Remnants of the Wild (Erithmu) vs. OrcSmash (Gr8Tyrant): MindWandererB [Level 1, Arena]
Tactic for Remnants of the Wild Ok … I don’t they these two are going to run away. So we are going to have to do something a little different
Plan: Double action point to kill one of them in a single round, then chip away. Target Fertek then Furtekette
Starting: Loddick starts in default and Torel behind him. Both with weapons and Torel with shield.
Engagement (round 1ish):
Torel will delay to after Loddick. Loddick will take a step forward so that he is between the gap Torel will move to be adjacent diagonal next to him.
If the orcs are visible Loddick will Oath Fertek and then ready Angelic Alcarity vs Fertek charging & in range to interrupt it (I think, if not move behind cover so he can’t). If the orcs aren’t visible Loddick will ready to Oath Fertek once in range/visible
Torel will simply delay till right after the initial engagement (This should split Fertek and Furtekette’s init. Torel will attack with Lance of Faith from range or move into melee and attack with healing strike (T: Divine Fortune, L: Divine Guidance) if Loddick has been hit. Then AP for a basic melee attack.
Loddick will Action point as soon as he is able (use Bond of Pursuit) to take Fertek down. If needed Loddick will use his move action to shift away and use Renewing Strike (Use elven accuracy here if needed)
*** If for some reason Furtekette can be singled out go ahead and drop her using the above method. But keep Torel protected from that charge encounter power (use Loddick or Furtekette to block the charge) ***
After one target is down keep the pressure up with Loddick and have Torel move a few squares away to try to draw pursuit. Focus with Bond of Pursuit and Lance of Faith attacks.
Basically strike hard and fast and take one of them down before anything bad can happen.
Notes: - If Furtekette hits with Jaws of the wolf Torel should use sacred flame to give extra saving throws to break the ongoing damage. - Torel will shift when able - Torel will heal when either party member is bloodied. - Loddick’s reroll can go to angelic alacrity if needed - Green light for both APs and Loddick’s Daily - Second Wind: Use if one of the targets are down and Torel is out of heals or self is below 1/4 hp - be liberal with the healing I think I’m going to need it.
Tactic for OrcSmash Thanks for taking the time to pitlord the fight. I am new to the game, so if I left something out or my formatting sucks, feel free to let me know and I will change it. Below are my tactics:
Both Characters will use move actions going along the left side of the arena until they see the opponent. Both characters are looking to attack the cleric.
Furtek and Furtekette ready actions to charge attack the cleric as soon as he is in range. Furtek will allow an attack of opportunity if he must. Furtek uses howling strike on his charge. If he hits add the Furious Assault encounter power.
The two characters will stay together to the best of their abilities, trying to flank whenever they can. If they are forced to attack the avenger Furtek will use pressing strike to move the avenger toward the cleric so they can switch off and, Furtekette will quarry the avenger and then will use twin strike until Furtek gets the battle close enough to the cleric, then she will use Hit and Run to get away from the avenger and get on the cleric.
If Furtek and Furtekette are able to get to the cleric, Furtekette will quarry him and then use Two Fanged Strike as able. She will use her quarry damage on the first attack that hits. She will also use furious assault on the first attack that she lands. She will continue with Twin Strike with quarry damage on the first hit until the cleric is dead.
When Furtek gets close enough he will accept the attack of opportunity to leave the avenger and charge the cleric with his normal howling strike charge. (Furtek will. Only provoke once. If he has already provoked he will continue attacking whatever he is on) Furtek will use Avalanche strike, and if he hits, he will add the Furious Assault ability if he still has it. If this does not kill the cleric, he will continue to use pressing strike to keep the cleric in combat advantage.
Furtekette will second wind after the third time she is hit or if she is dropped below a surge value of HP.
Furtek will second wind if the avenger hits him with a daily or encounter, otherwise he will wait till he is at a surge value of hp.
Once the Cleric is dead Furtekette will go for the avenger. If Furtek is alive she will quarry the avenger and start using twin strike. If Furtek is dead, she will still quarry but she will open up with Jaws of the wolf. After that she will use two fang strike if Furtek is alive, and hit and run if he is not, always moving max distance in and out of combat.
If Furtek gets stuck on the avenger and he goes down while Furtek is still up, he will use his encounter swift charge with howling strike to get at the cleric. He will continue to use pressing strike until the cleric is dead.
Conventions Those are the conventions for this fight run by MindWandererB Actions types are denoted with {Free} {Move} {Stan} {Minor} Maps are dynamically generated with coco.php script
Fight Info Red is the color of Torel. Blue is the color of Loddick. Green is the color of Fertek. Magenta is the color of Furtekette. All rolls are HERE
Initiative Torel [7]+1=8 Loddick [2]+3=5 Fertek [11]+2=13 Furtekette [14]+3=17 Torel starts in the NORTH square behind Loddick, holding his mace and shield. Loddick starts in the default position, holding his longsword. Fertek starts in the EAST square in the default position, holding his greatsword. Furtekette starts in the other default position, holding her longswords.
Round 1 Furtekette moves out {Move}, quarries Loddick {Minor}, and charges him {Stan: [12]+8+1=21, damage [7]+4+[3]=14}. Fertek follows {Move} and charges Torel {Stan: OA [6]+7=13; [19]+7+1=27, damage [1]+[5]+4+2=12 + Furious Assault [5]}. Torel delays. Loddick shifts so that he's not adjacent to Furtekette {Move}, oaths Fertek {Minor}, and uses Bond of Pursuit {Stan: [19]+7=26, damage [7]+5=12} twice {AP: [17]+7=24, damage [7]+5=12}. Torel uses Divine Fortune and Healing Strike on Fertek {Stan: [1]!, Divine Guidance [7]+6+1=14}, misses, tries to hit again {AP: [4]+6=10}, and misses again. He heals himself {Minor: [4]+4+6=14} and backs off {Move}. Torel: 22/25 hp, Defenses 17/14/11/16 Loddick: 14/28 hp, Defenses 16/14/13/15, quarried Fertek: 7/31 hp, Defenses 16/16/13/10, oathed, Bond of Pursuit Furtekette: 31/31 hp, Defenses 16/15/14/11
Round 2 Furtekette backs away {Move}, quarries Torel {Minor}, and charges him {Stan: [1]!}, crashing into the wall. Fertek shifts up to Torel {Move} and uses Avalanche Strike {Stan: [2]+7=9}, missing and opening himself up for attack. Loddick shifts out of melee {Move} and uses Renewing Strike on Fertek {Stan: [14]+4=18, damage [4+5]+4=13}, dropping Fertek and healing himself. He declares his Oath on Furtekette {Minor}. Torel also shifts out of melee {Move} and uses Lance of Faith on Furtekette {Stan: [8]+4=12} and misses. Torel: 22/25 hp, Defenses 17/14/11/16, quarried Loddick: 21/28 hp, Defenses 16/14/13/15 Fertek: -6/31 hp, Defenses 16/16/13/10 Furtekette: 31/31 hp, Defenses 16/15/14/11, oathed
Round 3 Furtekette closes with Torel {Move} and uses Two-Fanged Strike {Stan: [4]+8=12, [3]+8=11}, missing twice. Fertek is stable {Save: [17]}. Loddick closes in {Move} and uses Bond of Pursuit {Stan: [4]+7=11} but misses. Torel backs away {Move} and tries Lance of Faith again {Stan: [11]+4=15, damage [7]+4=11}, finally injuring the ranger. Torel: 22/25 hp, Defenses 17/14/11/16, quarried Loddick: 21/28 hp, Defenses 16/14/13/15, +2 to hit Furtekette Fertek: -6/31 hp, Defenses 16/16/13/10 Furtekette: 20/31 hp, Defenses 16/15/14/11, oathed
Round 4 Furtekette pursues Torel {Move} and attacks again {Stan: [4]+8=12, [17]+8=25, damage [1]+[6]=7}, hitting once. Fertek is stable {Save: [12]}. Loddick moves into flanking {Move} and strikes again {Stan: [12]+7+2+2=23, damage [3]+5=8}. Torel shifts back {Move} and attacks again {Stan: [7]+4=11}, missing. Torel: 15/25 hp, Defenses 17/14/11/16, quarried Loddick: 21/28 hp, Defenses 16/14/13/15 Fertek: -6/31 hp, Defenses 16/16/13/10 Furtekette: 12/31 hp, Defenses 16/15/14/11, oathed, Bond of Pursuit
Round 5 Furtekette uses her Second Wind {Stan}. Fertek is stable {Save: [16]}. Loddick strikes again {Stan: [12]+7=19, damage [7]+5=12}. Torel uses Lance of Faith {Stan: [7]+4=11}, missing, and retreats {Move}. Torel: 15/25 hp, Defenses 17/14/11/16, quarried Loddick: 21/28 hp, Defenses 16/14/13/15 Fertek: -6/31 hp, Defenses 16/16/13/10 Furtekette: 7/31 hp, Defenses 16/15/14/11, oathed, Bond of Pursuit, Second Wind
Round 6 Furtekette quarries Loddick {Minor} and uses Twin Strike on him {Stan: [6]+7=13, [13]+8=21, damage [3]+[5]=8}, hitting once. Fertek deteriorates {Save: [9]}. Loddick attacks Furtekette again {Stan: [19]+7=26, damage [4]+5=9}, and the fight is over. Torel: 15/25 hp, Defenses 17/14/11/16 Loddick: 13/28 hp, Defenses 16/14/13/15, quarried Fertek: -6/31 hp, Defenses 16/16/13/10 Furtekette: -2/31 hp, Defenses 16/15/14/11, oathed, Bond of Pursuit
Remnants of the Wild are the Winners!
Remnants of the Wild win and gain 2 Victory Points. Torel used an action point and a healing surge. Loddick used an action point, a healing surge, and Renewing Strike. OrcSmash loses and gains 1 Victory Points. Fertek used nothing and Furtekette used a healing surge.
@Erithmu: Your initial placement was genius, as it turned out. Had both opponents been able to reach Torel, this might have gone differently. @Gr8Tyrant: It's true that your tactics could have been more precise under certain circumstances, but I simply didn't have time to ask for clarifications. Tactics-writing is very much something where you learn from your mistakes. Having two glass-cannon melee strikers is also a hit-or-miss situation.
"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book
The Core Coliseum: test out your 4e builds and fight to the death.
Defenders of the Faith (lonewolf) vs The Feyshadows (MindWanderB) vs The Dualettes (Salrantol)
Tactics for Defenders of the Faith
Original Message:
From: lonewolf
Subject: Defenders of Faith tactics
Sent: Sep 11, 03:17PM
hi and thanks for pitlording!
I dont see myself winning this one, so Im using simple tactics conserving resources and hoping for second place.
Serobath starts with his sword out, Wrogan with Sword and shield. Both are in front of the box. They move out together with Serobath up front and ready Radiant Vengance & Daunting light on enemies. Serobath uses Oath of enmity on the first target that presents itself(when in doubt choose Vratta) and engages.
Serobath continues with his encounter attack powers, focusing on his oath of enmity target. Wrogan helps with Righteous Brand(if he can flank the target) or Lance of faith(otherwise).
both will use their racial shift abilities as soon as possible. Wrogan will then start healing the shifting ally(healing strike, then healing words).
both will use their channel divinity powers early.
Serobath uses Distracting Flare if it helps.
Dont use daily powers or action points. No character should spend more than 2 healing surges.
greets
lonewolf
Tactics for The Feyshadows
Original Message:
From: MindWandererB
Subject: Tactics for Feyshadows in FFA
Sent: Sep 10, 11:16AM
Stealth team, FFA... you know what I'm going to do before I say it.
Both characters will start behind the front pillars, loaded crossbow in one hand and respective implement in the other. They will hide, of course. Their first action will be to take just one step to the side, so they're not in the start box; then they'll just hide and stay hidden. Curse anyone when it's convenient (Diov's curse takes priority).
They will come out of hiding under one of the following circumstances: An opponent discovers and engages them, one opposing team is defeated, or the 10-round delay limit is up. When this happens, pick an opponent and focus on that one. If both opposing teams are up, go for the one engaging me; if they're engaging each other, go for whoever looks like they're in the best shape. If only one opposing team is left, go for the more injured one, or just the more convenient one. Vratta's mark, however, should be respected.
First, try a sniping tactic: Stay as far away as possible, Shadow Walk and use cover for stealth, curse, and plink away with crossbows. Remember to attack, then move, rather than the reverse, so as to stay hidden (and remember Shadow Skulk).
If staying far away isn't working for whatever reason, use warlock powers. Witchfire (from one character at a time) should be used on someone aggressing against me, then Eyebite (against anyone but Wrogan; use Eldritch Blast on him. Note Llun's damage is wrong). Diov's Eldritch Rain is also good when it can hit two opponents.
Contingencies/key points: - Stay out of melee. Use Fade Away and teleports to achieve this, especially if marked by Vratta. If under the effects of Censure of Pursuit, do whatever it takes to avoid being pursued, but don't stay in melee. - Use Second Wind if down by a surge and both characters are successfully hidden. - After the initial hiding phase, always stay mobile for Shadow Walk, and do your best to stay hidden. - Always curse before attacking, of course, and also curse whoever when there's no reason not to. Diov is the favored curser due to his pact blade. Also use Hunter's Quarry when there's an available minor action. Use an AP for a second attack if an attack against a quarry victim misses.
Good luck and have fun!
Tactics for Salrantol
Original Message:
From: Salrantol
Subject: Tactics for the Duelettes in FFA
Sent: Sep 10, 01:26PM
First off, thanks for pitlording!
Notes:
Priority of targets is: Serobath (if one of the Duelettes is his oath target), Wrogan, Serobath, gnomes.
When Vratta uses her action point, she gets +1 to hit and +3 damage.
Vratta will always mark the target(s) of her attacks.
If the original target drops to a primary attack from Rain of Blows and there is another target adjacent to Vratta, she will make the secondary attack on the other target.
Number one priority is to get at least one kill (ideally Wrogan).
Vratta will use Boundless Endurance right away, then both will try to get to the central area, to try to reduce the range from which they can be attacked and limit the Feyshadows' effectiveness and the advantage of Serobath's mobility.
Once someone joins the Duelettes in the central area, try to obliterate them, especially if it's Wrogan. Declare him both Duelettes' quarry and try to flank. Chirakka will use Warlord's Favor. Vratta will then use Predatory Eye, if applicable, and Rain of Blows. If all of the Rain of Blows attacks miss, she will use an action point for Steel Serpent Strike. On Chirakka's next turn, she will use Hammer and Anvil. If she misses, she will then try to get her quarry damage with Dragon Breath. If that misses, she will use an action point for Wolf Pack Tactics. If Dragon Breath or Hammer and Anvil hit, she will use an action point for Commander's Strike instead. Vratta will then use Steel Serpent Strike, if available, and, if the target is still standing and she hasn't already used it, her action point for a melee basic attack.
After that, all their non-at-will powers will likely be expended. If Chirakka hasn't used her Dragon Breath yet, she will use it as soon as she can do so without hitting Vratta, ideally hitting multiple foes. Otherwise, focus on Commander's Strike and Vratta's melee basic attacks. If it can achieve a flank, Chirakka will use Wolf Pack Tactics instead of Commander's Strike.
Healing Contingencies
Once the first target has been eliminated, if Vratta has 40 or fewer hit points: She will take her Second Wind.
If Vratta 34 or fewer hit points: Chirakka will use Inspiring Word on her.
Once the first target has been eliminated, if Chirakka has 32 or fewer hit points: She will take her Second Wind.
If Chirakka has 26 or fewer hit points and has not yet used her Inspiring Word: She will use Inspiring Word on herself.
If Chirakka is bloodied, has used one Inspiring Word, and Vratta has 40 or fewer hit points: Chirakka will use Inspiring Word on Vratta.
If Chirakka is bloodied, has used one Inspiring Word and her Second Wind, and Vratta has more than 40 hit points: Chirakka will use Inspiring Word on herself.
Chirakka didn’t see Vratta come around the corner and goes back to help her ally and moves into flanking position
Llun remains hidden
Serobath uses racial shift and attacks with Sequestering Strike (Atks: 15, 22 dmg: 21) and teleports himself and Vratta towards Worgan.
Vratta has another encounter and attacks Serobath with Serpent Steel strike (atk: 15 miss)
Worgan shifts up uses Uses Divine Fortune with Healing Strike, Serobath uses Divine Guidance to augment the attack (Atks: 28,20 dmg: 17) Serobath spends a healing surge and heals 13+4.
Diov 44/44 [18,14,17,18]
Chirakka 44/44 [18,17,15,15] [+2AC vs first attack]
Chirakka moves in quarries Serobath and attacks Serobath with Hammer and Anvil (Atk: 27 dmg: 13) And Vratta attacks (Atk: 15) but misses. Chirakka Action points to use inspiring word on Vratta (13+2 = 15)
Llun sees the fight but the closest target is already cursed by Diov
Serobath attacks with Angelic Alacarity (Atks: 14,26 dmg: 17)
Vratta Regens (3) and attacks Worgan with Tide of Iron (Atk: 21 dmg: 15) and pushes Worgan back and moves into flanking with Chirakka and activates Predatory eye.
Worgan can’t shift due to Vratta’s mark and attacks with Righteous Brand (Atk: 26 dmg: 10) and then heals Serobath (22 hp), Serobath gets +4 to hit next attack vs Vratta
Diov 44/44 [18,14,17,18]
Chirakka 44/44 [18,17,15,15] [+2AC vs first attack]
Vratta 7/53 [22,19,18,15] [D: Curse] [S: Oath] [Regen 3 while bloodied] X
Worgan 25/44 [21,18,17,20] [L: Curse]
Round 9
Diov waits
Chirakka shifts NE and Attacks Serobath (Atk: 29 dmg: 17) taking Sero down Llun passes on Curse
Llun gets eager
Sero is stable
Vratta gets worse
Worgan Attacks Chirakka (Atk: 25 dmg 8) taking Chirakka down Llun passes on Curse, Worgan actively looks around (Perception: 25) and spots Llun and moves for cover
Diov 44/44 [18,14,17,18]
Chirakka 0/44 [18,17,15,15] [L: Curse] [S: Oath] [+2AC vs first attack]
Diov and Llun shoot Worgan (Diov after shifting) (Atks: 10,19 dmg: 14) Worgan goes down.
1st: Feyshadows (1 kill +1 Last standing + tiebreaker) Gain 3VP - Used nothing 2nd: Defenders (2 kills) Gain 2VP Sero - 2 HS Worgan - 2HS 3rd: Dualettes (1 kill) Gain 1VP - Final Fight
@Lonewolf: I think you had the right idea, I'm not sure if I wouldn't have taken Chirakka down ASAP in hopes of saving some healing @Salrantol: Dice were not your friend @MWB: Yea ... I'm pretty sure we need to shorten the Delay penality in 4E ... to like 3 rounds.
Hermes Strike (Telinartho) vs. Miscegenation of Man (MindWandererB): Khedron [Level 3, Prison]
Tactics for Hermes Strike
Hermes Strike vs Miscegenation of Man
Gundmir will start next to the door with his halberd in hand. Gaglack will be directly behind him with both swords in hand.
Round 1: Gundmir activates his Unstoppable utility power and then opens the door. He will ready to charge anyone whose location he is able to determine (either by a good perception roll, direct LOS or from Gaglack telling him). Note that Gundmir can charge 7 hexes. On a charge - he'll use goring charge first. Gaglack will delay until the door is opened and then move out. After moving, if no opponent's location has been determined, he will ready to charge on knowledge of an opponent's location. If he does see someone after moving, he'll declare the location so that Gundmir can charge (if possible).
In round 2, the same will continue - move and ready until melee is engaged. I don't care who the target is - but concentrate on one at a time.
In melee, Gundmir will use Steel Serpent Strike, Crushing blow and then Reaping blow until the target is dead. On the first successful hit against the fighter, use the terror halberd's power.
In melee, Gaglack will use Two-Fanged Strike and action point for Jaws of the Wolf and then Twin Strike until the target is dead. On the first opportunity, use disruptive strike. On the first opportunity use unbalancing parry.
Gundmir will use his second wind when bloodied. Gaglack will attack with Warrior's Surge when reduced by at least a healing surge and after Two-Fanged Strike and Jaws of the Wolf have been used. After warrior's surge, he'll use second wind when bloodied.
Gaglack will always use a minor to quarry his target before attacking if the option exists to do so.
I think that's about it - I feel horribly out of practice, but I think these cover everything I need. Have fun running the fight.
Tactics for Miscegenation of Man
Dean starts next to the door him with sword and shield. Morn will start behind him, flail in hand. Morn will delay for Dean. Dean will open the door, use Song of Courage, and ready Stirring Shout on sight of Gundmir. Morn will move out just barely into the hallway and ready to charge the first opponent to come into Dean's LOS.
Focus on Gundmir if he has someone marked, Gaglack otherwise. On Dean's first turn after contact, try to pull off The Combo: Cunning Ferocity, then Morn uses Rain of Blows; if Gundmir is still up, AP for Reaping Strike; next round, use Commander's Strike or Blunder, and if Gundmir is still up after all that, AP for Blunder or Commander's Strike.
Other than The Combo, Morn will use Steel Serpent Strike, then Rain of Blows if The Combo has failed, then Reaping Strike. Dean would rather stay back and use Blunder and Vicious Mockery, but if he's stuck in melee, use Commander's Strike and Guiding Strike.
Contingencies/key points: - Healing: Use Majestic Word when either character is down by a surge +4. It's okay if necessary to stop sustaining Song of Courage for this. Try to use the free slide advantageously (e.g. getting Dean out of melee). - Try to use Virtue of Cunning advantageously as well. - Morn will always mark, of course. - Dean will use his Dwarven Armor immediately when he is down by a surge, if Morn is still up. - Remember Half-Orc Resilience. - Morn will use Furious Assault on the first hit. - Morn will use Bloodcut Armor when bloodied. - Dean will use his Cloak of Resistance if he is his opponents' first target. - Use No Opening if relevant.
Good luck and have fun!
Fight Info Red is the color of Gaglack. Blue is the color of Gundmir. Green is the color of Dean. Magenta is the color of Morn. All rolls are HERE
Hermes Strike starts in the southwest cell, and Miscegenation of Man starts in the southeast cell.
Starting initiative: 25 - Morn 17 - Dean 14 - Gaglack 5 - Gundmir Round 1: Morn delays for Dean. Dean opens the door, and uses Song of Courage. He then readies Stirring Shout on sight of Gundmir. Morn moves just outside the room, and readies a charge on the first enemy that Dean can see. Gaglack delays for Gundmir. Gundmir uses the Unstoppable power and gains 12 temporary hit points. He then readies a Goring Charge on the first enemy who's position he is aware of. Gaglack moves out into the hallway, and triggers Morn's readied action. Morn charges Gaglack, and hits with a 28, adding Furious Assault for 25 damage. He marks Gaglack.Gaglack is bloodied. Gaglack calls out Morn's location and uses Hunter's Quarry on Morn. He then uses Two-Fanged Strike and misses with a 10 and 17. Dean uses Virtue of Cunning to slide Morn one square north. Gaglack then action points to use Jaws of the Wolf and crits for 26+4(quarry) damage and misses for 4 damage. Morn is bloodied and gains 5 temporary hit points from Half-Orc Resilience. Gaglack: (17/42) bloodied, marked by Morn (EONT: Morn) Gundmir: (43+12/43) Dean: (41/41) maintaining Song of Courage Morn: (10+5/44) bloodied Initiative: Dean Gundmir Morn Gaglack Round 2: Dean uses Majestic Word on Morn, and Morn regains 15 hp and 4 temporary hp which are wasted. Dean then moves over to Gaglack and uses Cunning Ferocity, hitting with a 21 for 10 damage. Song of Courage ends. Gundmir moves out and uses Steel Serpent Strike on Morn, hitting with a 24 for 26 damage. He also marks Morn and uses his Terror halberd power, giving Morn -2 to all defenses. Morn uses his Bloodcut Armor, gaining resist 10 EONT. Morn uses Steel Serpent Strike on Gundmir,andGaglack uses Disruptive Strike, hitting with a 28 for 14-10(bloodcut)=4 damage. Morn falls unconscious. Morn misses his save against Terror with an 8. Morn succeeds on his death save. Gaglack uses Hunter's Quarry on Dean, and uses Warrior's Surge against Dean, hitting with a 21 for 9+1(quarry)=10 damage, and spending a healing surge to regain 10 hp. Gaglack: (17/42) bloodied Gundmir (43+12/43) Dean (31/41) Morn (0/44) dying, +4 damage vs Gaglack (EONT: Dean), marked by Gundmir (EONT: Gundmir), slowed and cannot shift (EONT: Gundmir), -2 all defenses (save ends), resist 10 (EONT) Round 3: Dean shifts back and uses Majestic Word on Morn. Morn regains 15 hp and 4 temporary hp, and is slid one square south. Dean then uses Blunder on Gaglack, hitting with a 21 for 7 damage and sliding Gaglack east.Morn takes the granted melee basic attack, missing with a 16.Gaglack uses Unbalancing Parry, gaining combat advantage against Morn.Dean action points to use Commander's Strike, grantingMorn a melee basic attack, which misses with a 16. Gundmir moves and uses Crushing Blow on Morn,and Morn uses No Opening to cancel combat advantage.Gundmir hits with a 19 for 26-10(bloodcut)=16 damage and marks Morn. Morn stands up and uses Rain of Blows on Gundmir, hitting with a 24 for 11 damage and missing with an 11 and a 15. Morn makes his save against Terror with a 15. Gaglack uses second wind and regains 10 hp. Gaglack: (20/42) bloodied, +2 all defenses (EONT) Gundmir (43+1/43) Dean (31/41) Morn (3/44) bloodied, marked by Gundmir (EONT: Gundmir) Round 4: Dean shifts back and uses Vicious Mockery on Gaglack, missing with a 3+5(Gaglack did not have cover)=8. Gundmir uses Reaping Strike on Morn, critting and dealing 21 damage.Morn is marked and dying. Morn makes his death save with a 13. Gaglack moves over to Dean and uses Hunter's Quarry. He then uses Twin Strike on Dean, hitting with a 24 for 6+4(quarry)=10 damage, and missing with a 15. Gaglack: (20/42) bloodied Gundmir (43+1/43) Dean (21/41) Morn (-18/44) dying, marked by Gundmir (EONT: Gundmir) Round 5: Dean shifts up and uses Guiding Strike on Gaglack, hitting with a 26 for 7 damage, and lowering Gaglack's AC by 2. Gundmir moves and uses Reaping Strike on Dean, missing with an 18, dealing 4 damage, and marking Dean. Morn fails his death save with a 3 and gets one black mark. Gaglack uses Twin Strike on Dean, missing with a 10 and critting for 21 damage.Dean is dying. Gaglack: (13/42) bloodied, -2 to AC (EONT: Dean) Gundmir (43+1/43) Dean (-4/41) dying, marked by Gundmir (EONT: Gundmir) Morn (-18/44) dying, one black mark
Hermes Strike are the Winners!
Hermes Strike win and gain 2 Victory Points. Miscegenation of Man loose and gain 1 Victory Point.
Hermes Strike: Dean used Song of Courage and an action point. Morn used two healing surges and Bloodcut Armor. Miscegenation of Man: Gundmir used Unstoppable. Gaglack used Jaws of the Wolf, an action point, and two healing surges.
Quicksilver (Khedron) vs. OrcSmash (Gr8tyrant): MindWandererB [Level 1, Arena]
Tactics for Quicksilver Hermes will start with his greataxe in hand, and Cinnabar will start with her maul. Both characters will start in the opening at the front of the starting zone. Hermes will start on Cinnabar's left.
If Hermes acts first, he will delay till after Cinnabar. Until contact, both characters will move counter-clockwise around the arena, Hermes staying even with Cinnabar, and ready a charge on the first enemy in range. If Cinnabar's move gets her within charging range, she will Divine Challenge and charge. If Hermes' move gets him within 5 squares, he will use Oath of Enmity, then Angelic Alacrity, trying to get into flanking position with Cinnabar, if possible. He will then action point for Overwhelming Strike.
Both characters will focus on the same target: I would prefer Fertek first, but they should stay on whichever enemy they attack first. Hermes will move so that he can use his Oath roll, if possible (His Oath target must be the only enemy adjacent to him). Cinnabar and Hermes will attempt to flank their target, but Hermes' Oath roll is more important than flanking. When a target is both Oathed and marked, Hermes and Cinnabar will attempt to end their turns with the enemy adjacent to Hermes and not Cinnabar, so that the enemy will either have to attack Hermes (and take mark damage) or move away from Hermes (and trigger his censure). Either Cinnabar will shift away from the target, or Hermes will pull it back with Overwhelming Strike.
Cinnabar will use Fearsome Smite on the first turn that her target is Oathed by Hermes, and he will use his Channel Divinity: Divine Guidance to give her a second roll. She will then action point for either Eyebite or Bolstering Strike, depending on if she has a move left to get out of melee. On the second turn that her target is Oathed, she will shift out of melee and use Eyebite. Other than that, she will use Bolstering Strike if she doesn't have temporary hit points, and Enfeebling Strike if she does.
Hermes will start with Angelic Alacrity (if not already used), then Overwhelming Strike if Cinnabar is adjacent to the enemy, Bond of Pursuit otherwise (using the free shift to get into flanking if the enemy moves away).
-Healing: Cinnabar will use Lay on Hands on herself when she is below a surge value and does not need the minor to mark. If both characters are up, and only one enemy is up, both characters will use second wind when bloodied. -Obviously, try not to let OrcSmash flank us -Hermes will use Oath of Enmity on his first round attacking a new target. -Hermes will use his Elven Accuracy on his first miss. -Hermes will use his action point on his first turn attacking an enemy with the Oath second roll. -Don't forget greataxes are High Crit. -Don't forget the Oath of Enmity second attack roll, and the Censure of Pursuit extra damage (when applicable). -Cinnabar will keep her target Challenged, ending her turn adjacent if she cannot attack it for some reason. -Cinnabar will use Channel Divinity: Divine Strength on her first turn that she attacks and doesn't Divine Challenge or Lay On Hands, or if she doesn't need her move. -If only one enemy is left and either Hermes is up, or Cinnabar is not bloodied, she will step out of melee and use Radiant Delirium. Both characters will attempt to end their turns non-adjacent to that enemy.
Thanks for running the fight.
Tactic for OrcSmash Plan: We have to double team the pally to make sure that the healing stops early. I want to bring him down before he gets a chance to move.
Starting: Furtek starts in default, with Furtekette directly behind him. The Half-Orcs will hold to go at the same time as the last.
Both Characters ready their weapons and a charge action for the Paladin. I will move directly towards my enemy. As soon as they are visible Furtekette will quarry the pally if able. Furtek is willing to take an attack of opportunity at this point from the Avenger if it will allow him to get the charge attack.
Furtek will use Furious Assult encounter power on his first hit. Furtek uses howling strike on his charge. He will then Action point hit or miss and use Avalanche Strike on the Pally. If the Pally goes down, Furtek will use Swift Charge to get to the Avenger. One the avenger he will use pressing strike to help keep flank with Furtekette.
Furtekette will also charge the cleric. She will add furious assault to the first attack she hits with. She will open up combat with Two Fang Strike after the charge. When the cleric goes down she will move to the avenger. Attack and then she will also use her action point on the Avenger. Once she has action pointed she will use twin strike to deal as much damage as possible.
Furtekette will not risk the attack of opportunity off the charge. If she has to she will engage the avenger and use Nible Strike to get to the Pally her next turn. (this is the only case where she will not use furious assault) If this is the case, she will simply start combat with her Twin Strike.
Notes: -use an action point for each guy. If it doesn’t fit in where I have put it, please use it at the earliest convenience. - Do not healing surge unless the pally is dead. At that point make sure both characters do not surge at the same time. -The will both use Furious Assault on the first hit they land, preferably against the Pally -When one quarry dies, Furtekette will quarry the remaining enemy at her earliest chance -If one of the orcs does not get their encounter off because the Pally is already dead, please use it with their first attack on the avenger. -No dailies this fight
The Fight: Quicksilver vs. OrcSmash Those are the conventions for this fight run by MindWandererB Actions types are denoted with {Free} {Move} {Stan} {Minor} Maps are dynamically generated with coco.php script
Fight Info Red is the color of Hermes. Blue is the color of Cinnabar. Green is the color of Fertek. Magenta is the color of Furtekette. All rolls are HERE
Initiative Hermes [20]+4=24 Cinnabar [18]+0=18 Fertek [1]+2=3 Furtekette [8]+3=11 Hermes starts in the NORTH square in the front, holding his greataxe. Cinnabar starts next to Hermes, holding her maul. Fertek starts in the EAST square in the default position, holding his greatsword. Furtekette starts behind Fertek, holding her swords.
Round 1 Hermes delays. Cinnabar moves towards her opponents {Move} and readies to charge when one of them comes close enough {Stan}. Hermes follows {Move} and readies to charge after Cinnabar does {Stan}. Furtekette moves forward {Move}. Cinnabar charges {[12]+4+1=17, damage [2+2]+1=5}, grazing the ranger. Hermes also charges {[11]+3+1=15, Elven Accuracy [7]+3+1=11}, but barely misses. Furtekette quarries Cinnabar {Minor} and uses Two-Fanged Strike on her {Stan: [8]+8=16, [1]!}, missing twice. Fertek moves around the pillar {Move} and charges Cinnabar with Howling Strike {Stan: [1]!}, but fumbles. He tries Avalanche Strike {AP: [17]+7+2=26, damage [10+6+2]+7=25 + Furious Assault [9]}, dropping the paladin in one blow but opening himself up to retaliation. Hermes: 26/26 hp, Defenses 19/12/15/15 Cinnabar: -3/31 hp, Defenses 18/14/11/15 Fertek: 31/31 hp, Defenses 16/16/13/10, -4 to defenses Furtekette: 26/31 hp, Defenses 16/15/14/11
Round 2 Cinnabar deteriorates {[7]}. Hermes declares his Oath on Furtekette {Minor}, and uses Angelic Alacrity to get out of the flank and attack {Stan: [14]+6=20, damage [2+9]+4=15}. A second attack {AP: [14]+6=20, damage [10]+4=14} drops her. He switches his oath to Fertek {Minor}. Furtekette is stable {[16]}. Fertek moves back around the pillar {Move} and charges {Stan: [11]+7+1=19, damage [1]+[2]+4=7}, nicking the avanger. Hermes: 19/26 hp, Defenses 19/12/15/15 Cinnabar: -3/31 hp, Defenses 18/14/11/15, 1 black mark Fertek: 31/31 hp, Defenses 16/16/13/10, Oathed Furtekette: -3/31 hp, Defenses 16/15/14/11
Round 3 Cinnabar recovers {[20]}! Hermes uses Overwhelming Strike {Stan: [20]! Damage [1]+16=17} and does this thing {Move}. Furtekette is stable {[15]}. Fertek puts Cinnabar down again {Stan: [19]+7+2=28, damage [1]+[5]+4=10}. Hermes: 19/26 hp, Defenses 19/12/15/15 Cinnabar: -4/31 hp, Defenses 18/14/11/15, 1 black mark Fertek: 14/31 hp, Defenses 16/16/13/10 Furtekette: -3/31 hp, Defenses 16/15/14/11
Round 4 Cinnabar is stable {[16]}. Hermes hits with Overwhelming Strike again {Stan: [12]+6=18, damage [3]+4=7}. Furtekette is stable {[10]}. Fertek takes his second wind {Stan}. Hermes: 19/26 hp, Defenses 19/12/15/15 Cinnabar: -4/31 hp, Defenses 18/14/11/15, 1 black mark Fertek: 14/31 hp, Defenses 16/16/13/10, Second Wind Furtekette: -3/31 hp, Defenses 16/15/14/11
Round 5 Cinnabar is stable {[13]}. Hermes switches to Bond of Pursuit {Stan: [17]+6=23, damage [2]+4=6}, landing another weak blow. Furtekette deteriorates {[9]}. Fertek uses Howling Strike {Stan: [10]+7=17}, missing. Hermes: 19/26 hp, Defenses 19/12/15/15 Cinnabar: -4/31 hp, Defenses 18/14/11/15, 1 black mark Fertek: 8/31 hp, Defenses 16/16/13/10 Furtekette: -3/31 hp, Defenses 16/15/14/11, 1 black mark
Round 6 Cinnabar deteriorates {[5]}. Hermes nicks Fertek a little bit more {Stan: [11]+6=17, damage [3]+4=7}. Furtekette recovers {[20]}! Fertek hits Hermes heavily {Stan: [18]+7=25, damage [9]+[2]+4=15} and shifts around to the side {Move}. Hermes: 4/26 hp, Defenses 19/12/15/15 Cinnabar: -4/31 hp, Defenses 18/14/11/15, 2 black marks Fertek: 1/31 hp, Defenses 16/16/13/10 Furtekette: 7/31 hp, Defenses 16/15/14/11, 1 black mark
Round 7 Cinnabar is stable {[19]}. Hermes shifts {Move} and finishes Fertek off {Stan: [14]+6=20, damage [9]+4=13}. Furtekette stands {Move} and charges Hermes {Stan: [20]! Damage 12+Overwhelming Strike 8=20}, running the avenger clean through. Hermes: -16/26 hp, Defenses 19/12/15/15, dead Cinnabar: -4/31 hp, Defenses 18/14/11/15, 2 black marks Fertek: -12/31 hp, Defenses 16/16/13/10 Furtekette: 7/31 hp, Defenses 16/15/14/11, 1 black mark
OrcSmash are the Winners!
Quicksilver loses and gains 1 Victory Points. Hermes used an action point and Cinnabar used nothing. OrcSmash wins and gains 2 Victory Points. Fertek used an action point and a healing surge, and Furtekette used a healing surge.
@Khedron: I hate d12's for damage. If your damage had been even average, you'd have had this. @Gr8tyrant: You got away with being squishy and having low accuracy... somehow. Barbarians are very swingy.
"Edison didn't succeed the first time he invented Benjamin Franklin, either." Albert the Alligator, Walt Kelly's Pogo Sunday Book
The Core Coliseum: test out your 4e builds and fight to the death.
Ok … so this will be interesting as much as I want to smash Dean I don’t think I’ll get away with it due to Morn’s marks. So we are going to need a new option.
Plan A: Smash Dean into the ground
Plan B: Chip Morn then smash him to dead.
General:
Last fight. Both have action points so use them as below. Start with Loddick longsword held for damage, and Torel with sword and shield. Torel will delay till after Loddick. Loddick will not delay if Torel has not acted so that I don’t have interrupted actions by Dean or Morn. In general Torel should stay behind Loddick so as not to feel the brunt of pain. Focus on Lance of Faith attacks if in Plan B.
Plan A: I doubt I will be able to pull this off but it might work. If Dean should be running stray and Morn hasn’t marked anyone. Loddick will Oath Dean move close, use Angelic Alcarity to move around Morn and attack Dean then Action Point to Sequestering Strike to pull Dean back towards Torel. Torel will then Daunting Light and then move and attack with healing strike (even if neither of us need to use the surge) and try to drop Dean fast. If I pull this off and Dean still stands, keep the pressure with whoever Morn doesn’t mark. If Dean goes down sooner … use the encounter attack for a Coup de Grace (PHB 288).
Plan B (chip/slug): Basically save my encounter powers right away. Morn will probably go after Loddick so have Torel heal as needed. When Morn hits bloodied do the Nova strike (Loddick: Angelic +AP: Sequestering, Torel: Daunting + AP Healing strike) If Morn gets bloodied on Loddick’s first attack go ahead and action point for Sequestering strike and have Torel follow) If/When Morn goes down use the next attack as a Coup de Grace and use an encounter so that Morn just dies. After that it shouldn’t be too hard to take Dean down.
When things go badly:
So he is going to go for the Cunning Ferocity/Rain of Blows combo … if it happens … it happens. If I can still heal do it and bring my team back to health. I have more than enough healing. Loddick will even use heal skill to try to bring Torel back up. If I’m in Plan B I’m just going to have to weather the storm.
Notes:
Loddick
- Use Elven Accuracy on first encounter miss or first miss after that
- Use daily utility when appropriate
- Use Divine Guidance on Torel’s Healing strike
Torel
- Use Divine fortune on Healing Strike
- Don’t heal self till bloodied, then heal as needed
- Use armor, utility, or Healing Word as needed/appropriate
- Relax behind Loddick and don’t stick his neck out there unless we are in end game.
Second Winds should be used (at bloodied or lower) if Dean is down, or Dean is out of majestic words.
-Rith
Tactics for Miscegenation of Man
Morn starts in the default position with bow in hand. Dean starts behind him with sword and shield. Both will single-move out and ready to attack on sight+range of Loddick: Morn with basic bow attack, Dean with Stirring Shout.
Once contact has been made, each will attack (Dean with Vicious Mockery now) and single-move back until Loddick is close enough to move, oath, and attack/charge. At that point, Morn will drop his bow, draw his flail, and melee (Steel Serpent Strike or charge). Dean will close to melee only after Loddick is marked and in melee with Morn, whereupon he will close in with Cunning Ferocity (flank if possible). If CF hits, AP for Commander's Strike.
After that, Morn will use Rain of Blows followed by Reaping Strike; Dean will use Blunder and Guiding Strike. CdG Loddick once he's down.
Contingencies/key points: - Use Majestic Word when either character is down by a surge+4. Try to use the free slide advantageously. - Similarly, try to use Virtue of Cunning advantageously. - Remember Half-Orc Resilience. - Morn will use Furious Assault on the first hit with his flail. He'll use No Opening when appropriate, and Bloodcut Armor when bloodied. And of course he'll mark on every attack. - Dean will use Dwarven Armor immediately upon being down by a surge. He'll use Cloak of Resistance if Morn is still up and opponents are beating on him. - Respect Loddick's Censure of Pursuit.
Good luck and have fun!
Fight Info Red is the color of Torel. Blue is the color of Loddick. Green is the color of Dean. Magenta is the color of Morn. All rolls are HERE
Remnants of the Wild starts in the south area, and Miscegenation of Man starts in the north area.
Starting initiative: 24 - Loddick 22 - Morn 5 - Dean 3 - Torel Round 1: Loddick moves out. Morn moves out. He sees Loddick, and cannot move back this turn, so he drops his bow and draws his flail. He charges Loddick, hitting with a 29 for 13+7(Furious Assault)=20 damage, bloodying Loddick and marking him. Dean moves out and uses Stirring Shout on Loddick, missing with an 11. Torel double moves, and uses Healing Word on Loddick, and Loddick spends a healing surge, regaining 10+5=15 hp. Torel: (35/35) Loddick: (35/40) marked by Morn (EONT: Morn) Dean: (41/41) Morn: (44/44) Round 2: Loddick uses Oath of Enmity on Morn. He then uses Bond of Pursuit on Morn, missing with an 18. Morn uses Steel Serpent Strike on Loddick, missing with an 18, and re-marking him. Dean moves forward and uses Vicious Mockery on Loddick, missing with a 9. Torel moves and uses Lance of Faith on Morn, missing with a 13. Torel: (35/35) Loddick: (35/40) marked by Morn (EONT: Morn) Dean: (41/41) Morn: (44/44) oathed by Loddick Round 3: Loddick uses Bond of Pursuit on Morn, missing with an 18. Morn uses Reaping Strike on Loddick, and hits with a 20 for 13 damage, re-marking Loddick. Dean moves forward and uses Cunning Ferocity on Loddick, hitting with a 29 for 8 damage. He then spends an action point and uses Commander's Strike, givingMorn a basic melee on Loddick, which hits with a 21 for 10+4(Cunning Ferocity)=14. Loddick is at 0 hp and dying. Torel uses Healing Word on Loddick, and Loddick spends a healing surge, regaining 10+5=15 hp.Torel then uses Cure Light Wounds on Loddick, and Loddick regains 10 hp. Torel: (35/35) Loddick: (25/40) marked by Morn (EONT: Morn) Dean: (41/41) Morn: (44/44) oathed by Loddick Round 4: Loddick stands up. He uses Bond of Pursuit on Morn, hitting with a 24 for 8 damage. Morn uses Rain of Blows on Loddick, hitting with a 24 for 12+4(Cunning Ferocity)=16 damage and regaining 4 hp, and missing with a 14 and 19. Loddick is bloodied. He then action points and uses Reaping Strike on Loddick, missing with a 17 for 8 damage. Loddick is re-marked. Dean steps back and uses Blunder on Loddick, missing with a 14. Torel uses Lance of Faith on Morn, hitting with a 19 for 8 damage, granting Loddick a +2 to hit. Torel: (35/35) Loddick: (1/40) bloodied, marked by Morn (EONT: Morn) Dean: (41/41) Morn: (32/44) oathed by Loddick Round 5: Loddick uses Bond of Pursuit on Morn, missing with a 15+2(Lance of Faith)=17. Morn uses Reaping Strike on Loddick, hitting with a 26 for 13 damage.Loddick is dying. Dean moves up and uses a Coup de Grace with Guiding Strike on Loddick, hitting with a 26 for 15 damage. Loddick is dead. Torel moves and uses Lance of Faith on Morn, hitting with an 18 for 8 damage. Torel: (35/35) Loddick: (-28/40) dead Dean: (41/41) Morn: (24/44) Round 6: Morn moves up and uses Reaping Strike on Torel, hitting with a 28 for 13 damage and marking Torel. Dean moves up and uses Guiding Strike on Torel, missing with a 17. He then uses Majestic Word on Morn, who spends a healing surge and regains 15 hp and 4 temporary hp. Torel uses Righteous Brand on Morn, missing with a 9. Torel: (22/35) Loddick: (-28/40) dead Dean: (41/41) Morn: (39+4/44) Round 7: Morn uses Reaping Strike on Torel, hitting with a 24 for 15 damage. Dean uses Guiding Strike on Torel, hitting with a 28 for 11 damage. Torel is dying. Torel: (-4/35) dying Loddick: (-28/40) dead Dean: (41/41) Morn: (39+4/44)
Miscegenation of Man are the Winners!
Miscegenation of Man win and gain 2 Victory Points. Remnants of the Wild loose and gain 1 Victory Point.
Remnants of the Wild: Torel used Cure Light Wounds. Loddick used 2 healing surges. Miscegenation of Man: Dean used Stirring Shout, and an action point. Morn used a healing surge.
@Erithmu: I don't know what you did to anger the dice, but they seem to hate you for some reason.
The Untameables' Tactics I have the best shot if I can stay at range for a while. Renea will start in a rear corner with spear in hand. Bree will start in front of her with her bow. First round (assuming no contact), do nothing but ready: Renea to summon Fifi directly in front of the first visible opponent, and Bree to use Twin Strike. Second round, single-move out and ready again; third round ready only. Repeat until contact is made. After contact, keep distance for as long as possible: attack and single-move back, Renea with Watcher's Strike and Bree with Two-Fanged Strike (if no cover/distance penalty) or Twin Strike. When melee is unavoidable, oblige: Bree will switch to swords (note Quick Draw), and Renea will shift out of melee and use Spirit of the Healing Flood and Haunting Spirits. For SotHF, make absolutely sure that Bree is in the burst; either character will end the effect as soon as they're down by 10 HP. Contingencies/key points: - Healing: Use Healing Spirit when either character is down by a surge, but note that Bree has only one surge left today. Try to revive her by giving her the 1d6 bonus healing from the spirit. - Both characters should use an AP for an extra attack at the earliest opportunity. - Bree will quarry before attacking, of course, and will use Predatory Eye if it will help. - See my earlier fights' tactics if you need a reminder on how to use a spirit companion. - When an enemy is bloodied, use Twin Panthers, and try to take advantage of Spirit Boon. Enjoy!
Tactics for Orc Smash Plan: I want to double team the shaman as soon as I can to get him out of the fight quickly. Starting: Furtek starts in default, with Furtekette directly behind him. The Half-Orcs will hold to go at the same time as the last. Both Characters ready their weapons and a charge action for the Shaman. I will move directly towards my enemy. As soon as they are visible Furtekette will quarry the Shaman if able. Furtek is willing to take an attack of opportunity at this point from the Ranger if it will allow him to get the charge attack. Furtek will use Furious Assault encounter power on his first hit. Furtek uses howling strike on his charge. He will then Action point hit or miss and use Bloodhunt Rage against the Shaman. If he gets another attack on the shaman he will use avalanche strike. Furtek will keep attacking with howling strike until the Shaman dies. Then he will use his swift charge power to go to the Ranger. Furtekette will also charge the Shaman if it makes sense. She will add furious assault to the first attack that hits. After the charge she will use two fang strike. She will use twin strike after that until the Shaman dies. Furtek will use swift charge to get to the ranger. Once there, he will use Avalanche Strike (if he still has it) and then howling strike. He will try and maneuver to flank the ranger with Furtekette. * Furtekette is unable to get to the Shaman because the ranger is in the way; she will attack the ranger and use nimble strike to get to the shaman after the attack. Notes -use an action point for Furtek. If it doesn’t fit in where I have put it, please use it at the earliest convenience. -If Furtek dies and there is only one opponent left, Furtekette will use her action point. - Do not healing surge unless the healer is dead. At that point make sure both characters do not surge at the same time and only surge if they are below bloodied. -The will both use Furious Assault on the first hit they land, preferably against the Shaman -When one quarry dies, Furtekette will quarry the remaining enemy at her earliest chance -If one of the orcs does not get their encounter off because the Shaman is already dead, please use it with their first attack on the Ranger. - Please do not forget half orc resilience when they are bloodied.
The Fight
Prefight Conditions and Initiative
Orc Smash starts in area 1. -- Furtek starts at (17,29) with his greatsword in hand. Initiative 12 -- Furtekette starts at (17,30) with her 2 longswords in hand. Initiative 22 The Untameables start in area 2. -- Renea starts at (31,18) with her spear in hand. Initiative 4 -- Bree starts at (30,18) with her long bow in hand. Initiative 7
Round 1
Furtekette delays for Furtek. Furtek moves to (19,23), spotting Renea along the way and readies to charge Renea should she be in range. Furtekette moves to (18,24) and readies to charge Renea should she be in range. Bree moves to (28,13), quarries Furtek and attacks with Two-Fanged Strike [22,18 vs AC16, 2 hits; Dmg 1d12+4=7, 6 (+1 Wis bonus); Quarry 1d6=4] Bree uses an action point and attacks Furtek with Twin Strike [17,8 vs AC16, 1 hit; Dmg 1d12=9]. Furtek gains 5hp back from Half-orc Resilience. Renea moves to (29,12), summons Fifi and attacks with Watcher's Strike [8 vs Reflex 13, miss] Renea uses an action point and attacks Furtek with Watcher's strike again [10 vs Reflex 13, miss]
Furtek (19,23) 9/31, 16/16/13/10, bloodied, half-orc resilience used Furtekette (18,24) 31/31, 16/15/14/11 Renea (29,12) 28/28, 15/13/14/16, Action point used, Fifi summoned (20,22) Bree (28,13) 29/29, 17/15/15/11, Action point used, Two-fanged Strike used (Quarry: Furtek)
Round 2
Furtek moves to (24,18) and charges Renea with Howling Strike to (28,12). This triggers Spirit Fangs from the spirit [20 vs Reflex 13, hit; Dmg 1d10+4=5]. This provokes an OA from Bree [23 vs AC16, hit; Dmg 1d4=4], which is just enough to take Furtek down. [19 vs AC15, hit; Dmg 1d10+1d6+4+2=15] and activates Furious Assault on the hit [1d10=5] Furtek uses an action points for Bloodhunt Rage on Renea [22 vs AC15, hit; Dmg 3d10+4=26] and Renea dies instantly. Furtek can't use Swift charge since he is adjacent to Bree. Furtekette moves to (23,19), quarries Bree and charges Bree [20 vs AC17, hit; Dmg 1d8+4=7; Quarry 1d6=4]. She also uses Furious Assault [1d8=2] Bree drops her bow, quick draws her swords, attacks Furtekette with Twin Strike [24,25 vs AC16, 2 hits; Dmg 1d10=6,8; Quarry 1d6=4] Renea dismisses Fifi, calls Fifi and attacks with Twin Panthers [26,23 vs Reflex 14, hit; Dmg 1d8+4=9,10] and Furtekette falls.
Furtek (28,12) -13/31, 16/16/13/10, dying, half-orc resilience used Furtekette (27,13) -9/31, 16/15/14/11 (Quarry: Bree) Renea (29,12) 28/28, 15/13/14/16, Action point used, Twin Panthers used Bree (28,13) 16/29, 17/15/15/11, Action point used, Two-fanged Strike used (Quarry: Furtekette)
Fight Result and Summary
The Untameables win and gain 2 VPs. -- Renea used an action point -- Bree used an action point Orc Smash los and gain 1 VPs -- Furtek used nothing -- Furtekette used nothing
What a pain in the neck. First I didn't see the action point usage in the Untameables tactics. Then after I modified the fight, I found the Half-orc resilience item... errors on my side of course, but that's the way it goes.
Round 3
Furtek does not recover [1d20=19] Furtekette attacks with Two Fanged Strike [25,13 vs AC17, 1 hit; Dmg 1d8+4=8; Quarry 1d6=3] Furtekette uses an action point and attacks with Twin Strike [27,16 vs AC17, 1 hit; Dmg 1d8+4=8; Quarry 1d6=4] and Bree falls Bree quarries Furtekette and attacks with Twin Strike [13,12 vs AC16, miss]
Furtek (28,12) -13/31, 16/16/13/10, dying, Bloodhunt Rage used, Action point used, Furious Assault used Furtekette (27,13) 31/31, 16/15/14/11 Two-fanged strike used (Quarry: Bree) Renea (29,12) -18/28, 15/13/14/16, Action point used, DEAD Bree (28,13) -7/29, 17/15/15/11, Action point used, Two-fanged Strike used (Quarry: Furtek)
Round 4
Furtek seems a little worse for wear [1d20=9] Furtekette attacks with Twin Strike [27,16 vs AC17, 1 hit; Dmg 1d8+4=8; Quarry 1d6=4] and Bree falls.
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