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Living 4th Edition
6 Eagle Down (Judge : Garyh)
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<blockquote data-quote="elecgraystone" data-source="post: 5024572" data-attributes="member: 74232"><p>[sblock=OOC/Tactics] Well, I think it might be good to bunch our area attacks. Any 20's rolled and they die. Right now a burst 1 centered on Rinch hit him and starts chipping away at his huge HP total, and gives you 4 undead targets to hit. So it might not be a bad idea to dog pile on him with those kind of attacks.</p><p> </p><p>Also, once I shoot off my big attacks I can be added to the melee people list. After 3 rounds [I expect to use an action point early to 'thin out the herd'], I can be 100% melee. And I don't do bad at it either. A d6+4 to all melee foes and an extra d4+d6+4 to my target. Heck, if we get 7 Rabbit into melee we've got out own aura! Now if we could just get a few bad guys between us and overlap out armors... 2d6+8 auto damage sounds pretty sweet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p> An area attack on him could also hit a zombie and a dark one. Another good target zone.</p><p> </p><p>Fire I got... Radiant I think we're pretty slim on. </p><p> </p><p>Well winning and losing both have their good points. We win, we can blast away as is before we have to worry about AO. Losing means they HAVE to start bunching up to attack us [no ranged attacks]. If we can move to keep the ranged people out of the worst swarming, letting them group together might not be a bad idea...</p><p> </p><p>Don't worry about the aura. "<span style="font-family: 'MentorStd'"><span style="font-size: 9px"><span style="font-family: 'MentorStd'"><span style="font-size: 9px"><span style="font-size: 10px">any <u>creature</u> that enters or begins its turn in the aura takes 5 cold damage"</span></span></span></span></span> This means bad guys too. This means that a Gravehound, a Dark Emissarie and a Zombie take damage as the map sits now. If everyone bunches up or we can forced move him into a bunch, that aura may be the best weapon we have...</p><p> </p><p>Thinking about it, a few well placed forced movements could pretty much keep it out of melee and control it's aura. [move it out and the next slide another bad guy in] Also readied thunderwave could knock it back before it's aura hits and bunch up the baddies around it so they can all take free damage and we don't have to. We might have to put the wizards on 'keep away the cold guy' until it dies. Even afterwards, it'd still be a good tactic to control who we're getting swarmed by.</p><p> </p><p>Not a bad idea. Will all depend on when we go though. Also a few forced movement attacks will make OA's a non-issue. Myself, I can punt him enough to slide him down 1, enough for everyone to slip past. If luck is on out side this would be out best option.</p><p> </p><p>Worth a try, and as I pointed out an area attack dog pile gives lots of chances for 20's rolled on nearby undead.[/sblock]</p></blockquote><p></p>
[QUOTE="elecgraystone, post: 5024572, member: 74232"] [sblock=OOC/Tactics] Well, I think it might be good to bunch our area attacks. Any 20's rolled and they die. Right now a burst 1 centered on Rinch hit him and starts chipping away at his huge HP total, and gives you 4 undead targets to hit. So it might not be a bad idea to dog pile on him with those kind of attacks. Also, once I shoot off my big attacks I can be added to the melee people list. After 3 rounds [I expect to use an action point early to 'thin out the herd'], I can be 100% melee. And I don't do bad at it either. A d6+4 to all melee foes and an extra d4+d6+4 to my target. Heck, if we get 7 Rabbit into melee we've got out own aura! Now if we could just get a few bad guys between us and overlap out armors... 2d6+8 auto damage sounds pretty sweet. ;) An area attack on him could also hit a zombie and a dark one. Another good target zone. Fire I got... Radiant I think we're pretty slim on. Well winning and losing both have their good points. We win, we can blast away as is before we have to worry about AO. Losing means they HAVE to start bunching up to attack us [no ranged attacks]. If we can move to keep the ranged people out of the worst swarming, letting them group together might not be a bad idea... Don't worry about the aura. "[FONT=MentorStd][SIZE=1][FONT=MentorStd][SIZE=1][SIZE=2]any [U]creature[/U] that enters or begins its turn in the aura takes 5 cold damage"[/SIZE][/SIZE][/FONT][/SIZE][/FONT] This means bad guys too. This means that a Gravehound, a Dark Emissarie and a Zombie take damage as the map sits now. If everyone bunches up or we can forced move him into a bunch, that aura may be the best weapon we have... Thinking about it, a few well placed forced movements could pretty much keep it out of melee and control it's aura. [move it out and the next slide another bad guy in] Also readied thunderwave could knock it back before it's aura hits and bunch up the baddies around it so they can all take free damage and we don't have to. We might have to put the wizards on 'keep away the cold guy' until it dies. Even afterwards, it'd still be a good tactic to control who we're getting swarmed by. Not a bad idea. Will all depend on when we go though. Also a few forced movement attacks will make OA's a non-issue. Myself, I can punt him enough to slide him down 1, enough for everyone to slip past. If luck is on out side this would be out best option. Worth a try, and as I pointed out an area attack dog pile gives lots of chances for 20's rolled on nearby undead.[/sblock] [/QUOTE]
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