The way I see it, assuming youโre out of range to hit it (because otherwise you definitely want to hit it) you have 2 options, (a) move in as close as possible, or (b) hover 6 squares north of the lion.
If the lion draws claw, then (a) you get clawed all three of us can retaliate, (b) nobody gets clawed, all three of us can retaliate.
If the lion draws roar, no difference in attack, someone is getting got, just (a) two of us can retaliate, (b) only Iโm in range to hit back.
If the lion draws grab, a or b, Iโm likely fucked and the bugger is running away.
Take your choice.
By the way, Iโm trying to balance the kind of tactical discussion I think this game needs with avoiding being an annoying quarterback. Please let me know if I swing too far either way.
Jam Warrior on
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Isn't roar out of the deck now?
I appreciate your level of tactics here because I'd like us to win and I'm having trouble learning the system here for some reason.
We should get to choose which of the two squares in front of the lion that Iโm dropped in. So Iโll choose the North one, and use my move to circle behind him.
Feels like there is some strategy we are missing other than chase him around until he one shots us but I don't see it.
I will go 4 west.
I gather there's a lot more strategy once you unlock the other survival actions and start getting gear.
One strategy I can think of is timing rock critical hits when you think there's a decent chance that one of the stronger AI cards will be discarded. Terrifying Roar seems like the deadliest right now. I guess what I would do is hold off when I know it's not in the deck. After that, it's a press your luck judgement call watching other cards be drawn, knowing that each not-Roar card increases the odds the next one will be but not waiting too long or else it will be played and you'll have to wait until the next reshuffle.
There's also keeping in mind of that trap card for hit location ruining your crit, so being cautious if a bunch of hit locations have been drawn but the trap hasn't come out yet.
(although you all have enough insanity right now that brain damage isn't a big deal, but being forced to run away from roar is also a bad thing)
It's always best to let people who can hit the lion try first as reactions might change its position. For example if me hitting it causes it to turn and charge forward then you can possibly get it.
I'll move 1E, 1S and make a feeble attempt to bite it. Ol' Vance is looking like a write off so might as well have a try.
Posts
Lion moves left to Vance.
geth roll 2d10t2
geth roll 1d6 for location
0 -> light injury -> heavy injury knocked down
@38thDoe as only one not knocked down
Keep in mind you're almost guaranteed to be the target next monster turn.
If the lion draws claw, then (a) you get clawed all three of us can retaliate, (b) nobody gets clawed, all three of us can retaliate.
If the lion draws roar, no difference in attack, someone is getting got, just (a) two of us can retaliate, (b) only Iโm in range to hit back.
If the lion draws grab, a or b, Iโm likely fucked and the bugger is running away.
Take your choice.
By the way, Iโm trying to balance the kind of tactical discussion I think this game needs with avoiding being an annoying quarterback. Please let me know if I swing too far either way.
I appreciate your level of tactics here because I'd like us to win and I'm having trouble learning the system here for some reason.
Grasp
Pick target
closest knocked down survivor, in range
closest survivor, in range
no target: sniff
Target Vance
geth roll 1d10t2
Legs
Severe injury
light injury -> heavy injury
Vance only has heavy injury on the legs.
The white lion isolates its prey. Full move away from all threats.
Place target knocked down in front of monster. Target suffers 1 damage per monster level.
geth roll 1d6
heavy injury -> severe injury
geth roll 1d10
Torn Muscle
Your quadriceps is ripped to shreds. You cannot dash until the end of the showdown. Skip the next hunt. Gain 1 bleeding token.
Player Turns
Jdarksun (Caleb)
Phyphor (Davin) DEAD
38th Doe (Flonne) (Monster controller)
Jam Warrior (Vance)
Geth roll 2d10 for bitey bitey
Geth roll 1d10
Sorry
geth roll 2d6t2
geth roll 1d6
Arms
0 -> light injury
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Claw
Pick Target: closest threat, facing, in range
Vance
geth roll 2d10t2
1 hit
geth roll 1d6
severe injury
geth roll 1d10
It hurts to even breath. Suffer -1 permanent speed. This injury is permanent. Gain 1 bleeding token.
Player Turns
Jdarksun (Caleb)
Phyphor (Davin) DEAD
38th Doe (Flonne)
Jam Warrior (Vance) (Monster controller)
Remember you can do your movement and activation action in any order.
Nope, one space short.
I will go 4 west.
I gather there's a lot more strategy once you unlock the other survival actions and start getting gear.
One strategy I can think of is timing rock critical hits when you think there's a decent chance that one of the stronger AI cards will be discarded. Terrifying Roar seems like the deadliest right now. I guess what I would do is hold off when I know it's not in the deck. After that, it's a press your luck judgement call watching other cards be drawn, knowing that each not-Roar card increases the odds the next one will be but not waiting too long or else it will be played and you'll have to wait until the next reshuffle.
There's also keeping in mind of that trap card for hit location ruining your crit, so being cautious if a bunch of hit locations have been drawn but the trap hasn't come out yet.
(although you all have enough insanity right now that brain damage isn't a big deal, but being forced to run away from roar is also a bad thing)
Penny Arcade Rockstar Social Club / This is why I despise cyclists
I'll move 1E, 1S and make a feeble attempt to bite it. Ol' Vance is looking like a write off so might as well have a try.
Geth roll 1d10 for futile gesture