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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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
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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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Identify POI at 6:1.
Move to 6:3.
Extinguish smoke at 6:4.
Drag hazardous materials to 7:3.
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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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
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.
@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!
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
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.
Posts
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.
Move to 6:3.
Extinguish smoke at 6:4.
Drag hazardous materials to 7:3.
Smoke at 1:1.
Also, fire in small rooms tends to rack up damage. See: last game
New POI 2:1
False: 2/5
Rescued: 4/7
@Daemonis
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
I'm ready to fire next turn!
Smoke at 1:2
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
@Tayrun
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
We may also want to use the ambulance to shuttle Tayrun to the other side of the house. Thoughts?
No AP saved.
Smoke at 5,8.
Happy to be driven around to the north side where I can be more useful.
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!
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.
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
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
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.
Bring on hardmode!
Yes. Always yes.
Smoke at 1:5.
New POI at 4:2! We've been pretty lucky with those.
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
@Daemonis
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
Smoke at 2:5
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
@Tayrun
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
Fully extinguish 2:5, 2:7. 4AP
Smoke in 1:8. I'll be able to deal with that.
If victim, bring back to 3:1, save 1AP.
If false alarm, move to 3:2, save 4AP.
Fire at 4:8
False: 4/5
Rescued: 7/7
Damage: 11/24
@blahmcblah
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
I plan on booking it over there and bringing the vics with me.
Drive East.
Extinguish fire at 4:8.
Smoke at 4:3.
@Daemonis