Is that character a variant? (I just love getting asked that in channel.) - Charis

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Wargroove 2v2, Bob + SD

Cross-post. Yeah, ill take the southern town. Sucks that Wagons cannot hold Giants/golems. Think Balloons can tho? Ill move the knight to the right of the treb, that will allow the best charge distance to hit either the Archer if he moves the soldier forward, or take down a town.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Pretty sure only transport boats hold Giants. A Balloon would be interesting- transport capacity of two, only 6 moves but ignores most terrain costs and only anti-air can attack it. 500 gold is a lot to shell out for the privilege, though.


I'm happy to pick up your backlines Spears on my next turn, may be able to drop them somewhere you can get a sneak-attack in.
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Ive been thinking.. you have him pretty well cornered down south, i think we can hold position in the center and i can press him in the north before his reinforcements arrive. I can move my knight into a nice position, and force him out of the area, while also keeping that town down. Ill build a spear/soldier in the backlines, and a giant in the front.. Sound good?
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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That's fine. My only concern is them moving enough foot soldiers through the center that they can overwhelm the few we have there and start attacking the Treb... but you're a little thin in the north otherwise. I may produce a Knight of my own next turn, then.
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I must say... that plan went better than expected! Ive got my groove online, and that will force CH to do some fancy footwork to prevent death/mass unit kill. If he for some dumbass reason.. stays where he is ( he wont ) he is dead. If he doesnt move out of range of the knight, he's dead. The giant coming up behind it all? The straw that will break his back. He has a 1 turn window, where his harpy can get damage in before my mage can respond, but after that... its KO for that harpy. Also, that mage and its "heal" ability might come in handy, if he stays within a range of some of my units.

[Image: K4NtRA3.png]
That knight placement means that any attack on that knight is death. Love our treb placement.. really wish we could get one 1South of the blue knight tho.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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I think its possible that Scooter will go north and drop his groove/gem. if he does, i think he's dead. More likely Scooter will retreat. The worry about them punishing the center? Not likely. Especially if they let you load up another couple spears in those wagons. They HAVE to ( imo ) push the middle now, and hard.. before we can get another round of spears to the front. They have a 1-2 window to turn it around i think. Their insistence on using Soldiers over the stronger spears is baffling, yeah.. they have 1 extra movement, but they are so weak without being next to a commander. Id get it if they were saving for some big units.. but they are just as broke as us!
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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i take that back.. CH has enough to build a giant in response.. but it wont really change what happens in the north. If he charges forward with a giant of his own.. my spears will wreck him.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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CH just played- your CO power works through enemy buildings, right? If so then I think you may be able to eliminate him, as Valder will eat a Knight crit, Spear crit, and CO blitz attack.
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Actually, you could just move the CO before blitzing, so the building is irrelevant. Either I'm missing something or CH just screwed up royally.
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Triple spam! Run the #s before attacking- per the Wargroove wiki, a Knight crit should do 45% damage to a full health Commander with no defensive bonuses (as is the case here), a Spear crit will do 30%, and Ryota will inflict 45% of his maximum possible attack damage of 45%, which is just over 20%. Which is all to say that you may only be able to do 95% damage to him- which could be exactly what CH is counting on, as you'll end up with Ryota in an exposed position where he can kill you in return.


Here's the critical factor- to quote the wiki:

Quote:Any number listed on this table is the median damage, but the actual damage dealt is slightly randomized. The actual damage dealt may be as much as 5 points higher or lower.


So... you may be able to kill him, if you get lucky rolls, or you might come up short and get murdered in turn. Tricky.
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