Borglins - Tower Offense Game (Closed)
- gamecreator
- Prattles on Unremittingly
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- Location: Ukraine
Re: Borglins - Tower Offense Game (Turn 8)
Nemo moves to E6.
- SamWiser
- Extensively Logorrheic
- Posts: 7225
Re: Borglins - Tower Offense Game (Turn 8)
Sam moves to E6 and shoots the turret at A7.
Thanks to Arch Lich Burns for the avatar, and Mnementh for the mustache.
ÔÇ£Shoot the dictator and prevent the war? But the dictator is merely the tip of the whole festering boil of social pus from which dictators emerge; shoot him and there'll be another one along in a minute. Shoot him too? Why not shoot everyone and invade Poland?ÔÇØ
ÔÇò Terry Pratchett
ÔÇ£Shoot the dictator and prevent the war? But the dictator is merely the tip of the whole festering boil of social pus from which dictators emerge; shoot him and there'll be another one along in a minute. Shoot him too? Why not shoot everyone and invade Poland?ÔÇØ
ÔÇò Terry Pratchett
- Jibjib
- Game Master
- Posts: 1123
- Location: Ooneversiddee
Re: Borglins - Tower Offense Game (Turn 8)
Jack scurries to D5 and shoots the probe if it comes in range.
Psychosis is such an ugly word... I prefer Internalised Reality Warping.
"Theis, you can't touch my boobies, at least buy me dinner first!" ~Asks, 09/08/2014
"Theis, you can't touch my boobies, at least buy me dinner first!" ~Asks, 09/08/2014
-
- Game Master
- Posts: 4876
Re: Borglins - Tower Offense Game (Turn 8)
Blackout hurries to get to M10, getting into the cannons blind spot, so the cannon on L10 cannot shot him this turn. According to how the other plasma tower reacted on Not As, it takes a while to rotate and target somebody.
► Show Spoiler
Last edited by Nerre on Mon Jul 22, 2013 12:35 am, edited 1 time in total.
- madmartin26
- Indulges in Conversation
- Posts: 895
Re: Borglins - Tower Offense Game (Turn 8)
Jake shoots the probe from where he is as it moves into range, and then moves to D6. If Jack already killed the drone before Jake could shoot, Jake moves to D6 and shoots the turret at A7.
- Theis2
- Moderates Controversy!
- Posts: 7440
Re: Borglins - Tower Offense Game (Turn 8)
Theis moves to I5
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- Chronically Blathering
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Re: Borglins - Tower Offense Game (Turn 8)
Big John moves to H6.
- LooksAndSmiles
- Game Master
- Posts: 1364
Borglins - Tower Offense Game (Turn 9)
Turn 9 >>Next Turn
Nemo moves to E6. +1VP
Chubby moves to i4. +1VP
Sam mixes himself up with Jake, and tries to move to E6, but he is far behind on h5 now and has no way to do whatever he wanted from there. He feels a bit useless.
Jack the Chipper runs to D6 and shoots the incoming probe, dealing 1 and 3 damage. +2VP
Blackout moves to M10. +1VP
Jake Snipe was too slow to attack the probe so he moves to D6 and begins to subdue the turret on A7, dealing 5 damage. +2VP
Theis moves to i5. +1VP
Big John moves to H6. +1VP
K. Banger moves to E5 and gains a VP.
Not As gains a VP, off map.
The plasma cannon on L10 begins to rotate towards Blackout.
The facility produces a new probe.
- Theis' healbot heals Jack for 1 HP while he was still within range.
- The probe moves closer and is promptly destroyed by Jack, who gains 3VP.
- The new probe initializes.
Obtained Materials
9 scraps.
Alert Level: 2 (No event yet.)
Information Gained
Plasma Cannon Tower
Range: 5x5 grid, centered around the tower.
Damage: 1d3 / gun
Character Sheets:
.[tabs:Big John]
Big John - Bulky - HP: 7 VP: 16
Equipment:
Railgun
[tabs:Blackout]
Blackout - Techy - HP: 4 VP: 19
Equipment:
Jetpack (temporary upgrade: +1 movement)
Infiltrator
[tabs:Chubby]
Chubby - Bulky - HP: 7 VP: 9
Equipment:
Railgun
[tabs:Jack]
Jack the Chipper - Speedy - HP: 3/5 VP: 22 (WARNING 0)
Equipment:
Laser Pistols
[tabs:Jake Snipe]
Jake Snipe - Techy - HP: 4 VP: 24
Equipment:
Sniping Laser
[tabs: K. Banger]
K. Banger - Tinky - HP: 4 VP: 10 (WARNING 1)
Equipment
Spider Mines x2 (Upgraded damage to 35, speed to 3)[/tabs]
.[tabs: Nemo]
Nemo - Tinky - HP: 4 VP: 22
Equipment:
Spider Mines x2 (Upgraded damage to 35, speed to 3)
[tabs:Not as ...]
Not as Big a Big John, but Bigger than Wee John John - Speedy - HP: 1 VP: 27
Equipment:
Jetpack
[tabs:Sam]
Sam - Techy - HP: 4 VP: 20 (WARNING 0)
Equipment:
Sniping Laser
[tabs:Theis]
Theis - Mechy - HP: 5 VP: 28
Equipment:
Probeporter
Probes:
Healbot: 2HP
[tabs: x]
Pedro Rhian - Bulky - HP: 0 VP: 0
Equipment:
Railgun
[tabs:x]
Nameless - Mechy - HP: 0 VP: 5
Equipment:
Recyclator (5 Scraps)
Probes:
BallistBot: 1HP
CopterBot: 10HP
GunBot #1: 2HP
GunBot #2: 3HP
GunBot #3: 1HP
[tabs: x]
Boomer - Bulky - HP: 0 VP: 3
Equipment:
Bazooka (8 missiles)[/tabs]
Nemo moves to E6. +1VP
Chubby moves to i4. +1VP
Sam mixes himself up with Jake, and tries to move to E6, but he is far behind on h5 now and has no way to do whatever he wanted from there. He feels a bit useless.
Jack the Chipper runs to D6 and shoots the incoming probe, dealing 1 and 3 damage. +2VP
Blackout moves to M10. +1VP
Jake Snipe was too slow to attack the probe so he moves to D6 and begins to subdue the turret on A7, dealing 5 damage. +2VP
Theis moves to i5. +1VP
Big John moves to H6. +1VP
K. Banger moves to E5 and gains a VP.
Not As gains a VP, off map.
The plasma cannon on L10 begins to rotate towards Blackout.
The facility produces a new probe.
- Theis' healbot heals Jack for 1 HP while he was still within range.
- The probe moves closer and is promptly destroyed by Jack, who gains 3VP.
- The new probe initializes.
Obtained Materials
9 scraps.
Alert Level: 2 (No event yet.)
Information Gained
Plasma Cannon Tower
Range: 5x5 grid, centered around the tower.
Damage: 1d3 / gun
Character Sheets:
.[tabs:Big John]
Big John - Bulky - HP: 7 VP: 16
Equipment:
Railgun
[tabs:Blackout]
Blackout - Techy - HP: 4 VP: 19
Equipment:
Jetpack (temporary upgrade: +1 movement)
Infiltrator
[tabs:Chubby]
Chubby - Bulky - HP: 7 VP: 9
Equipment:
Railgun
[tabs:Jack]
Jack the Chipper - Speedy - HP: 3/5 VP: 22 (WARNING 0)
Equipment:
Laser Pistols
[tabs:Jake Snipe]
Jake Snipe - Techy - HP: 4 VP: 24
Equipment:
Sniping Laser
[tabs: K. Banger]
K. Banger - Tinky - HP: 4 VP: 10 (WARNING 1)
Equipment
Spider Mines x2 (Upgraded damage to 35, speed to 3)[/tabs]
.[tabs: Nemo]
Nemo - Tinky - HP: 4 VP: 22
Equipment:
Spider Mines x2 (Upgraded damage to 35, speed to 3)
[tabs:Not as ...]
Not as Big a Big John, but Bigger than Wee John John - Speedy - HP: 1 VP: 27
Equipment:
Jetpack
[tabs:Sam]
Sam - Techy - HP: 4 VP: 20 (WARNING 0)
Equipment:
Sniping Laser
[tabs:Theis]
Theis - Mechy - HP: 5 VP: 28
Equipment:
Probeporter
Probes:
Healbot: 2HP
[tabs: x]
Pedro Rhian - Bulky - HP: 0 VP: 0
Equipment:
Railgun
[tabs:x]
Nameless - Mechy - HP: 0 VP: 5
Equipment:
Recyclator (5 Scraps)
Probes:
BallistBot: 1HP
CopterBot: 10HP
GunBot #1: 2HP
GunBot #2: 3HP
GunBot #3: 1HP
[tabs: x]
Boomer - Bulky - HP: 0 VP: 3
Equipment:
Bazooka (8 missiles)[/tabs]
Last edited by LooksAndSmiles on Wed Jul 31, 2013 1:39 pm, edited 1 time in total.
Inventing forum games since '10 ...
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up: And my own dragons are here. The hatched ones like the clicks!
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up: And my own dragons are here. The hatched ones like the clicks!
- madmartin26
- Indulges in Conversation
- Posts: 895
Re: Borglins - Tower Offense Game (Turn 9)
Jake moves to D7 and fires at the new probe.
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- Game Master
- Posts: 4876
Re: Borglins - Tower Offense Game (Turn 9)
Blackout continues further to the south and joins Not As in the "off the map" section, waiting for the rest of his team.
- SamWiser
- Extensively Logorrheic
- Posts: 7225
Re: Borglins - Tower Offense Game (Turn 9)
Sam moves to E6 and tries to shoot the tower again.
Thanks to Arch Lich Burns for the avatar, and Mnementh for the mustache.
ÔÇ£Shoot the dictator and prevent the war? But the dictator is merely the tip of the whole festering boil of social pus from which dictators emerge; shoot him and there'll be another one along in a minute. Shoot him too? Why not shoot everyone and invade Poland?ÔÇØ
ÔÇò Terry Pratchett
ÔÇ£Shoot the dictator and prevent the war? But the dictator is merely the tip of the whole festering boil of social pus from which dictators emerge; shoot him and there'll be another one along in a minute. Shoot him too? Why not shoot everyone and invade Poland?ÔÇØ
ÔÇò Terry Pratchett
-
- Chronically Blathering
- Posts: 1522
- Location: Gainesville, Florida
Re: Borglins - Tower Offense Game (Turn 9)
I'd think it would be better for Blackout to move just south to the bottom of the map, not off it; thus assuring when the bulk of our forces arrive, it will take the most time for the plasma cannon to fire at us.
Big John moves to G6.
Big John moves to G6.
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- Game Master
- Posts: 4876
Re: Borglins - Tower Offense Game (Turn 9)
I expect it to follow me anyway, so it will be 2 turns turned away from the advancing group. Just make sure to bring enough damage in at once, since I did not get it's hp when I got the information about how it deals damage.
I fear that if I move to L11, it might change it's turning direction, or that I will be shot if I end on M11. Not As got shot in the second turn. In the first it seemed to take some time for the cannon to lock on the target, it did not shoot although he seemed to end already in the target area. In the second, it also turnd and shot with him being in the target area.
On the other hand, it can only deal 1d3 damage, while I got 4 hp. But if the upgrade building upgrades it, now I am not linked anymore, it might affect the cannon and kill me. :/
I fear that if I move to L11, it might change it's turning direction, or that I will be shot if I end on M11. Not As got shot in the second turn. In the first it seemed to take some time for the cannon to lock on the target, it did not shoot although he seemed to end already in the target area. In the second, it also turnd and shot with him being in the target area.
On the other hand, it can only deal 1d3 damage, while I got 4 hp. But if the upgrade building upgrades it, now I am not linked anymore, it might affect the cannon and kill me. :/
- LooksAndSmiles
- Game Master
- Posts: 1364
Re: Borglins - Tower Offense Game (Turn 9)
It deals 1d3 damage per gun. And I see two guns on it. Just saying.Nerre wrote:On the other hand, it can only deal 1d3 damage, while I got 4 hp. But if the upgrade building upgrades it, now I am not linked anymore, it might affect the cannon and kill me. :/
Inventing forum games since '10 ...
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up: And my own dragons are here. The hatched ones like the clicks!
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up: And my own dragons are here. The hatched ones like the clicks!
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- Game Master
- Posts: 4876
Re: Borglins - Tower Offense Game (Turn 9)
Then I am definitly going off the map.
Thanks a lot for the warning. Does this apply to every gun-information we get? Damage factor times number of barrels?
Thanks a lot for the warning. Does this apply to every gun-information we get? Damage factor times number of barrels?
Last edited by Nerre on Wed Jul 24, 2013 7:21 am, edited 1 time in total.
- Theis2
- Moderates Controversy!
- Posts: 7440
Re: Borglins - Tower Offense Game (Turn 9)
Theis moves to H5
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- Chronically Blathering
- Posts: 1522
- Location: Gainesville, Florida
Re: Borglins - Tower Offense Game (Turn 9)
It's also possible that you could start beating down that tower or hacking it, Nerre. It couldn't hurt you if you attacked it from beneath, and you move fast enough to pull that off. If you successfully hacked it, it might even make it safer for the whole group. If it worries you, you could even put a cog in its system, preventing it from rotating for 2 turns at about an 80% chance until you managed the 50% overtake. You'd be more useful in this method than you could be by leaving, and nearly as safe.
- gamecreator
- Prattles on Unremittingly
- Posts: 3116
- Location: Ukraine
Re: Borglins - Tower Offense Game (Turn 9)
Nemo goes to D7 and hits enemy probe if it comes close.
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- Game Master
- Posts: 4876
Re: Borglins - Tower Offense Game (Turn 9)
Okay, I will give it a try. Blackout will not leave, instead switfly land on L11 and try to overtake the twin plasma cannon. If it against his expectations rotates towards him, he will try to escape off the map.
If he manages to overtake it, he will let it rotate it's barrels to the left, targeting the other tower and shoot at it if possible.
You wrote they target a 5x5 area around themselves, right?
Do they do damage to all squares in that, or only one?
If he manages to overtake it, he will let it rotate it's barrels to the left, targeting the other tower and shoot at it if possible.
You wrote they target a 5x5 area around themselves, right?
Do they do damage to all squares in that, or only one?
- LooksAndSmiles
- Game Master
- Posts: 1364
Re: Borglins - Tower Offense Game (Turn 9)
They are locking onto a single target (not tile) just as the machine-gun towers. If they had AoE or anything different, it would be noted.Nerre wrote:Okay, I will give it a try. Blackout will not leave, instead switfly land on L11 and try to overtake the twin plasma cannon. If it against his expectations rotates towards him, he will try to escape off the map.
If he manages to overtake it, he will let it rotate it's barrels to the left, targeting the other tower and shoot at it if possible.
You wrote they target a 5x5 area around themselves, right?
Do they do damage to all squares in that, or only one?
Inventing forum games since '10 ...
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up: And my own dragons are here. The hatched ones like the clicks!
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up: And my own dragons are here. The hatched ones like the clicks!
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- Of Few Words
- Posts: 71
Re: Borglins - Tower Offense Game (Turn 9)
K Banger will move to D6, or D5 if D6 remains full
- LooksAndSmiles
- Game Master
- Posts: 1364
Borglins - Tower Offense Game (Turn 10)
Turn 10 >>Next Turn
Chubby moves to i5. +1VP
Jake Snipe moves to D7, and snipes the probe. +2VP
Sam keeps towards E6, but he only gets to F5 this turn. +1VP
Big John moves to G6. +1VP
Theis shuffles over to H5. +1VP
Nemo goes to D7, and is ready to fight, but no enemy is near. +1VP
K. Banger moves to D6 and gains a VP.
Blackout moves to L11, and successfully infiltrates the plasma cannon tower! +2VP
Jack the Chipper sleeps in, and feels a bit useless.
Not As gains a VP, off map.
The plasma cannon on L10 keeps rotating towards Blackout.
The Development Center upgrades the Probe Factory!
- Theis' healbot heals Jack for 1 HP.
- The new probe is destroyed, granting 3VP to Jake.
Tower Infiltration:
- Hardware overheat (Success Chance: 75%): Deals 5 damage and 50% to render the tower disfunctional for the turn.
- Cog in the system (SC 80%): Makes the turret unable to rotate and 50% to render the attack dealing 1 damage less for 2 turns (for each gun).
- Overtake (SC 50%): gain control of the tower, as long as the Techy is connected via the infiltrator.
- Plasma Recalibration (SC: 60%): Decreases the Tower's attack range to a 3x3 grid, but each gun now deals +1 damage.
Obtained Materials
9 scraps.
Alert Level: 2 (No event yet.)
Information Gained
Plasma Cannon Tower
Range: 5x5 grid, centered around the tower.
Damage: 1d3 / gun
Character Sheets:
.[tabs:Big John]
Big John - Bulky - HP: 7 VP: 17
Equipment:
Railgun
[tabs:Blackout]
Blackout - Techy - HP: 4 VP: 21
Equipment:
Jetpack (temporary upgrade: +1 movement)
Infiltrator
[tabs:Chubby]
Chubby - Bulky - HP: 7 VP: 10
Equipment:
Railgun
[tabs:Jack]
Jack the Chipper - Speedy - HP: 4/5 VP: 22 (WARNING 1)
Equipment:
Laser Pistols
[tabs:Jake Snipe]
Jake Snipe - Techy - HP: 4 VP: 29
Equipment:
Sniping Laser
[tabs: K. Banger]
K. Banger - Tinky - HP: 4 VP: 11 (WARNING 1)
Equipment
Spider Mines x2 (Upgraded damage to 35, speed to 3)[/tabs]
.[tabs: Nemo]
Nemo - Tinky - HP: 4 VP: 23
Equipment:
Spider Mines x2 (Upgraded damage to 35, speed to 3)
[tabs:Not as ...]
Not as Big a Big John, but Bigger than Wee John John - Speedy - HP: 1 VP: 28
Equipment:
Jetpack
[tabs:Sam]
Sam - Techy - HP: 4 VP: 21 (WARNING 0)
Equipment:
Sniping Laser
[tabs:Theis]
Theis - Mechy - HP: 5 VP: 29
Equipment:
Probeporter
Probes:
Healbot: 2HP
[tabs: x]
Pedro Rhian - Bulky - HP: 0 VP: 0
Equipment:
Railgun
[tabs:x]
Nameless - Mechy - HP: 0 VP: 5
Equipment:
Recyclator (5 Scraps)
Probes:
BallistBot: 1HP
CopterBot: 10HP
GunBot #1: 2HP
GunBot #2: 3HP
GunBot #3: 1HP
[tabs: x]
Boomer - Bulky - HP: 0 VP: 3
Equipment:
Bazooka (8 missiles)[/tabs]
Chubby moves to i5. +1VP
Jake Snipe moves to D7, and snipes the probe. +2VP
Sam keeps towards E6, but he only gets to F5 this turn. +1VP
Big John moves to G6. +1VP
Theis shuffles over to H5. +1VP
Nemo goes to D7, and is ready to fight, but no enemy is near. +1VP
K. Banger moves to D6 and gains a VP.
Blackout moves to L11, and successfully infiltrates the plasma cannon tower! +2VP
Jack the Chipper sleeps in, and feels a bit useless.
Not As gains a VP, off map.
The plasma cannon on L10 keeps rotating towards Blackout.
The Development Center upgrades the Probe Factory!
- Theis' healbot heals Jack for 1 HP.
- The new probe is destroyed, granting 3VP to Jake.
Tower Infiltration:
- Hardware overheat (Success Chance: 75%): Deals 5 damage and 50% to render the tower disfunctional for the turn.
- Cog in the system (SC 80%): Makes the turret unable to rotate and 50% to render the attack dealing 1 damage less for 2 turns (for each gun).
- Overtake (SC 50%): gain control of the tower, as long as the Techy is connected via the infiltrator.
- Plasma Recalibration (SC: 60%): Decreases the Tower's attack range to a 3x3 grid, but each gun now deals +1 damage.
Obtained Materials
9 scraps.
Alert Level: 2 (No event yet.)
Information Gained
Plasma Cannon Tower
Range: 5x5 grid, centered around the tower.
Damage: 1d3 / gun
Character Sheets:
.[tabs:Big John]
Big John - Bulky - HP: 7 VP: 17
Equipment:
Railgun
[tabs:Blackout]
Blackout - Techy - HP: 4 VP: 21
Equipment:
Jetpack (temporary upgrade: +1 movement)
Infiltrator
[tabs:Chubby]
Chubby - Bulky - HP: 7 VP: 10
Equipment:
Railgun
[tabs:Jack]
Jack the Chipper - Speedy - HP: 4/5 VP: 22 (WARNING 1)
Equipment:
Laser Pistols
[tabs:Jake Snipe]
Jake Snipe - Techy - HP: 4 VP: 29
Equipment:
Sniping Laser
[tabs: K. Banger]
K. Banger - Tinky - HP: 4 VP: 11 (WARNING 1)
Equipment
Spider Mines x2 (Upgraded damage to 35, speed to 3)[/tabs]
.[tabs: Nemo]
Nemo - Tinky - HP: 4 VP: 23
Equipment:
Spider Mines x2 (Upgraded damage to 35, speed to 3)
[tabs:Not as ...]
Not as Big a Big John, but Bigger than Wee John John - Speedy - HP: 1 VP: 28
Equipment:
Jetpack
[tabs:Sam]
Sam - Techy - HP: 4 VP: 21 (WARNING 0)
Equipment:
Sniping Laser
[tabs:Theis]
Theis - Mechy - HP: 5 VP: 29
Equipment:
Probeporter
Probes:
Healbot: 2HP
[tabs: x]
Pedro Rhian - Bulky - HP: 0 VP: 0
Equipment:
Railgun
[tabs:x]
Nameless - Mechy - HP: 0 VP: 5
Equipment:
Recyclator (5 Scraps)
Probes:
BallistBot: 1HP
CopterBot: 10HP
GunBot #1: 2HP
GunBot #2: 3HP
GunBot #3: 1HP
[tabs: x]
Boomer - Bulky - HP: 0 VP: 3
Equipment:
Bazooka (8 missiles)[/tabs]
Last edited by LooksAndSmiles on Fri Aug 16, 2013 8:29 am, edited 1 time in total.
Inventing forum games since '10 ...
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up: And my own dragons are here. The hatched ones like the clicks!
Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up: And my own dragons are here. The hatched ones like the clicks!