I'm thinking I'll hide in the top left corner and hopefully OS can save me from everything.
iamtheaznman on
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El SkidThe frozen white northRegistered Userregular
edited July 2009
If you like. If you can get out of range of the hellknight for the round that'd be good- at least he won't get to do an attack then.
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El SkidThe frozen white northRegistered Userregular
edited July 2009
I'm heading out shortly, so I guess I'll just post my move assuming aznman does the moving to the top left thing. Feel free to change- I can redo the image, and my action doesn't really depend on yours anyway.
El SkidThe frozen white northRegistered Userregular
edited July 2009
Yuck. I just realized that was a pretty bad idea. The hellknight can just reach you and sweep, hitting both of you if OS doesn't move now. I was also supposed to leave 10 minutes ago >_<
OS, you could advance down adjacent to the archvile and blow him away with your shotgun. One attack has decent odds of killing him outright, and we are going to need to be a bit lucky if we're gonna survive this...
Play immediately after a marine moves into a space. Close one door of your choice. That door cannot be opened again until the start of your next turn (meaning my next turn).
I'm closing the door between you guys and OS. Aznman you have moved one space down, feel free to use your remaining spaces of movement as you like.
krylon666 on
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El SkidThe frozen white northRegistered Userregular
edited July 2009
Hmm.
I'm actually pretty happy about that choice. azn was already fairly screwed, so I don't see this as being too horrible. It won't delay us getting the key back, which is good.
Way I see it azn, you can either grab the ammo and move down, or else ignore it and move down below the HK so you can have better LoS. This likely won't change my move unless you guys can see a reason why it would.
If so Skid can advance into LOS of that corridor and pop a shot on the Hellknight and then get a guard token to shoot at stuff that Krylon might spawn.
Then its up to you OS to survive. If the Hellknight is melee it might just be better to sprint and get the health and hide in the corridor closest to the Hellknight.
Edit- Wait Krylon can we get a big map? It may be best for you to shoot at something and then run through the teleporter and stand on the teleporter.
It was covered by the imps. You probably can't grab the this turn and still fire shots at the Hellknight/have LOS though.
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El SkidThe frozen white northRegistered Userregular
edited July 2009
It's almost worth grabbing the clue.
Actually, we're so screwed I may as well just go ahead and do that just in case there is something that can save us.
Sprint
grab health, grab armour (Only if it stacks with my current armour- if not move around it). Grab Clue. current intention is to wind up 3 east of Aznman having taken 2 damage but healed 3
i don't think you can grab both the health and armor and make it out of the damage tile. if you don't grab the armor, you can make it to the square you said. if you do, you're a tile short
krylon666 on
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El SkidThe frozen white northRegistered Userregular
edited July 2009
True that. Does the armour stack then? If so, I'll probably stick on the clue square. More importantly, what does the clue do?
Another dead mechanic lies here, half of his flesh corroded away by the spilled chemicals. A device lying near him looks like it’s meant to be worn as a helmet. Putting it on, you can see that it projects a heads up display onto your retina, warning you of any threats approaching from the sides or rear.
You receive 2 tokens. You may discard 1 of these tokens at any time when you are attacked to prevent 1 wound. You can give all the tokens (they can't be split up) during your turn for 1 movement.
Tonight will be my last chance (maybe tomorrow early in the day) to do any updates until monday. I'll be going on a small vacation up to Montreal.
Posts
Can we name ourselves Team Rocket? Is that allowed at this point?
!Sprint
End turn
OS, you could advance down adjacent to the archvile and blow him away with your shotgun. One attack has decent odds of killing him outright, and we are going to need to be a bit lucky if we're gonna survive this...
Play immediately after a marine moves into a space. Close one door of your choice. That door cannot be opened again until the start of your next turn (meaning my next turn).
I'm closing the door between you guys and OS. Aznman you have moved one space down, feel free to use your remaining spaces of movement as you like.
I'm actually pretty happy about that choice. azn was already fairly screwed, so I don't see this as being too horrible. It won't delay us getting the key back, which is good.
Way I see it azn, you can either grab the ammo and move down, or else ignore it and move down below the HK so you can have better LoS. This likely won't change my move unless you guys can see a reason why it would.
I'm really leaving now >_<
I guess I'll go below the Hellknight on the right for optimal LOS/Dying.
Red: 3 Range, 1 dmg
+1 dmg, +1 range
Total: 2 dmg -> 1 wound to imp = dead
Attack the Archville with my shotgun
Miss
!done
God if we ever meet up in real life, I'm going to stab you :P.
Okay, now I'm just doing it for effect :P
Edit: If it makes you feel better, I just guffawed out loud at work, earning me some questioning glares...
Sure sure.
Invader Turn
. Draw 2 cards (hand at 5)
. Spawn Zombie + Trite
. Archvile attacks marine #3
Y → [3] = 2 Range, 2 Damage
B → [6] = 0 Range, 3 Damage
G → [6] = 3 Range
G → [1] = 1 Range, 1 Damage
marine #3 loses 3 wounds
. Zombie attacks marine #3
R → [3] = 3 Damage
B → [3] = 2 Damage
marine #3 loses 2 wounds
. Trite attacks marine #3
R → [1] = 1 Damage
G → [1] = 1 Damage
marine #3 loses 1 wound
. Trite attack marine #1
R → [2] = 2 Damage
G → [1] = 1 Damage
marine #1 loses a wound
. Hellknight attack marine #1
R → [2] = 2 Damage
B → [6] = 3 Damage
B → [4] = 3 Damage
marine #1 loses 4 wounds - FRAG!
. Imp attacks marine #2
Y → [4] = 1 Range, 3 Damage (+1 range)
B → [1] = 1 Range, 1 Damage
marine #2 loses a wound
. Imp attacks marine #2
miss
. Imp attacks marine #2
Y → [4] = 1 Range, 3 Damage (+1 range)
B → [3] = 0 Range, 2 Damage
marine #2 loses a wound
summary:
marine #1 - loses 5 wounds - FRAGGED
marine #2 - loses 2 wounds
marine #3 - loses 6 wounds
!End Turn
Actually I can spawn on the grenade try to kill the Imps and stand in the way of the Hellknight from killing Skid.
B - 1; 1 Range, 1 Damage
B - 6; 3 Damage
Killing the two Imps
Proccing Killer Instinct
And attacking the Imp with my machine gun.
B-5; 0 Range, 2 Damage
G-2; 2 Range, 1 Damage
Killing the Imp.
No ammos any mores .
!done
If so Skid can advance into LOS of that corridor and pop a shot on the Hellknight and then get a guard token to shoot at stuff that Krylon might spawn.
Then its up to you OS to survive. If the Hellknight is melee it might just be better to sprint and get the health and hide in the corridor closest to the Hellknight.
Edit- Wait Krylon can we get a big map? It may be best for you to shoot at something and then run through the teleporter and stand on the teleporter.
I didn't see that
It was covered by the imps. You probably can't grab the this turn and still fire shots at the Hellknight/have LOS though.
Actually, we're so screwed I may as well just go ahead and do that just in case there is something that can save us.
Sprint
You receive 2 tokens. You may discard 1 of these tokens at any time when you are attacked to prevent 1 wound. You can give all the tokens (they can't be split up) during your turn for 1 movement.
Tonight will be my last chance (maybe tomorrow early in the day) to do any updates until monday. I'll be going on a small vacation up to Montreal.