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Post by Neo on Sept 24, 2014 13:42:35 GMT -6
Sorry... I was going to come up with my custom plan, and then it completely slipped my mind. That's what happens when you multitask too much. Anyway, I need time to think. None of those options sit right with me.
Speaking of which, I have a question. We're in a forest right now, right? Or at least near a forest? I can't remember if we are or not.
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Post by SummerCrow on Sept 24, 2014 15:26:16 GMT -6
Speaking of which, I have a question. We're in a forest right now, right? Or at least near a forest? I can't remember if we are or not. You're in hills. There's a few trees, but it's hardly a forest. The plains between the hills and city are mostly empty, just a handful of trees and bushes. The grass isn't tall enough to hide in (or slow you down), either.
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Post by SummerCrow on Sept 26, 2014 19:04:00 GMT -6
So, uh... anyone besides Neo even planning to vote?
Do people not like the options? Are they just worried they'll be "the one that got everyone killed?" ...Or did everyone disappear while I was gone?
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Post by Neo on Sept 26, 2014 19:59:56 GMT -6
So, uh... anyone besides Neo even planning to vote? Do people not like the options? Are they just worried they'll be "the one that got everyone killed?" ...Or did everyone disappear while I was gone? I think people are just worried about getting everyone killed. A lot of people have been really busy too. I haven't even had time to update UB in a few days. But don't worry, I'm not gonna leave ya hanging my friend.
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Post by Deleted on Sept 26, 2014 20:25:33 GMT -6
Is there an abandoned fort or someplace where our units can hole up. This way our units w/ weaker defense aren't exposed. If this is just people on an open plain with a few trees or bushes. Then in those types of situation I always been a fan of having the enemy come to us. Building up an extremely strong 'wall' w/ some of our more beefier units while we place healers, mages, and people who use Bows.
Is there any place we can effectively form a choke point and have the enemy units funnel in toward us. If nothing is available then maybe a modified hit and run where some of our more evasive units takes pot shots at the units. Drawing them to the main force.
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Post by Neo on Sept 26, 2014 20:38:09 GMT -6
Alright, I think I've finally come up with a decent custom strat. It's not gonna be Dragunov worthy, but it should get the job done.
F. We split our forces into three groups. The first group will be comprised of our speedy units and any Cavalry we have, as well as our Fliers and will be commanded by Rain and Doran. They will distract the enemy's main force by picking off a couple enemies at a time, using Guerilla tactics. The second group will be comprised of only Claudia, her lover Dan, and Zephyr. They will scout the terrain at our back from the air, and determine the location of the enemy's Cavalry. If the enemy Cavalry have already been sent for reinforcements, Claudia, Dan and Zephyr return to the main forces, and our main forces prioritize taking the town with all haste. Once the enemies outside the Cathedral have been dealt with, the groups join up and we fortify our defenses and await the enemy reinforcements.
The third group will be the bulk of our forces, commanded by June and Paen. If the enemy's Cavalry are waiting in ambush, Claudia, Dan, and Zephyr fly back to warn the main group, and our main forces form a defensive line on the plains. Our bulkiest units will draw the enemy's attention, while our Magic users wait behind what little trees there are, using them and the hills as cover. Claudia and Dan will then join Rain's team, and Zephyr will regroup with Sherry, while our friendly Manakete takes to the skies and attacks the hidden Cavalry from above. A sudden assault from a dragon will both spook the enemy and provoke them, and Drake then lures the Cavalry into our own little ambush. Once the Cavalry has been dealt with, the main forces join up with Rain's team, and slowly storm the town.
Either way, we only engage the Dracozombie when every other enemy outside the Cathedral has been defeated. Use bait and lure tactics with ranged units to defeat the Behemoths without provoking the Dracozombie. Only Paen, June, Rain, Doran, and Drake then engage the Dracozombie. All other units stay just out of range, ready to switch with our front lines if necessary. Our healers stay back and heal.
I assume this is like FF8, right? With Myrrh and Morva? If so, make sure Drake lands the final blow.
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Post by Deleted on Sept 26, 2014 22:08:31 GMT -6
I can back Neos plan
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Post by SummerCrow on Sept 27, 2014 16:53:08 GMT -6
Let's see if I understand this plan correctly. Allied cavalry/air harasses the enemy trying to pick them off. Claudia, Dan, and Zephyr scout. Plan them becomes one of two scenarios.
Enemy cavalry lying in ambush: Ground units dig in. Drake lures enemy cavalry into the ground units' ambush. All units then regroup to push in to the enemy town.
Enemy cavalry bringing reinforcements (or undetected): Ground units join forces pushing in on town, attempt to break through to the enemy headquarters as quickly as possible.
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Post by Neo on Sept 27, 2014 19:36:43 GMT -6
Let's see if I understand this plan correctly. Allied cavalry/air harasses the enemy trying to pick them off. Claudia, Dan, and Zephyr scout. Plan them becomes one of two scenarios. Enemy cavalry lying in ambush: Ground units dig in. Drake lures enemy cavalry into the ground units' ambush. All units then regroup to push in to the enemy town. Enemy cavalry bringing reinforcements (or undetected): Ground units join forces pushing in on town, attempt to break through to the enemy headquarters as quickly as possible. Correct. Make sure we also handle the Dracozombie carefully, like I suggested. Morva always was more of a pain than the Goat King.
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Post by Deleted on Sept 28, 2014 7:36:04 GMT -6
I third Neo's plan.
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Post by SummerCrow on Oct 3, 2014 0:38:10 GMT -6
"I don't see any reason we can't combine some of these plans," you suggest.
"Which ones?" Doran asks.
"The enemy cavalry's the big problem here. If they've gone for reinforcements, we're on a strict time limit. If they're waiting to ambush us, we need to be slow and careful. What they're doing completely determines the smart course of action here, right?"
Paen nods. "If we knew where they were, we could go ahead and start already."
"But in case they are going for help, we don't have time to sit around doing nothing. So, I think we should split into three teams. Some fliers to hunt for the enemy, and one team to prepare for either possibility. We'll have our cavalry take advantage of the enemy being spread out to pick a few of them off, which will help if we need to rush the city." You point at a nearby hilltop. "And we'll have our infantry setting up a fall-back point, just in case our cavalry is ambushed or needs to retreat."
Everyone falls silent, each clearly lost in thought. Doran is the one to break the silence. "Well, then. I have no objections. Anyone?" Silence. "Right. No time to lose. June, take command of the cavalry. I'll take charge of the infantry here. If anything goes wrong, have Saul signal us with some fire magic. Claudia, Dan. You're in charge of finding the enemy. Make a quick sweep of the hills surrounding the city; if you don't find anything relatively close, assume they've gone for reinforcements and report back."
"Send Zephyr with them," you add. "He's been a big help before."
"That's one less for our team," Rain points out. "You sure about that?"
You nod. "Everything depends on finding or not finding their riders. We can't afford to miss them and have them sneak up behind us."
Harrow nudges Cynbel forward. "Cynbel. You know this area best. Assuming the enemy's bringing help, how soon would they get here?"
Cynbel shakes his head. "It's not like I know every inch of this country inside and out. But given the terrain and distance... Assuming the enemy riders we let escape the other day headed straight here to announce our arrival, probably not long after sunset."
You glance towards the horizon. The sun's sunk enough to frame the town itself. A few hours. Not a harsh deadline, but one that could sneak up far faster than you expect. You also notice you'll be charging straight into the sun if you attack the town head-on, and make a quick decision to attack from southeast. ------------------- You form ranks at the south end of the plains. Haley and Walt flank you, while Saul and Cecil lag a bit further behind. Wendy and Rain perch at the top of a nearby hill, waiting for your signal to charge. Fumiko sits calmly behind you, while Harrow rides double with Saul. Drake clings to Rain, clearly unhappy with the arrangement. You give one last glance around. Haley gives you a reassuring wave. Walt adjusts the grip on his poleaxe, then gives a nod.
You urge Marth forward. He begins a slow walk while you call over your shoulder. "Stay together, and watch each others' backs." The others start to follow you.
You push Marth into a trot. "We hit them, we bleed them, then we move to the next group. Don't let them box you in." Everyone starts to pick up speed.
You give one final order as you shift to a gallop. "If you even think you need help, call for it." A call of acknowledgement rings out from the group behind you.
The enemy forces are quick to notice your approach. By the time you're halfway across the field, an alarm has been raised. The small, southernmost group takes up a defensive position. Four heroes raise their shields, while a trio of halberdiers brace behind them. Their sages and snipers stay well to the back, along with a bow-wielding warrior. From the corner of your eye, you see the nearest group starting to move your way - but, if all goes according to plan, you'll be gone before they can link up.
With less than twenty feet to go, Fumiko leaps from Marth's back, hurling a fireball at the heart of the enemy formation. A hero yells in surprise and staggers backwards. You correct your charge slightly, aiming for the gap in the enemy's rank. As you rush through, one of the halberdiers takes a swing at you. It barely grazes your arm, easily deflected by your gloves' hidden plating. You answer with a swing of Armads, with the full weight of Marth's charge behind it. You catch the halberdier high in the chest, just below the neck, and he falls limp instantly. With a deft swing, you yank Armads free while continuing your charge.
Beside you, you hear the crash of steel-on-steel as Walt slams into the wounded hero, bowling him over. Haley stops short, driven back as the remaining lancers and a hero turn on her together. Cecil looses an arrow as he passes wide, catching the hero in the side and giving Haley the opportunity she needs. Saul launches a bolt of lightning at one of the snipers, stopping him before he can fire at Rain. Wendy lands beside the warrior, her Delphi shield glowing bright. The warrior fires an arrow, only to have it bounce harmlessly off. Wendy's manticore answers by slashing him with his tail, while Wendy thrusts with her lance. The warrior staggers back, badly wounded, but still alive. One of the sages raises a heal staff, only to have Harrow latch on to his arm with her jaws.
You take a quick stock of the situation. Two of the heroes lie dead, and one of the halberdiers. They've lost a sniper, a sage, and their warrior is badly wounded. Half their team, gone in a heartbeat - your group is responding to each other's needs almost instinctively. The next enemy patrol team will be on you in a matter of seconds - another dozen troops to your nine. They're following a smaller road that seems to connect the major roads, forming a ring around the city outskirts. You look down the main road, and you see one of the heavy armor teams already in position. Twenty generals, all slowly lumbering your way. Maybe a minute, if they keep their pace. We can't stay any longer. We need to-
Your thoughts are interrupted by an ear-splitting roar. The dracozombie perched on the stairs to the enemy headquarters is staring in your direction, jaws wide open, smoke billowing from its maw. Drake leaps from behind Rain, transforming in mid-air and roaring a response. "ABOMINATION!" Before you can react, the dracozombie lunges from its position, leaping into the air with more agility than a creature of its bulk should be capable of. Drake answers the challenge, charging headlong at the enemy. The pair slam into each other right above the enemy generals. Drake is knocked back, grabbing his opponent even as he's hurled away. The pair tumble in the air before disengaging. You call to Drake, but he ignores you. "This is my fight!" he roars in your direction before shooting straight up towards the clouds. The dracozombie responds in kind, rocketing up with a trail of purple smoke trailing it.
Rain makes a move to follow, but the arrival of the second enemy group prevents her as a pair of arrows barely whiz past her head.
"Have faith!" Harrow calls out. "Leave him!"
You notice the enemy Risen don't shift to fill the hole in their ranks, or even react at all.
(A) Retreat back to the open plains and hook around to the north (B) Charge through the second enemy patrol to escape (C) Stand and fight in the open road (D) Rush the enemy generals
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Post by Deleted on Oct 3, 2014 7:03:17 GMT -6
A?
A.
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Post by Neo on Oct 4, 2014 15:53:00 GMT -6
Well damn... I'm just getting off duty now. Give me a bit to think and then I'll vote.
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Post by Neo on Oct 5, 2014 21:00:42 GMT -6
A. While I don't like wasting too much time, especially since reinforcements are already on their way, it's the only option that doesn't leave us getting flanked. Jeez CDM, what a time not to give us a custom option. You're so heartless.
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Post by Deleted on Oct 5, 2014 21:04:25 GMT -6
Seem s like A is the way to go. Better to run and live then do some Leroy Jenkins stunt and get people killed.
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Post by SummerCrow on Oct 6, 2014 7:02:59 GMT -6
A. While I don't like wasting too much time, especially since reinforcements are already on their way, it's the only option that doesn't leave us getting flanked. Jeez CDM, what a time not to give us a custom option. You're so heartless. You can always suggest a custom option, assuming it's physically possible and you can drum up enough support.
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Post by Neo on Oct 6, 2014 13:49:15 GMT -6
A. While I don't like wasting too much time, especially since reinforcements are already on their way, it's the only option that doesn't leave us getting flanked. Jeez CDM, what a time not to give us a custom option. You're so heartless. You can always suggest a custom option, assuming it's physically possible and you can drum up enough support. Sweet. I already have something cooking. Cynebl is with our advance force, right? And he knows this area fairly well? Would he be able to find an unguarded back alleyway on the spot? Or would it take him too long?
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Post by SummerCrow on Oct 6, 2014 16:50:04 GMT -6
You can always suggest a custom option, assuming it's physically possible and you can drum up enough support. Sweet. I already have something cooking. Cynebl is with our advance force, right? And he knows this area fairly well? Would he be able to find an unguarded back alleyway on the spot? Or would it take him too long? Cynbel is not. He was turned into a dread fighter. He also mentioned that he doesn't know this area.
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Post by Neo on Oct 6, 2014 16:58:26 GMT -6
Sweet. I already have something cooking. Cynebl is with our advance force, right? And he knows this area fairly well? Would he be able to find an unguarded back alleyway on the spot? Or would it take him too long? Cynbel is not. He was turned into a dread fighter. He also mentioned that he doesn't know this area. Ah, right... Forgot about that. I'll just stick to A then.
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Post by SummerCrow on Oct 7, 2014 19:20:22 GMT -6
"Pull back!" you order, turning Marth around. Everyone responds quickly, breaking for the relative safety of the open plain. A halberdier tries to block Walt, but he charges right past. A hero grabs at Harrow, but only manages to pull out a fistful of fur. You take it slow, making sure everyone else is clear before pushing Marth into a canter.
The enemy reinforcements make no move to pursue, instead shifting back to help the first group lick their wounds. The generals halt their advance, moving back to the middle of the road. You bring your troops wide around the city, cutting away to the north. As you pass the center road, you see two more of the six outer groups joining together and taking a defensive position. The enemy is reacting shockingly quickly to counter your strategy, combining its forces to make them harder to pick off. As you swing around back to the northwest, you notice a rogue ducked down an alley. You hurl your hatchet, but he slips behind a box. Before your allies can follow up, he's disappeared.
Walt sloppily applies a vulnerary to patch himself up while you travel. Haley's got a few shallow cuts - Hallow hops up behind her and starts the healing process. By the time the last two groups of enemies are in sight, everyone's ready for the next round.
The northeast group is moving to join the northern group, who are taking positions on the northernmost road. If you break into a charge, you should be able to hit the closer of the two before they link up, but you may struggle to stop before plowing into the heart of the other group. It's risky, but the enemy's ranged units are exposed. Alternatively, you could try to swing wide drive a wedge between the two groups, aiming to cut across the sides of each - maybe score a few hits and end up behind them.
With the enemy groups consolidated, there's a lot more of the town unguarded. It would take some time, but the layout of the town's fairly simple. It would take some time, but you think you can slip down some of the smaller roads to slip behind one of the enemy formations. Or, you could drop back for now and call in the infantry for backup.
If your estimate is correct, Zephyr's team should be reporting back soon.
(A) Attack the moving group (B) Cut between the groups (C) Try to get behind the enemy formation (choose center, north, or south groups) (D) Signal the infantry (E) Wait (short, medium, or long)
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