Hmmm.. Should I grab those grenades and try to attack stuff or open the door? I really think we need to get away from this area or he is gonna be able to keep spawning stuff on us.
can't spawn there (too far away). has to be more than 8 squares away from where you died and less than 16
krylon666 on
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El SkidThe frozen white northRegistered Userregular
edited July 2009
So you can spawn directly below the north compass thing and move to the teleporter and shoot/punch the trite from there.... You just can't make it up to the ammo
How do I count distance away? Does it count through obstacles or do I count it as if I would have to move 8 to get back to that spot in the most efficient way possible?
ha yeah man, without armor i think that would've been 7 wounds.
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El SkidThe frozen white northRegistered Userregular
edited July 2009
Just reading through the rules on health tokens (for no real reason >_>), saw this:
HEALTH TOKENS
These tokens represent painkillers and other medical supplies that the marines can use to treat their wounds. When a marine picks up a health token, he must immediately discard it from play and then return up to 3 wound markers previously removed from his equipment bin. If the marine is already at full health (i.e., no wound markers have been removed from his equipment bin), he cannot pick up health tokens.
I think I'm going to use unload and hit the top Trite, proccing Killer Instinct, using 2 movement to open the door and then I have two other attacks (to either use on things here or in the other room).
Skid you are going for the health?
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El SkidThe frozen white northRegistered Userregular
edited July 2009
I was thinking of going for the health, but I can see what you reveal in the next room and go from there...
If you are going to base your turn off of proccing killer instinct, please do make sure you actually hit this time, azn :P You do have the token to make your shot aimed if you want to use it, though blowing it to kill a trite it does seem to be a bit overkill.
I'm hoping that opening a door (and thus spawning more monsters) with 6 monsters already in play isn't going to cause us massive pain going forward, but I guess sitting around isn't going to accomplish much.
http://invisiblecastle.com/roller/view/2155469/
Y-2; 1+3 Range, 3 Damage
G-4; 3 Range
Officer: +1 Range, +1 Damage
Kill the trite proccing killer instinct, opening the door and waiting. (Missed the first attack but at least I have my ammo still).
don't mix up your range and damage - you actually did 1 damage from rolling a yellow 2 (plus another for officer). just saying ps - i seriously laughed when i saw MISS - FRAK YOU.
This dim area is filled with dark corners where invaders can hide and is lit only occasionally by the sparks that pop from various wrecked machines here. A large shadowy form growls at you from up ahead.
You have unleashed hell. Prepare to die! :evil:
krylon666 on
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El SkidThe frozen white northRegistered Userregular
Two strategies. One I can pick up the Grenade and throw it to try to kill all 4 Zombies. (I still don't really quite understand how Grenades work). Then you all scurry into the room with OS closing the door behind him. Skid can pick up the health in the next room.
Another I can just close the door.
I'm leaning towards Grenade but there sure are a hell of a lot of threats right now.
Posts
Y - 6; Miss
B - 1;
G - 2;
Well that kind of sucked. So my steller killing two things and opening the door was pretty thwarted.
Move towards the door like so:
Advance
Step into teleporter and move down then diagonally right so I'm beside the health. Gain a guard token.
End turn
Advance
Spawn on the teleporter in the bottom (assuming that is legal), move back through it and move to the ammo in thetop left corner.
Take a shot at the closest trite.
yellow: 1 (3 range, 1 dmg)
green: 2 (2 range, 1 dmg)
+1 range, +1 dmg
total: 6 range, 3 dmg = dead trite.
!Done[/strike]
whoops disregard that, I am bad.
How do I count distance away? Does it count through obstacles or do I count it as if I would have to move 8 to get back to that spot in the most efficient way possible?
This might take a while... OS sometimes has trouble getting it up :winky:
Spawn exactly 16 squares away. Move to the teleporter. Move through it and pick up the ammo in the upper left corner
!Done
Your right! That is why it took 18 minutes :P
This was how I interpreted his move instructions. I don't think he is picking up the health
edit: But that trite is still alive so he wouldn't be able to move there.
thats what i'm saying. but he did say take the teleporter, go down, then diagonal to the right. either way, not a valid move
He will have to fix that :P
Edit: Here you go-
One moment please...
So that he could fit a big thing on your ass!
:P
Invader Turn
. Draw 2 cards (hand at 6)
. Spawn Zombie + Imp + Trite
. Imp attack marine #2
Y → [5] = 4 Range
B → [5] = 2 Damage
no wounds
. Trite attack marine #2
R → [4] = 3 Damage
G → [4] = 0 Damage
marine #2 loses 1 wound
. Zombie attacks marine #2
R → [3] = 3 Damage
B → [6] = 3 Damage
marine #2 loses 2 wounds
. Imp attacks marine #2
Y → [2] = 1 Damage
B → [1] = 1 Damage
no wounds
. Trite attack marine #2
miss
. Trite attack marine #2
R → [3] = 3 Damage
G → [3] = 0 Damage
marine #2 loses 1 wound
I tried really hard to kill you... I'll get you next time :evil:
!End turn
Yay armour?
I'm just going to grab some health now, if you all don't mind :P
HEALTH TOKENS
These tokens represent painkillers and other medical supplies that the marines can use to treat their wounds. When a marine picks up a health token, he must immediately discard it from play and then return up to 3 wound markers previously removed from his equipment bin. If the marine is already at full health (i.e., no wound markers have been removed from his equipment bin), he cannot pick up health tokens.
Themoreyouknow.jpg
I think I'm going to use unload and hit the top Trite, proccing Killer Instinct, using 2 movement to open the door and then I have two other attacks (to either use on things here or in the other room).
Skid you are going for the health?
If you are going to base your turn off of proccing killer instinct, please do make sure you actually hit this time, azn :P You do have the token to make your shot aimed if you want to use it, though blowing it to kill a trite it does seem to be a bit overkill.
I'm hoping that opening a door (and thus spawning more monsters) with 6 monsters already in play isn't going to cause us massive pain going forward, but I guess sitting around isn't going to accomplish much.
UNLOAD with a Machine Gun, Targetting the top Trite
B-5; 2 Damage
G-5; 2 Range
Officer: +1 Range, +1 Damage
Machine Gun: +2 Range
Kills it proccing Killer Instinct, use two movement to open the door. Awaiting whats behind the door for whats next.
You can't use the machine gun any more this turn. You must choose another weapon for that attack, which would be your pistol.
Attacking with my pistol...
Y- 6; MISS
FRAK YOU.
Fine reattacking with my pistol...
Y-2; 1+3 Range, 3 Damage
G-4; 3 Range
Officer: +1 Range, +1 Damage
Kill the trite proccing killer instinct, opening the door and waiting. (Missed the first attack but at least I have my ammo still).
updating the map in a sec
Currently at 1 Ammo. So that really sucked.
I'm actually not sure HOW off hand, but I'm sure it was possible :P
*shakes fist at krylon*
This dim area is filled with dark corners where invaders can hide and is lit only occasionally by the sparks that pop from various wrecked machines here. A large shadowy form growls at you from up ahead.
You have unleashed hell. Prepare to die! :evil:
HAHAHAHAHAHA
awww crap
Two strategies. One I can pick up the Grenade and throw it to try to kill all 4 Zombies. (I still don't really quite understand how Grenades work). Then you all scurry into the room with OS closing the door behind him. Skid can pick up the health in the next room.
Another I can just close the door.
I'm leaning towards Grenade but there sure are a hell of a lot of threats right now.