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[mini] Starship Troopers - Planet P - Day 6 - GAME OVER. MAFIA WINS
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I also don't like how you're buggin' out on me, man.
I'd imagine so, though the person in B13 is kinda stranded if they close the gate to C12.. I don't know of their odds of survival if they don't. Using the "extra move" could get them to the western gate, but not quite through.
The one in B3 doesn't seem worth it with no squad peeps there, especially since people might risk their lives out there.
The people in N12, O12, and Q12 can make it through the Western Gates. Though I'm guessing one of them would have to volunteer to close the gate behind them?
edit: Also I'm too far away to close any of the outer perimeter gates this turn, could the next. But that doesn't do much for us.
C12 guy can do a lot of damage I'd think by closing his door, staying there in B14 and blasting a lot of bugs around the perimeter of that building. It'd be suicidal, though.
Alternate escape routes include providing covering fire via wall squad members and turret fire.
I don't see why anyone would want to be outside the western gate, since being inside still allows them to shoot far enough to reach the edges of the map.
Naive-Nice Assumption: they think the bases are death traps
Likely Assumption: they can easily get to 3 gates and blow them open if they have to...if they are bad
Explosives are targetted with unlimited range. They can be launched no matter where squad members are.
ah that is odd (re-checked the OP) I kinda assumed hmm...So either they are dumb(like me) and bad , which is probably not that likely as I'm guessing other mafia people probably corrected them if they made an assumption like I did. But you never know..hmm
The only other justification I could see if they were an extra unit they had just in-case to travel between bunkers if they thought there might be an odd group congestion in an unexpected area.
Hoho!
Kime because you never remember me!
One day you will remember me and we will have caaaaaake. :twisted:
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Kime however goes down very well with a little powdered sugar.
Additionally, if you are within range of a gate, please send someone to close it. That way, whatever gates aren't closed can be helpful with deductions of evilness.
!Clarification: For the USE action, we can specify that we're attempting to close a gate so that we don't accidentally "USE" and open a gate, right?
*B:L says as he plans his evil plans*
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*Kime says as he kimes his evil kimes*
I think he wants to make sure that the act of USING a gate require a Open/Close descriptor to ensure that if two people attempt to close the same gate just using a "USE" command that they don't inadvertently reopen it.
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Two people Using a closed gate on the same turn will open, and then re-close the gate. Plan accordingly.
Gates opened or closed by explosives can no longer be Used
We should probably coordinate gate opening/closing duties publically to keep things honest.
Alternatively, if people are worried about their squad members being picked off because of it, I'll volunteer to anonymously relay the gate using info you send me to the boards to keep things honest, since I'm Never Evil.
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Minor Second : 6
Dunadan: 3
kime:3
B:L : 2
lemminghead :2
Egos : 1
TheLaw : 1
KingMole : 1
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Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Don't make me hurt you!
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Guess I just found who's going to throw the grenade in L8!
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I made sure to USE every gate on the map.
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Minor Second won the vote?
haha "won"
Days probably, to work out all the grenade throw resolutions.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Zing!
shut up
almost done
The troops all fanned out to collect equipment and deal with the introductory Arachnid threat. The focus of the moment was finding enough supplies to weather the incoming waves. Most squads managed to find at least something to help them.
The Lieutenant walked amongst the men digging through the boxes and crates and spotted The Big Name Players and Prettiest in Pink not really doing much of anything. He stormed up to both squads, grabbing members of both squads.
“DO YOUR JOBS OR I’LL SHOOT YOUR MYSELF. IS THAT CLEAR?!” he screamed as he pushed them away, disgusted.
The Others did a fine job, focusing some on defense, and managing to net themselves some impressive stats.
Turrets were successfully manned and used, The Lieutenant was especially pleased about this, although he did berate the teams for undermanning the turrets.
Bisk's Beasts decided to take a look around with the other squads, but before they could manage to do anything useful, they were obliterated by the Arachnid. They were delicious
Unfortunately, The Giga Drill Breakers and allPha Squad members stepped in juuuuuust the wrong places, uncovering surprise holes in the ground. From these, bugs spewed forth and attacked anything nearby. How unfortunate!
The Redshirts lived up to their namesake famously by catching the eye of the Infected Arachnid Specialist and dying quickly.
The Big Name Players lost a lone squad member, who just couldn’t be bothered to get out of the way of an incoming Arachnid Warrior.
The situation gets worse. The main bug attack has started.
Three Fliers are ready to attack
Three fliers are staging
Top 5 Kill Board:
1. The Others 4
2. The Gilded Champions 3
3. The Giga Drill Breakers 3
4. The Ghosts 1
5.
Kills this round: 11
Casualties:
Tommy 2 Hands - The Watch – Strike Team – Betrayed by the Infected Squads
Trust - The Redshirts – Regular Squad – Hunted down and gutted by the Infected Specialist
The_Reflection - The Boston City Jerkrags – Regular Squad – Accidentally shot in the faces by a fellow squad!
Minor Second - Bisk's Beasts – Regular Squad – Killed by THE BUGS
THE MAP
http://i31.photobucket.com/albums/c397/Raneados/Day1Orders.png
NOTES:
The Red Circles with a black interior denote Ready Fliers. These will attack this turn. If your squad members are alone or if turrets are undermanned this turn, try to be not near these fellows.
Purple Turrets denote those successfully used.
Remember, to keep a turret "manned" sufficiently, you only need the requires units on the tile. Only one unit on a tile has to USE the turret. The others may look/attack if they so wish.
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