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[PbP] Flash Point: Fire Rescue - Game 2 Begins!

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    ArcSynArcSyn Registered User regular
    Ah, ok.

    4dm3dwuxq302.png
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    TayrunTayrun Registered User regular
    MrTLicious wrote: »
    Tayrun, you should just leave the victim and head for the fire. We'll pick it up later.

    Dat room...

    It's cool brah, I can get the vic outside next turn. Two turns to get him from where he was to relative safety seems legit.

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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    You're right. And maybe Daemonis should hang on to his. We're so close to victory that we probably don't need to worry about the fire unless something crazy happens.

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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    Identify POI at 6:1.
    Move to 6:3.
    Extinguish smoke at 6:4.
    Drag hazardous materials to 7:3.

    Smoke at 1:1.

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    MrTLiciousMrTLicious Registered User regular
    Unless we're going for a perfect 10/10 victory!

    Also, fire in small rooms tends to rack up damage. See: last game :(

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    ArcSynArcSyn Registered User regular
    False alarm on the POI
    New POI 2:1

    False: 2/5
    Rescued: 4/7

    aU9Ia.jpg
    @Daemonis

    Roles and Turn Order:
    k6coUs.jpg - Tayrun
    4kZwQs.jpg - MrTLicious
    FXnrKs.jpg - blahmcblah
    kCEWTs.jpg - Daemonis
    jfaO8s.jpg - ArcSyn

    FJg0Rs.jpg - Hazmat Technician
    bFQpvs.jpg - Paramedic
    5vRJFs.jpg - Fire Captain
    You can swap for 2AP at the Engine.

    4dm3dwuxq302.png
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    DaemonisDaemonis Registered User regular
    Move victim to 6:3, leave it here, move to the engine. 0 AP.
    I'm ready to fire next turn!
    Smoke at 1:2

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    ArcSynArcSyn Registered User regular
    Open Door (1 AP)
    Extinguish Fire 2:6 (2 AP)
    Save 2 AP
    Explosion at 2:7! Ahh!
    Expands to 2:6, Damages 3 walls.

    False: 2/5
    Rescued: 4/7
    Damage: 8/24

    7qee8.jpg
    @Tayrun

    Roles and Turn Order:
    k6coUs.jpg - Tayrun
    4kZwQs.jpg - MrTLicious
    FXnrKs.jpg - blahmcblah
    kCEWTs.jpg - Daemonis
    jfaO8s.jpg - ArcSyn

    FJg0Rs.jpg - Hazmat Technician
    bFQpvs.jpg - Paramedic
    5vRJFs.jpg - Fire Captain
    You can swap for 2AP at the Engine.

    4dm3dwuxq302.png
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    MrTLiciousMrTLicious Registered User regular
    Hey blah, on my turn I'm gonna grab the vic and bring it back. If the new POI isn't in that room, I think I'll probably drive the ambulance up unless you have an objection. Think about whether you want to ride along :)

    We may also want to use the ambulance to shuttle Tayrun to the other side of the house. Thoughts?

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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    edited August 2012
    Sounds good, except replenish POI doesn't happen until after actions, so probably just drive west and I'll ride along. Then I'll identify 2:1 and if it's false, or the situation in the top right is dire, I'll drive Tayrun up there.

    blahmcblah on
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    TayrunTayrun Registered User regular
    Drag vic to ambulance spot. 4AP.
    No AP saved.

    Smoke at 5,8.

    Happy to be driven around to the north side where I can be more useful.

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    MrTLiciousMrTLicious Registered User regular
    Head up to vic at 6:3 and bring him to ambulance. (3AP)

    Drive ambulance to west side, capturing Tayrun's vic. (blahmcblah rides along) (2AP)

    Head to POI at 2:1. Save 1AP.

    New POIs at 4:7 and 3:7 (not sure what the smoke rule is so move the one if necessary. Either way that's scary as balls!)

    Explosion and hotspot at 5:6 (Joint roll).

    Smoke on me at 2:1.


    Sorry, that was terrible rolling. Nothing like a little fear to make the end of the game interesting!






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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    The POI at 3:7 ends up at 3:5, I think.

    If the POI at 2:1 is a victim, I'll move there and drag him to 3:1 (so Tayrun can save him early).

    If it's a false alarm, I'll wait to see where the next POI appears before deciding.

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    ArcSynArcSyn Registered User regular
    @MrTLicious you have 2 AP saved, which would allow you to move the victim to 3:1 which would allow @blahmcblah to move them into the ambulance during his turn, making this a win!

    If you wanted to do this, This is what the map would look like after blahmcblah's turn!

    False: 2/5
    Rescued: 7/7
    Damage: 11/24

    2bN2K.jpg

    Roles and Turn Order:
    k6coUs.jpg - Tayrun
    4kZwQs.jpg - MrTLicious
    FXnrKs.jpg - blahmcblah
    kCEWTs.jpg - Daemonis
    jfaO8s.jpg - ArcSyn

    FJg0Rs.jpg - Hazmat Technician
    bFQpvs.jpg - Paramedic
    5vRJFs.jpg - Fire Captain
    You can swap for 2AP at the Engine.

    4dm3dwuxq302.png
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    MrTLiciousMrTLicious Registered User regular
    Do it rockapella!

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    MrTLiciousMrTLicious Registered User regular
    (on phone can someone roll for me?)

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    MrTLiciousMrTLicious Registered User regular
    Oh, I don't need to roll because I have 2AP now! Bonus win!

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    ArcSynArcSyn Registered User regular
    edited August 2012
    Large (4.3MB) gif of our game, turn by turn. We won in 25 turns!
    http://i4.photobucket.com/albums/y141/ArcSyn/Map.gif

    edit: nevermind, photobucket destroyed it's size and now it's only just under 1 MB.
    Map.gif

    ArcSyn on
    4dm3dwuxq302.png
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    DaemonisDaemonis Registered User regular
    Hurray!

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    TayrunTayrun Registered User regular
    AWWWWWW YEEEEEEEAAAAHHHHHHH!

    Bring on hardmode!

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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    Whoo! Good job everyone! Did anyone want to try for 10/10? :)

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    TayrunTayrun Registered User regular
    Hubris, you say?

    Yes. Always yes.

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    ArcSynArcSyn Registered User regular
    Ok, if we're continuing, @blahmcblah has 1AP left he can spend and needs to roll smoke/fire.

    4dm3dwuxq302.png
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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    Identify POI at 3:5.

    Smoke at 1:5.
    New POI at 4:2! We've been pretty lucky with those.

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    ArcSynArcSyn Registered User regular
    False POI @ 3:5

    Rolled new POI @ 4:8 which moves to 4:6. That's a dangerous position, as that wall is down between them and the fire.

    False: 3/5
    Rescued: 7/7
    Damage: 11/24

    Map26.png
    @Daemonis

    Roles and Turn Order:
    k6coUs.jpg - Tayrun
    4kZwQs.jpg - MrTLicious
    FXnrKs.jpg - blahmcblah
    kCEWTs.jpg - Daemonis
    jfaO8s.jpg - ArcSyn

    FJg0Rs.jpg - Hazmat Technician
    bFQpvs.jpg - Paramedic
    5vRJFs.jpg - Fire Captain
    You can swap for 2AP at the Engine.

    4dm3dwuxq302.png
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    DaemonisDaemonis Registered User regular
    edited August 2012
    Drive the engine to the right position and fire: 5:3 = 5:6 (please correct me, if I'm wrong). Nice!
    Smoke at 2:5

    Daemonis on
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    ArcSynArcSyn Registered User regular
    Ahh! The fire spreads and knocks me down!
    Starting back at ambulance in 3:0
    Drive ambulance to north side (assuming Tayrun and blahmcblah come along) (2 AP)
    Move 1:6 (1 AP)
    Extinguish 1:7 (2 AP)
    Extinguish 2:6 (2 AP)
    Smoke 1:3

    False: 3/5
    Rescued: 7/7
    Damage: 11/24

    Map28.png
    @Tayrun

    Roles and Turn Order:
    k6coUs.jpg - Tayrun
    4kZwQs.jpg - MrTLicious
    FXnrKs.jpg - blahmcblah
    kCEWTs.jpg - Daemonis
    jfaO8s.jpg - ArcSyn

    FJg0Rs.jpg - Hazmat Technician
    bFQpvs.jpg - Paramedic
    5vRJFs.jpg - Fire Captain
    You can swap for 2AP at the Engine.

    4dm3dwuxq302.png
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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    Wow, fantastic shot! I was worried for a second.

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    TayrunTayrun Registered User regular
    Move to 2:6. 2AP
    Fully extinguish 2:5, 2:7. 4AP

    Smoke in 1:8. I'll be able to deal with that.

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    TayrunTayrun Registered User regular
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    MrTLiciousMrTLicious Registered User regular
    Head to POI at 4:2. (2AP)

    If victim, bring back to 3:1, save 1AP.

    If false alarm, move to 3:2, save 4AP.

    Fire at 4:8

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    MrTLiciousMrTLicious Registered User regular
    Can I use movement AP to radio the ambulance?

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    ArcSynArcSyn Registered User regular
    I don't see why not, it's movement AP.

    4dm3dwuxq302.png
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    ArcSynArcSyn Registered User regular
    edited August 2012
    POI was false, new POI at 1:5 which moves to 2:5.

    False: 4/5
    Rescued: 7/7
    Damage: 11/24

    Map30.png
    @blahmcblah

    Roles and Turn Order:
    k6coUs.jpg - Tayrun
    4kZwQs.jpg - MrTLicious
    FXnrKs.jpg - blahmcblah
    kCEWTs.jpg - Daemonis
    jfaO8s.jpg - ArcSyn

    FJg0Rs.jpg - Hazmat Technician
    bFQpvs.jpg - Paramedic
    5vRJFs.jpg - Fire Captain
    You can swap for 2AP at the Engine.

    ArcSyn on
    4dm3dwuxq302.png
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    ArcSynArcSyn Registered User regular
    Tayrun, you want to go left and take care of those fires and I'll go to the POI and take care of the one there? Or should I run for the one at 4:7?

    4dm3dwuxq302.png
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    TayrunTayrun Registered User regular
    I think you should deal with the nearest POI, I'll work towards clearing the fire on the way towards teh one at 4:7. Blahmcblah, I could use your help with that.

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    MrTLiciousMrTLicious Registered User regular
    If there's any way the fire by the right door can be put out before my next turn, that'd be awesome.

    I plan on booking it over there and bringing the vics with me.

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    blahmcblahblahmcblah You pick your side and you stick - you don't cut and run when things get ugly. Registered User regular
    No problem.

    Drive East.
    Extinguish fire at 4:8.

    Smoke at 4:3.

    @Daemonis

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    MrTLiciousMrTLicious Registered User regular
    Is the door between the POIs open or closed?

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    ArcSynArcSyn Registered User regular
    Closed. I just got my laptop (left if over my in-laws earlier) so I have an updated map incoming.

    4dm3dwuxq302.png
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