest post (it will not allow both Grandma and Fooruman to die, and definitely force Solstice to use Kudzu/Disbalance, causing 4 damage, so there's more of a point to casting Raise). |
Quote:
We still won anyways WR, who cares ;P. Just poison Solstice, wait for it to die/dispell itself, cast manaflare on araches and slowly lightning everyone to death. |
No, we haven't won, and I don't understand why you wouldn't care that commands are read wrongly. Hopefully, Radium will just use my new commands, or my old commands correctly, and we can get on.
And not caring about things like that must've been how you lost your game. :p |
Give me one reason on why do you focus on killing off Ice Hydras, WR.
|
One reason: It's fun.
Many reasons: Solstice cannot be directly attacked by anyone except Mythslayer, and if he does move, he'll get killed by Jim or 21HP Ice Hydra, because we won't really move Mythslayer until after he has used Slay. Preserving either Grandma or Fooruman would allow Hellfishy/Foshzzle to be cast on Solstice (or another Ice Hydra). Our aim is to win by killing everybody, isn't it? So why not Ice Hydras because they have the lowest HP, and don't you just love the sense of fulfilment when you know you have wasted as little spells as possible before the end of the game? :| |
I think we have died often enough to aim for just winning the battle. ;/
|
Look. Using posion then manaflare then infinate casts of lightning will use up less spells than raising conquista then using hellfishy then using slay then using poison then probably burning a lot of summons to hurt people then using manaflare then using infinate lightnings.
|
Stop attacking strawmen and being nihilistic at the same time. :(
|
If you use slay now, have the mythslayer attack solstice, and waste lightning and another summon, you'll be able to kill solstice without poison. That will actually make killing off the remaining ice hydras more tedious, though, as you will have to use infinate summons rather then infinate lightning.
|
Quote:
|
Aw..that would've been fun. ;( We could've made jokes about hydra reproduction and STDs. Too late now.
|
It would have also taken 20 or so turns.
|
Oh, and by the way. Perfect Solstice has only one dispel.
|
You are being helpful by telling us just after we found out.
|
I can't tell you anything you don't already know except for the mechanics of spells, you know that.
|
Quote:
No, I'm pretty sure I lost it because I didn't go for the Succubus first and went for the Solstice and got to see all of the succubus's cool new spells :). And unless someone does something stupid we wouldve won anyways, with or without fooruman (who died anyways next turn). |
But the important thing is that letting Fooruman cast Foshzzle was a good decision if Solstice had 2 Dispels. Which he didn't, but Cooba used *hypno* on me skillfully, despite being paranoid. :|
And he died...with...honour. *sniff* EDIT: And we won, taking us only 5 tries! :D |
OK NEW BATTLE IS UPON US K
I SUGGEST FAW GOES NORTH, EAST. |
Leetzan could move NW twice and then N, and summon a Mythslayer on the other side of the wall to cause some pwnage... Faw should go for NW and W and stay there.
|
You can move diagonally? Cool.
|
Don't summon anything to the other side of the wall. Talon and Lance can take out any summon near them before it even gets in two hits. For now, we need to focus on defense. Let the BBs take care of the wall, in the mean time just keep Faw and L33tz4n safe. The Ice Serpant is a useless attacker; Risp calls it a wall, and he's right. Have Faw defend, move L33tz4n North twice and have her summon an E. Sphere to the North of the Serpant, and have the Sphere attack. L33tz4n'll be safe, and we'll get a good start. The Ice Serpant has a melee-range poison attack which is extremely powerful, but the E. Sphere is immune to magic.
EDIT: Then again, having L33tz4n stay where she is and defending after summoning could work, too. I'm not that concerned about the Ice Serpant being a huge threat, it's real danger lies in blocking off our pathes. |
Why that sounds brilliant Dev!
|
Risp helped me, and Rad let the info about the poison spell slip. Basically I'm mooching brilliance and stealing intellegence. :p
|
I'd say do what Dev said. but maybe with L33tz4n moving NW, N instead.
What Dev said but with L33tz4n moving NW N instead: Fawriel: Defend. L33tz4n: NW, N. Summon Enchantresphere N of Ice Serpent. Enchantresphere: Attack Ice Serpent. Although, if we all attacked it right away we could just get rid of it in two turns, before the wall is down: Fawriel: Attack Ice Serpent. L33tz4n: Summon Enchantresphere N of Ice Serpent, Attack Ice Serpent. Enchantresphere: Attack Ice Serpent. Then once it's down we could summon up some more stuff, and wait for the next part of the battle. Edit: For the second plan, L33tz4n would take double-damage, but it's only four. The AWA could heal it all back on the next turn anyways. |
I don't like the idea of casting a spell with L33tz4n and having her attack in the same turn. She'll be open for double-damage, and we have to keep her alive.
|
Oh, right, double damage. Just faw and the sphere could attack on the first turn, then everybody on the second.
But it's only 4 damage anyways, right? 4 healable damage =O |
So, the enemy is armed with guns, and they do not have to move anywhere to attack?
|
No, the BBs have the same limited attack range as us. Guns just fit their personalities more than melee weapons, I guess.
EDIT: We should have made L33tz4n defend. D= |
Quote:
EDIT: Ok, they do have more spells... :p How about this: Faw: Raise on Leetsan. Everyone: Attack the Mythslayer. |
I guess I'm okay with that. Faw will be left open, but like I said before the Ice Serpant is a pansy. Talon has at least one more summon called Dire Wall, and I don't know what it can do, but I agree that for now killing the Mythslayer is #1 priority.
You know we're gonna die on our first try, anyway, so let's just try some things and see what sticks. |
Forgive the double-post.
If you want to summon the A.W.A., summon it to L33tz4n's left so there'll be a barrier around her. Keep Faw and the E.Sphere where they are. |
Dev, about your latest post, I think a summoned unit should stand next to the wall, rather than having one of our mortal characters closeby (Fawriel). We already have a summoned unit, so our next one should be the Arabian War Accupuncturist, since both of our main characters are hurt.
|
They're totally gonna summon something to kill L33tz4n. I'll yield this time, though, since you're usually the best strategist.
EDIT: I wish you had at least made L33tz4n defend, though. |
Hmm... what about having Leetzan move S and hypnotise Talon, and thus make him stand where the wall used to be? That way he could get 16 damage... And if the Muffin would attack Leetzan, the Accupunctrist/Faw is nearby.
|
How about this?
Leetsan: *hypno* on Talon. Defend. AWA: N, NE, attack Faw. Enchantresphere and Faw: Attack Talon. |
Danger Muffin has a spell called "Feat." It can do several different things. I can't remember them all, but one give him teleportation for one turn, one is a melee-range healing spell, and one raises defense. Don't underestimate teh Muffin. D=
|
Well, none of them seem particularly offensive, apart from Feat, which won't really do much harm at the moment. It's just easier to attack Talon than the Muffin, especially when Talon now receives double damage. It's an opportunity we can't miss.
|
| All times are GMT -8. The time now is 10:23 AM. |
Powered by vBulletin® Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
JCF © 2001-Infinity Jazz2Online