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Ryota is quite close to his groove, so be careful there. I've got mine online, but overall I'm in a fairly awkward position and money is tight. We'll see how they react in the south first.
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Also, it feels like your leader was a great choice for us because the soldier spam feels very effective here.
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So I'm a little concerned your leader may not survive this turn... Ryota's groove is up, and pink has quite a few other units in the area... Hopefully you're okay.
I dropped my crystal down in the south. I didn't feel safe enough to push to the middle and drop it, and at this point if I can use it to hold the south, that's worth it. Especially with a spear wall incoming...
For once I'll have some good gold stockpile next turn... Should have options.
March 28th, 2019, 20:56
(This post was last modified: March 28th, 2019, 23:42 by Cheater Hater.)
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I think I'll be fine--let's look at the situation:
I can only get hit 2.5 times (remember, Ryota's dash only does 45% of base damage), and assuming I understand Ryota's dash correctly that would put his leader deep in my territory. I think Cav + crit Spear + Ryota dash is 30 + 30 + 20.25, though I'm not sure how luck damage works in Wargroove--assuming it's +0-10% damage flat like AW and doesn't work for Ryota's dash, I could die, but only barely. With the new update that says Ryota can dash through his own units, does that mean the dash can come last only if it's a guaranteed kill? Even if he just attacks with the spear it's probably dead, and I'd back up and use my Groove.
I'm curious; if he does go partially all-in (assume he doesn't dash without killing me), should I focus on killing the Knight or the Spears? Regardless, I have to worry about that Giant coming (and keeping my Flier safe).
Edit: He do double-crit Spear attacks too, but that's the same damage and it seems better for me (since I can take out more of his Spears since they're closer).
Edit 2: Interesting--superdeath chose a crit spear plus normal attack from Ryota, and now I'm not sure what to do. Obviously I move back and use my Groove, but I'm not sure what else. I can survive a dash, and maybe survive a full-health attack from Ryota or the Cav (again, I'm not sure of the luck formula), but certainly not both, or Cav plus dash. Any ideas scooter?
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(March 28th, 2019, 20:56)Cheater Hater Wrote: Edit 2: Interesting--superdeath chose a crit spear plus normal attack from Ryota, and now I'm not sure what to do. Obviously I move back and use my Groove, but I'm not sure what else. I can survive a dash, and maybe survive a full-health attack from Ryota or the Cav (again, I'm not sure of the luck formula), but certainly not both, or Cav plus dash. Any ideas scooter?
So you have your groove up and a spear coming from the east, along with the units already there. Can you retreat some and meat-shield your leader enough?
Something like leader 3E, south soldier advances while a groove soldier is summoned 1S, spear covers backside, etc? I think you ought to be able to meat-shield enough that the knight can't hit it. Then the following turn you can heal at your village. I think that would work?
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Well, here's what I did:
This should be safe--I don't think there's any chain of events that lets any unit but a Ryota dash get to Valder. I also did a lot of damage--my Flier did a lot to superdeath's Cav, the Archer made the Mage a non-threat (though I need to think about possibilities of a heal) and I got a crit in with my Cav (though I'm almost certainly going to lose it to either Ryota or the Giant). Then I'll heal up and see what happens. Hopefully I don't lose an archer as well--superdeath's best move is probably killing the village with Ryota, maybe healing the three damaged units, capturing with the damaged Spear, killing the Knight with the Giant, and critting the archer with the undamaged Spear. That isn't great for me, but I didn't lose, and then I have to just worry about the giant (just like you!  )
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Nice, looks like that worked out. I've got 1280 in the bank. Any strong feelings on how I spend my money? I'm toying with buying a dragon because they literally have no anti-air other than that 2hp mage way up on your side of the map. Obviously they could respond with one, but I think I could still get decent value. Any thoughts? I'm not sure about just answering with a giant of my own.
March 29th, 2019, 23:56
(This post was last modified: March 31st, 2019, 00:15 by Cheater Hater.)
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Isn't the obvious answer to build a Dragon? Just remember that there are a couple Flagstone tiles that aren't obvious. You could also do like I'm doing with Archers+Fliers, but that doesn't seem as good without all the cannon fodder I have.
Edit: Bob brought two more of superdeath's Spears to the top front thanks to his wagons--that probably means I lose at least both the Knight and the Archer (though presumably not Valder), putting me on the back foot--I might need to retreat entirely to my Barracks.
March 31st, 2019, 20:53
(This post was last modified: April 1st, 2019, 14:32 by Cheater Hater.)
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Well, my turn was interesting--superdeath took the path that used the Groove, yet didn't do nearly as much damage as I expected:
The Knight died as expected, but despite suiciding the damaged Knight and using the Groove, my frontline Archer survived and the only other casualties were a couple of Soldiers. Now let's see the aftermath of my turn, though I'll use the full view since I have things to say about the other fronts:
Valder is safe and another pair of Spears are dead. I'll probably lose another couple soldiers and the Village this turn, though it takes a surprising amount of work to get the village since Ryota didn't kill it with his Groove. His turn is probably Mage crit-kills the Soldier, Ryota kills Village, undamaged Spear captures village, Giant kills Soldier, damaged Mage and Spear retreat (maybe the Spear takes a Wagon). I can probably kill the Village again at least--do you think Valder is safe if I park him on the mountain to give the Soldier a crit? I'm not sure what else I should do--I probably have to retreat the Archer at least partially, I have to pull back the Flier, and I'm not sure if I should sent the damaged Archer towards the center or not. A couple more questions:
* What are you doing in the south? I'm assuming you have to retreat at least partially? My idea is that I can put my Soldier in the Wagon and move it back towards the center (assuming you want to pick up your Spear next, you can put it 1N of my southern city and unload up, then load the Spear on T12 and move it wherever), but I wanted to ask you first--that's why I haven't ended turn yet.
* What should I do with my Spears in the center? I have no clue what you're doing with the stalemate in the center, and do you need them in the south? I feel like I might have an advantage in the North since I managed to break the Spear flood with my Fliers, though I don't know how to deal with the Giant.
Edit: I loaded into your Wagon just to move the game along--I feel like the Wagon movement I suggested will work even if you aren't staging a full-scale retreat, so it isn't too awful.
April 1st, 2019, 16:47
(This post was last modified: April 1st, 2019, 16:47 by scooter.)
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Ugh, I'm sorry, I missed this most recent post completely. I've turned on thread notifications so I don't mess that up again.
What do you think about pushing the center a bit? I think you're in a strong northern position, and the south looks pretty lost, but the middle is probably achievable with your units coming in. Here's a couple options:
My knight can make it to this tile, which is out of range of his treb. I could cover it off from the south using the wagon 2S of that, dropping the soldier onto the bridge. Emeric and the archer could prep to counter if they press that hard.
My general southern plan would just be to spear spam to defend that southeastern city and go from there.
The other wagon drop-off option if we want to push the middle - requires some shuffling though. Any thoughts?
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