Here's my filler hoping no one else enters this thread
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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WG5 Spoilers: CH stumbles in the fog again.
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I'll do a more detailed post on things soon, but things are happening faster than I thought, even with the cramped space. I have the Dropbox folder here, but the gist is that Bob is sending Emeric and an army of Spears at me, while superdeath has Koji take the contested airport. I'm fighting with a Treb and Archer, but I'm not sure if that's the best response at the moment--my Dogs might have to be meatshields to protect my ranged units.
Well, this certainly got put on the backburner unfortunately. Anyway, now that's there's been some big news that I had nothing to do with, I might as well do some updates. Let's start with the cliffhanger I left you with back on Turn 4:
![]() Was I supposed to easily let Bob get that Barracks? As such, I've been spamming foot soldiers and indirects to hold off that force of fodder. Let's jump to Turn 6: ![]() This is where I started to lose a bit in the north thanks to Emeric's power (which was part of a mostly misplayed Turn 7) and the Alchemist blitzing my Archer (which isn't too much of a loss), but I'm doing well in the south, as we'll see in the current turn (Turn 8): ![]() I'm worried about losing my Treb now, and then I'm done, especially since I can't benefit from scooter's death at all--I should quit playing Wargroove (or at least FoW games) because I clearly have no chance in any of them
Well, this is interesting. Let's start with where I was after Turn 9:
![]() Immediately after moving up my second Treb I was completely worried, as it seems pretty clear that I'm losing a Treb this turn, and then I might as well resigned. However, what happened instead completely shocked me: ![]() For some unknown reason Bob decided to move all the troops to the south, leaving only a possible build, a Soldier, and...Emeric! Yes, Emeric is in range of two Trebs, one of which will crit. In addition, if I block Emeric from moving south (though that's not trivial, since the Alchemist can still attack anything I left there), it has to remain in a position where one of the Trebs can crit next turn too! I'm not sure of the exact moves yet (I think I need two units to kill the Soldier which means I can't chip down the village, and a relevant unit build completely ruins this obviously--I can check the woods at least), but a commander attack is probably my last hope.
Well, I finally got around to the turn, and things are better than I expected:
![]() Emeric is down to 25% (30% after the natural heal), and while I'm not sure if I'll be able to kill him next turn (he can heal on the Village if nothing else, though that might not be enough to take two Trebs, an Archer, and at least one Dog), here are some thoughts: * I don't think he can kill my Dog that's blocking in Emeric without using both the new Soldier and the Mage, and that either requires something in the woods 1W of the Mage or that 1% Health dog to get a good roll to kill my 7% Soldier (though I think it doesn't have to be that good--again, I'm not 100% sure of the damage formula, and I think everything gets up to a 10% possible luck bonus anyway--or at least it would in AW) * No matter where Emeric moves (outside of putting it in (EDIT: The on-screen Wagon I was blind and missed the first time )) it'll be in range of at least one Treb and my Archer, so it almost certainly has to heal this turn (which means no Groove)My guess is that Bob will be safe in the end, as he kills my blockers and heals in the woods next to the Barracks, but maybe I get lucky on the rolls or Bob doesn't see it. Otherwise, things are also going decently in the south: ![]() Lots of good attacks on superdeath and not much resistance, though I still assume he wins thanks to getting dibs on all of scooter's territory.
Well, let's see how things look after Bob played:
![]() The units moved north, and instead of killing my blocker dog, Bob decided to park on the mountain, drop the crystal, and use the Mage to heal. I'll admit I didn't think of the Mage heal along with the Groove, so let's see how things work out: ![]() Finally I've accomplished something in one of these games! Treb+Archer+Dog was more than enough to kill (if I would have used the full health Dog I would have had it by more than 10%). Now let's see the aftermath, as well as how things are going in the south: ![]() So yeah, superdeath has a decent number of troops around there. However, the appearance of Koji means I have a chance if superdeath gets too aggressive. Notably there's at least one indirect that hit Sigrid (and I healed it) so I'm retreating some, but I made a big mistake in moving the Treb forward instead of south to support the superdeath front--my thought was that I wanted to try and take over Bob's territory quickly, but with Koji on the scene that was dumb. Similarly, I also should have swapped the position of the Archer and the Soldier in the north to do more captures quickly, but that isn't quite as big of a mistake. I still think I'm on the back foot, but I have no clue where the rest of superdeath's army is--my guess is that he was facing Bob for scooter's territories, making it more urgent that I take advantage and try to get a quick Commander kill, but I assume Koji is going to retreat now that Bob is dead, and I obviously couldn't attack for a turn or two even in the best case. |