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Tumbleweed Tactics (BETA) - drop in/out western combat and teambuilding
Posts
9 of Diamonds
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Geth, roll 1d3
9 of Diamonds! Grace's raw SKL increases by 3!
Neither of those pushes a stat to the next cutoff, but everything helps!
Stop: Stop no longer sets a unit to Waiting, but causes the unit to waste a phase turn (letting the opposition go twice) when activated.
Shield: Shield HP is now based on user's SKL*3 instead of target MaxHP/5. A stronger shield will replace a weaker one.
LCK Up: LCK bonus increased from 3 to 10.
LCK Down: LCK penalty increased from 3 to 10 (min 0).
Evade is now modified by LCK.
Stride has been removed.
SKL Down has been removed.
MOV Up: MOV bonus increased to 2.
MOV Down: MOV penalty increased to 4 (min 1).
HP Down: Lasts 2 turns.
HP Up: Lasts 2 turns.
Brawler
Haymaker damage increased to STR*8 and now inflicts ATK Down instead of SKL Down
Bull Rush damage changed to STR*7, but deals +10% more damage for each tile between self and target.
Grapple has been replaced with Corkscrew.
Corkscrew: Deal STR*6 damage to adjacent target and inflicts Stop
Brewer
Rough Draught no longer applies LCK Up.
Guardian
Toughen Up no longer affects self.
Hunter
Snare now inflicts MOV Down instead of Stop.
Switchblade
Perforate damage changed to SKL*5
Knife Throw renamed to Throwing Knives
Throwing Knives no longer deals randomized damage, but can target up to 3 tiles. The same tile may not be targeted more than once.
Sneak
Sneakstep grants MOV Up instead of Stride.
Totema
Winter Wolf damaged decreased to SKL*3 and now affects all enemies in a 9 tile area within 3 tiles.
Red Hawk now grants Quick instead of MOV Up.
Harvester
Scythe damage increased to STR*6.
Bonfire damage increased to SKL*8.
Peacemaker
Stall now inflicts Stop on a single target within 5 tiles.
The 6X series are equipped with medium range spazers, which deal 78 damage to a single target within range 2, but reduce their own HP by 10. They are also able to self-repair 15% of their HP. At close range they can also Incinerate, dealing damage equal to their missing HP and inflicting HP Down on themselves.
Failure Condition: River and Emma Mae are both defeated
Oh.
That's not how that works
Seems like this fight is gonna be about using our movement wisely, and dancing around our opponents at a distance? Maxwell's gonna be out star player this round; River should probably keep him Beserked whenever possible
Grace can get in there to land some decent hits and bait enemy movement, but the second either of these bots manages to box her in somewhere, she's knocked down to critical status. Emma Mae should probably stay close and watch Grace's back in case. Emma Mae should probably stay the hell out of any melee combat this fight, too: Shield and Defense only
Focus fire on one bot at a time whenever we can, but be quick to dance back into another corner to keep them from flanking Grace in particular
For turn one, I'd suggest River drop a Rough Draught on Maxwell, then move to back to C7
I thought Berserk made people get into melee range.
1. Emma Toughen up
2. River Rough Draught Grace move to C7
3. Maxwell D6 and Snare 65
4. Grace either Scream or Wisp 64 and get out of dodge
5. Maxwell Snare 64
6. Do more stuff while keeping ahead of merciless robbuts
The first post was a revision to what had been done so far, moves 1-5.
The last post is making a move but expecting to take the loss.
(I forgot to do a screenshot here, sorry)
For what it's worth, I think this is still possible. Don't forget about the Quick effect on Pep Tonic!
* forgot to account for River's XP in this screenshot
It's Emma's turn though
Emma to D7 and toughen up on Grace and River instead
* No screenshot since it wouldn't make sense
Everything should be chronologically repaired now.
In hindsight, while the action economy is preserved between you and the enemy team, I failed to take into account that a smaller team will be able to close distance a lot quicker. But now that that advantage is pretty much tapped out, I'm curious to see if you can eke out a win.
Personal strategy thoughts
That's a tremendously lucky break.
Maybe not.
Idk
I don't want 65 to one shot the healer
We could heal Maxwell and move River.
Or we could wake up Grace and move River, but then Maxwell bites the dust.
Or we could lay dmg on 65.
Edit: actually defend shields the user, I forgot
* It is now Grace's Quick turn.
Grace to A6, Wisp 65