Capture The Flag: Mission 1 - Hunting - Turn 25

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Re: Capture The Flag: Mission 1 - Hunting - Turn 19

Post by WearsHats » Thu Apr 23, 2015 12:03 pm

I thought we'd encountered two mated pairs. Can we tell the genders of the current foxes?
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Re: Capture The Flag: Mission 1 - Hunting - Turn 19

Post by ChuckDaRighteous » Thu Apr 23, 2015 12:09 pm

In theory, I don't mind area restriction, just execution. The width isn't bad, but the height is killing me. We have enough west/east with 8 to have some room, but 5 height is the bad part. There just isn't enough vertical leeway. I realize you're doing the best you can. So realize I mean no offense when I say this mission has been an exercise in frustration.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 19

Post by Krulle » Thu Apr 23, 2015 12:16 pm

Boots has a name, sounds like (s)he's this level's boss.....

here No Name and Mines box in mama fox.
Here, second half-turn, Boots moves North, and in the roll we learn that "Mama Fox wins on 8-20".
So, we have a lesbian fox pair bringing up kittens.

We might need to find the one male running around and kill him.
If the other foxes are predominantly female, our job is done...
But then, I assume this last one is just a bad copy-and-paste by SeeAMoose.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 19

Post by M0rtimer » Thu Apr 23, 2015 1:01 pm

Yeah... The idea of an open terrain was good on itself, but... Well, there's one big problem with that- There's nothing stopping an enemy from just keeping running away, and there's nothing we can do to stop them. The whole premise at the start seemed to be to outmaneuver our opponents to get what we need. Instead what we got was a majority of just chasing after things...

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Re: Capture The Flag: Mission 1 - Hunting - Turn 19

Post by Krulle » Thu Apr 23, 2015 1:03 pm

The map is small to walk around a rabbit to corner it (we'd need each one member on the outermost rows/columns to walk around the rabbits and we'd still be seen). In favour of quicker game-play we often chose for quick moves instead of discussing what to do and then select our moves based on this consesus.
Plus soo many foxes that we never had the time to walk around without disturbing them all.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 19

Post by WearsHats » Thu Apr 23, 2015 1:17 pm

I'm assuming Boots and Yartzog have names because their players chose to name them.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 19

Post by SeeAMoose » Thu Apr 23, 2015 5:45 pm

You know it's going to be a good update when I have to keep checking back to the rules thread to make sure I'm getting it right :roll:

edit: ...This is gonna be tough to show in the update :wall:
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Re: Capture The Flag: Mission 1 - Hunting Turn 19

Post by SeeAMoose » Thu Apr 23, 2015 7:02 pm

Image
Righteous moves North again, catching sight of those sneaky little kits again as they move East. Pats moves North and drops the rabbit, adding to a considerable little pile. Dreamer tackles West expecting Boots to move North... but Boots decides to Sprint West as Mines guards.
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Mines grabs Boots by the tail and yanks... HARD! Boots takes 1 damage and is so shocked that he loses the rest of his actions for the turn. Which gives No Name a chance to charge the fox that would have failed otherwise.
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...but No Name misses completely.

Image
Pats tackles North, catching nothing but air as Mama Fox continues to sprint towards her kits, just reaching the yew sapling in the top row. Righteous moves West as the kits move East into the bush North of him. Not having any other action prepared, No Name stands up. Dreamer stands in place TOTALLY not guarding :paranoia: and Mines just stands there looking pleased with himself as Boots glares at him and licks his tail.

Off to the Southeast you hear more furious squeaking.

Players:
Has No Name Level 3 Defender, 4/5 HP, 1 ATK, 3 DEF:
Improved Guarding 1, Banner Guardian 1 +1 DEF
Dreamer Level 2 Defender, 5/5 HP, 1 ATK, 3 DEF:
Tackle Stamina 1 +1 DEF
Righteous Charger Level 3 Attacker, 5/5 HP, 3 ATK, 1 DEF:
Sprint Endurance 1 +1 ATK, Improved Tackle 1
Mines Flags Level 2 Strategist, 4/6 HP, 1 ATK, 1 DEF:
Cheer effectiveness 1
Pats Dragons Level 3 Strategist, 6/6 HP, 1 ATK, 1 DEF:
Cheer Effectiveness 1, Cheer Range 1

Rabbit 1 - Yarzog the Gluttonous: Running away
Rabbit 2: MEAT!
Rabbit 3: MEAT!
Rabbit 4: In view... also MEAT!
Rabbit 5: MEAT!
Kit 1: Uninjured, left the area
Kit 2: Injured, left the area
Kit 3&4: Whining
Fox 0 -1st Mama Fox: Meat?
Fox 1 - Papa Fox: Left the area
Fox 2 - Boots: Slightly injured
Fox 3 - New Mama Fox: Slightly injured

Dead Fox: Probably enough food for 5 goblins. Tough and stringy meat.
Dead Rabbit: Probably enough food for 5 goblins. Succulent and tasty looking.

You need at least 2 animals worth of meals for tribute. You need more for your clan.

Will send the animal players their stuff shortly. I screwed up with Mines HP last turn, the fox has 2 ATK and Mines rolled a 0 on his DEF roll so he is at 4 HP instead of 5. I have also apparently been handling something wrong. You can ALWAYS take two actions per turn, only one of them can be an attack, but your turn doesn't end when you guard or tackle successfully.

edit: I thought about it some Chuck, and this is about as far as I can extend the map down due to the front rows getting wider.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by ChuckDaRighteous » Thu Apr 23, 2015 8:22 pm

Yay more space. If only I had that last round. Still, thank you for the extra space.

As much as I want to go after the kits, tackle f5.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by Krulle » Thu Apr 23, 2015 11:02 pm

Dreamer defends, then tackles C3
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by M0rtimer » Thu Apr 23, 2015 11:11 pm

Are you sure about those attack rules..? I distinctly remember that being different- As far as I've known, we've had people doing double-guardings and not-actings-if-tackling on first turns since this game was still a wee baby on the keenspot forums...

Anyways... No Name guards and... Move C2 if I can't tackle

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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by SeeAMoose » Fri Apr 24, 2015 3:06 am

It's just for combat, apparently mission rules are supposed to be different.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by Patdragon » Fri Apr 24, 2015 5:09 am

Dreamer has excellent camo in the last pic...I cant see

Pats runs E4 and Cheers Righteous
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by SeeAMoose » Fri Apr 24, 2015 7:06 am

:wall:

One other thing. Let's shoot for 5 more turns. I'll do my best to update twice on at least one day this weekend, and I'll try for both.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by Krulle » Fri Apr 24, 2015 7:10 am

You wanna throw us out of the mission??!?
We decide when the hunt is over!!!

PS: I loved the camouflage.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by SeeAMoose » Fri Apr 24, 2015 7:14 am

I just don't want to delay the next practice game anymore than we have to. If you all are close to getting another objective we'll keep going, but I think you can get done in 5 turns.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by Krulle » Fri Apr 24, 2015 9:03 am

I know, just wanted to tease (and annoy) you.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by ChuckDaRighteous » Fri Apr 24, 2015 11:02 am

Shoot, I wanted to capture one of the kits. Not sure I can do it in just 5 turns but I'll certainly try.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 20

Post by WearsHats » Fri Apr 24, 2015 11:24 am

Guard, run to C2.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 21

Post by SeeAMoose » Fri Apr 24, 2015 7:08 pm

Image
Righteous moves West to "meat" Mama Fox as Pats moves North to assist him. Dreamer guards an empty square expecting Boots to move North... but he doesn't. Instead Boots guards against Mines and No Name.
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Boots is able to bite No Name... but doesn't manage to do any damage. No Name guards against Boots.
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No Name connects dealing more damage to Boots who is now clearly injured but still not out of the fight... but now it's Mines's turn to guard.
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Mines whiffs on hitting Boots. Off to the South the rabbit you saw last turn limps a bit further into view, she's still squeaking but sounding more scared than anything. Squeeak squueeeeakasqueaksqueeeak?!? It seems there is another rather plump rabbit moving towards her very rapidly.

Image
Dreamer tackles East hitting nothing but air. Pats cheers on Righteous as he tackles towards the yew sapling, thankfully missing it (only a crit fail would have led to this). No Name and Mines move North together as Boots moves West.

Then something happens down South, the somewhat corpulent rabbit slams into the other teeth first with astonishing force and somehow decapitates the poor thing. :shock:
FATALITY!
Squeak, eee. Squeaka squeak.

Well that just happened.

Players:
Has No Name Level 3 Defender, 4/5 HP, 1 ATK, 3 DEF:
Improved Guarding 1, Banner Guardian 1 +1 DEF
Dreamer Level 2 Defender, 5/5 HP, 1 ATK, 3 DEF:
Tackle Stamina 1 +1 DEF
Righteous Charger Level 3 Attacker, 5/5 HP, 3 ATK, 1 DEF:
Sprint Endurance 1 +1 ATK, Improved Tackle 1
Mines Flags Level 2 Strategist, 4/6 HP, 1 ATK, 1 DEF:
Cheer effectiveness 1
Pats Dragons Level 3 Strategist, 6/6 HP, 1 ATK, 1 DEF:
Cheer Effectiveness 1, Cheer Range 1

Rabbit 1 - Yarzog the Gluttonous: Nomming
Rabbit 2: MEAT!
Rabbit 3: MEAT!
Rabbit 4: In view... also MEAT!
Rabbit 5: MEAT!
Rabbit 6: Decapitated! :wtf:
Kit 1: Uninjured, left the area
Kit 2: Injured, left the area
Kit 3&4: Whining
Fox 0 -1st Mama Fox: Meat?
Fox 1 - Papa Fox: Left the area
Fox 2 - Boots: Injured
Fox 3 - New Mama Fox: Slightly injured

Dead Fox: Probably enough food for 5 goblins. Tough and stringy meat.
Dead Rabbit: Probably enough food for 5 goblins. Succulent and tasty looking.

You need at least 2 animals worth of meals for tribute. You need more for your clan.

Will send the animal players their stuff shortly.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 21

Post by M0rtimer » Fri Apr 24, 2015 7:43 pm

Oh god.

How did we not realize.

It was not the foxes.

It has never been the foxes.

It was the rabbit all along.

Did one of you guys bring a holy hand grenade?

Anyways, for now, Move B2 tackle A2

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Re: Capture The Flag: Mission 1 - Hunting - Turn 21

Post by ChuckDaRighteous » Fri Apr 24, 2015 8:01 pm

He'll probably move north not east but I figure my only chance of catching it is tackle f6
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Re: Capture The Flag: Mission 1 - Hunting - Turn 21

Post by WearsHats » Fri Apr 24, 2015 8:46 pm

Crap. I thought I'd checked better. Didn't mean to mirror M0rt's move. Sorry.

Tackle A3, Run to A4.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 21

Post by SeeAMoose » Fri Apr 24, 2015 9:02 pm

Also, animal players reading this, I need moves as soon as you can manage so that I can update twice tomorrow.
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Re: Capture The Flag: Mission 1 - Hunting - Turn 21

Post by Patdragon » Fri Apr 24, 2015 9:55 pm

I'm not sure where to head as we're splitting into corners again and i'm always in the middle...

also chuck if the ruling is valid you can move again after your charge so maybe move to F7 after.

As for my actions any suggestions I can't cheer any one effectively but will try and set something up for next move.

@seamoose - Also when the game ends do we need the rabbits in our hands or will we be able to just pick up everything that was killed.
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