Mist Wrote:Dave had a full list of possible outcomes somewhere in Bob's thread for ffh1. IIRC, instant death is possible up to level 6 ( result of 6 or less on a d100+unitLevel roll ).
That's good to know thank you.
Tasunke Wrote:So what are all of our unit names thus far?
For the scout I am thinking "Blighted Traveler"
for our anti-archer crew (the warriors) I am thinking of naming a number of them "The Possessed"
alternatively ... (for the possessed), I am thinking of various "townsmen" names
1. Mad Butcher
2. Twisted Prince
3. Wicked Wench
4. Sweeny Todd
5. Fallen Priest
and so on ...
I like the above names. I tried to rename our units last turn but forum was down and I couldn't remember the ones you chose. There is only one request, Sexy Jim has to always be present. I always, in every game BtS or FfH, have a variant of the above name. It all started from playing 2v2 Starcraft 2 with friends. There were only 3 of us so I'd play with the A.I. on my side named Sexy Jim. Note my last BtS game (31) for another example.
This leads me onto my next post. 'The Plan':
The signs represent the position of his archer and Sexy Jim at end of their respective turns. The idea is that we force his archer to either attack Jim (in a forest), or step onto a bare grassland tile. At this point, we will have Jim (Combat 1, Cover) and another warrior waiting. We also have the world spell which I will probably have to use. If we can prevent being choked, our chance of winning is improved dramatically (from 5-10%). Of course, if he decides to send all his archers our way, we'll die, there's no preventing that. It wouldn't be a clever move though as it would give one of the others the opportunity needed to catch up. Depends a lot on whether he is playing for optimum chance of winning or of killing me for tech thread drama.
Two other key pieces of info:
1) Eliimist initially (and later edited out) posted in the Tech Thread asking if he could send ingame diplo without offering a cease fire. This means he's already declared and is in someone's border.
2) The scout will head the wrong way (followed by the Archer) away from the capital, skirting away to the west of it. He
should follow the scout, as he has thus far. If he instead veers off and beelines straight for the capital, then we know that the land is mirrored. This could be vital for later. I suppose he could have popped a map but that is far less likely.
Demo's look brilliant. At worst, we're #2 on everything. #1 on most. Warrior spam for a bit whilst we defend ourselves from archers and any other opportunistic wankers. Oh, talking of those...
There will be two warriors in place (plus likely popping of the world spell due to the above archer threat), so this should just be a free xp.