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Thrane strike force. RAIDERS OF AUNDAIR STAY OUT
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<blockquote data-quote="Scurry" data-source="post: 3892613" data-attributes="member: 56641"><p>Bear in mind that, I believe, we're using invisibility sphere for the bulk of our concealment. We can have at most one guy split off (with separately cast invis) from the little group huddle we have going on before the jig is up. Also, how is a scout going to report back when we're all silent and invisible? Two pokes for attack, three for run away? We only have one fly scroll per guy, not counting the Emergency Extra, which is for emergencies, so waiting for the duration of spells to expire is a poor idea.</p><p></p><p>I don't like the idea of being separated, it has a much worse failure mode (split guy dies) than most strategies. I think sticking together, raiding the ship, and moving as fast as we can to the objective is the best we can do.</p><p></p><p>The marshall wrestling with the wheel is a good idea - a marshal's auras will still keep on kickin', so we can pull the ship away even if there's a fight. Even if the crates aren't on the ship, we should do our utmost to ensure the ship isn't an escape route - flying it away from the dock and letting it drift in space isn't a bad choice, though very unsubtle.</p><p></p><p>EDIT: Now is probably also the time to finalize our group expenditures. By my count, we have 1.7 k to play with, and we need to buy a metamagic rod, as many disks as we can get our hot little hands on, and I think some other stuff...?</p></blockquote><p></p>
[QUOTE="Scurry, post: 3892613, member: 56641"] Bear in mind that, I believe, we're using invisibility sphere for the bulk of our concealment. We can have at most one guy split off (with separately cast invis) from the little group huddle we have going on before the jig is up. Also, how is a scout going to report back when we're all silent and invisible? Two pokes for attack, three for run away? We only have one fly scroll per guy, not counting the Emergency Extra, which is for emergencies, so waiting for the duration of spells to expire is a poor idea. I don't like the idea of being separated, it has a much worse failure mode (split guy dies) than most strategies. I think sticking together, raiding the ship, and moving as fast as we can to the objective is the best we can do. The marshall wrestling with the wheel is a good idea - a marshal's auras will still keep on kickin', so we can pull the ship away even if there's a fight. Even if the crates aren't on the ship, we should do our utmost to ensure the ship isn't an escape route - flying it away from the dock and letting it drift in space isn't a bad choice, though very unsubtle. EDIT: Now is probably also the time to finalize our group expenditures. By my count, we have 1.7 k to play with, and we need to buy a metamagic rod, as many disks as we can get our hot little hands on, and I think some other stuff...? [/QUOTE]
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