T4:
Sadly, the big news is that I left our quick merman out to dry and got him killed IBT, because of the worries everyone had about getting the trident before the sea monsters show up. I was a little worried about it, but, well, I didn't count carefully enough, and he got cleaned up by 3 of the 4 bats that could get to him. I'll send our next closest merman (loyal, intelligent) after it, if I can...
The one other problem is, well, the sea monsters showed up. They'll be on top of the trident in 2 or 3 turns, which is about when I can pick it up anyway.
This sucks.
T5:
Actually, I moved a bunch of mermen over to engage the bats. I hope this doesn't turn out to be excessive distraction, but everyone was so intent on getting that trident. Unfortunately, I roll complete pants on the chances to hit, and I fail to get anyone to the trident, or even kill a single bat.
T6:
There are only about four orcs, so I think I'm safe with only a small group of
My string of bad luck fighting bats continues. I hit one out of five attempts to hit with a slowing attack (2 hunter net casts, 3 shyde ensnares) to reduce the bite damage and thus bite drain attacks at 40%. I still fail to kill any bats.
IBT, the bats kill our hunter.
Also, the sea monsters get to the trident and manage to succeed where I failed: they kill off the bats. They also kill something like two or three of our other mermen. Now, if only they weren't standing on the trident...
The grim situation at T7:
I'm sorry guys! If it were just me, I'd go back to T4 and try again... and maybe send the hunter with the main group so he doesn't get killed instead of trying to use it to punch through to the trident which I never did manage to get to... and it wasn't even the sea monsters that stopped me!
Also, retrospectively, distance-wise, I don't think a quick dude would get there any faster, turnwise, than a non-quick one... and he probably needs some (likely sacrificial) wingmen to distract those bats.
Sadly, the big news is that I left our quick merman out to dry and got him killed IBT, because of the worries everyone had about getting the trident before the sea monsters show up. I was a little worried about it, but, well, I didn't count carefully enough, and he got cleaned up by 3 of the 4 bats that could get to him. I'll send our next closest merman (loyal, intelligent) after it, if I can...
The one other problem is, well, the sea monsters showed up. They'll be on top of the trident in 2 or 3 turns, which is about when I can pick it up anyway.
This sucks.
T5:
Actually, I moved a bunch of mermen over to engage the bats. I hope this doesn't turn out to be excessive distraction, but everyone was so intent on getting that trident. Unfortunately, I roll complete pants on the chances to hit, and I fail to get anyone to the trident, or even kill a single bat.
T6:
There are only about four orcs, so I think I'm safe with only a small group of
My string of bad luck fighting bats continues. I hit one out of five attempts to hit with a slowing attack (2 hunter net casts, 3 shyde ensnares) to reduce the bite damage and thus bite drain attacks at 40%. I still fail to kill any bats.
IBT, the bats kill our hunter.
Also, the sea monsters get to the trident and manage to succeed where I failed: they kill off the bats. They also kill something like two or three of our other mermen. Now, if only they weren't standing on the trident...
The grim situation at T7:
I'm sorry guys! If it were just me, I'd go back to T4 and try again... and maybe send the hunter with the main group so he doesn't get killed instead of trying to use it to punch through to the trident which I never did manage to get to... and it wasn't even the sea monsters that stopped me!
Also, retrospectively, distance-wise, I don't think a quick dude would get there any faster, turnwise, than a non-quick one... and he probably needs some (likely sacrificial) wingmen to distract those bats.