[sblock=Tactics]
I think we should rush forward and endure whatever they do in the first round, important thing is to have more of us in the blue area then they manage to put in. The exception would be Kauldron and Brenwar who should block normal passage toward the spheres left and right (hoping the eladrin don't get more then 3 square teleport)
I will curse and kill the minion in the first round so I get my curse spread out.
Having vulnerable people 6 squares deep presents a problem as our defenders need to move so they can come forward. The point is moot if we're deploying at will.
[MENTION=5656]Someone[/MENTION], Ootah got initiative, he can target one of their easier to hit targets or use some accurate attack to overcome the penalty of my low rolls and foil whatever they planned, at least partially.
Ootah has range so he should go in the U row as far left as possible, so that single push cannot get him down and to be out of reach of all or most of the attacks while still having an option to attack.
Also, since using orbs allows attacks of anyone in range, no matter our positioning, vulnerable targets are vulnerable. We need to drop few of them as fast as we can using slides to drop them while at the same time guarding against same tactics...
So, first round, bunch up minimum of three squares from the edge, next round, our artillery focuses on one of theirs while defenders take one each with help of Joy and Artemis. Lerrick focuses on getting to the red orb and sliding people around...damage will not (I think) be important as much as tactical movement (and being eladrin, they got advantage on us).
[MENTION=60965]Iron Sky[/MENTION], how do we get to red orbs, the access seems blocked by the statues.
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[sblock=Actions]
Minor: Drink Potion of Will giving Martelai will 25 for the encounter
Move + Move: J9, gain concealment
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[sblock=Martelai Stats]
AC: 20 Fort: 17 Reflex: 19 Will: 19 (25)
HP: 54/54 Surges: 7/9 Surge Value: 13+1
CURSED: none
STATUS: resist 5 necrotic, concealment
FEATS
Sacrifice to Caiphon, Improved Fate of the Void, Superior Implement(Accurate Rod)
Rod Experise, Bloodied Boon
POWERS
Eldritch Blast
Dire Radiance
Knack for Success
Cursebite
Ethereal Stride
Delban's Deadly Attention
Mirror Darkly
Cast Fortune
Blackleaf Gloves Teleport
Decree of Khirad
Flames of the Smoking Crown
Elixir of Will
Armor of Dark Majesty (daily, minor): place your curse on any enemy you can see instead of only closest one
Talon Amulet (daily, minor): until the end of the encounter any creature that hits Martelai in melee takes 1d6 damage
Rod of Avernus: (daily, minor): until the end of the encounter any enemy that ends it's turn adjacent to Martelai takes 5 psychic damage
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