[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: m2manor.png (93 KB, 1574x775)
93 KB
93 KB PNG
It is an age of mercenaries in a fantasy land. Join a small band of Landsknechts as they seek fame and coin.

Today we assault Etti Crow's Manor to oust the rebel scum.

Previously: >>1296875
>>
Guide for new recruits.
>>
All classes. Veterans can make purchases with Lira here.
>>
File: m2deployzones.png (96 KB, 1579x764)
96 KB
96 KB PNG
Lastly, choose a tile to deploy in one of these highlighted deploy zones.


Welcome to Landskirmish. This is a turn based tactical online boardgame where you play as a mercenary. You have two action points per turn, and the first to post is the first to act. You may create your character at any time during the mission and you will be deployed during the next player phase. Choose a deploy tile or one will be chosen for you.

Post rate will be every hour.
>>
>>1332699
I have no time to participate, but that map is dope.
>>
Copying over what I had last time, and correcting some errors. Might switch out the choice of weapon depending on who else deploys.

Incidentally, is 'Switch equipped weapon(s) with items in inventory' a valid action?

Name: Wilfred Schwarz
Classes played: Lifeguard
Purchased Move Abilities: Fly
Inventory: Messer, Heater Shield
Lira: 25


Class: Fencer
Type: Infantry
Def 2 / Vig 2 / Res 1 / Mov 3
[Move Ability] Charge
[Move Ability] Fly

Weapon:
>Flamberge
Atk 3 [K] / Grip 2H / Spd 1 / Rng 0~1
[Defense Skill] When defending, enemies who roll 1s are Staggered. Only applies in the direction you are facing.

>Deploy D23
>>
>>1332765
Yes switching/taking something from inventory is a valid action, costing one action each time you do it. You can switch out a 2H for two 1H items and vice versa.
>>
>>1332726
Deploy G,23

Name: Bob
Class: Panzer
Type: Knight
Def: 3
Vig: 1
Res: 1
Mov: 2
[Move ability] Swap: Swap places with an ally in an adjacent tile

Weapon: Warhammer
ATK 2 [K]
Grip 1H
SPD 1
RNG 0-1
[Combat skill] Wound to cause staggering

Riot Shield
+1 def
Grip 1H
[Defense skill] Tile mates gain defense bonus. Only applys in the direction the shield is facing.
>>
>>1332779
Bob you still have your halberd from last quest. It's in your inventory, you can switch to it at any time for an action.
>>
>>1332797
Right then, I'll add my inventory to my sheet once the game begins then.
>>
File: m2deploy1.png (98 KB, 1569x777)
98 KB
98 KB PNG
Current deployment

[Fe1] Wilfred Schwarz
[Pz1] Bob
>>
>>1332814
I wanted to start on top of the staircase if thats possible
>>
>>1332814
If it's just Bob and me deploying, please redeploy me to the tile directly above of him.
>>
File: m2t1start.png (93 KB, 1570x764)
93 KB
93 KB PNG
>Turn 1
>Player phase
>>
>>1332883
Nothing to do but move in cautiously, I suppose.
>Switch Flamberge for Messer and Heater Shield
>Move W3
>>
File: m2t1pend.png (92 KB, 1576x764)
92 KB
92 KB PNG
Wilfred scouts the dark side of the manse.
Suddenly, an enemy Spy leaps from the shadows, grasping the nearby ladder.

>Player phase Ends
>Processing enemy phase...
>>
File: m2t1eend.png (98 KB, 1573x761)
98 KB
98 KB PNG
> Turn 2
> Player phase
>>
Rolled 1 (1d3)

>>1333016
>Attack the spy that pushed me
>>
Rolled 1 (1d3)

>>1333016
This will be a problem. Glad I've got +1 Def from the Heater Shield at least.

>Move E3
>Attack Spy to S1 with Messer (+1 damage due to Charge)

>>1333026
You'll need to move W1 for that, since you can't attack diagonals by default.
>>
>>1333032
>>1333016
I suppose I'll also be moving W,1.

Also in hindsight we should have waited for more people to join.
>>
File: m2t2pend.png (98 KB, 1575x763)
98 KB
98 KB PNG
> Turn 2 player phase end
> enemy phase processing...
>>
>>1333016
>buy the lifeguard movement skill -15l
>buy the executioner class -20l
15l left
>Deploy


Class: Executioner
Type: Infantry
Def 2 / Vig 2 / Res 2 / Mov 3
[Move Ability] Poise
[Move Ability] Fly

Weapon:
>Scythe [Equiped]
>Katzbalger
>Heather shield
>>
>>1332727
Strong seconding
>>
File: m2t2eend.png (99 KB, 1581x764)
99 KB
99 KB PNG
> Turn 3
> Player phase
>>
Rolled 1 (1d3)

>>1333068
>Attack the spy thats in my tile

Name: Bob
Class: Panzer
Type: Knight
Def: 3
Vig: 1
Res: 1
Mov: 2
[Move ability] Swap: Swap places with an ally in an adjacent tile

Weapon: Warhammer
ATK 2 [K]
Grip 1H
SPD 1
RNG 0-1
[Combat skill] Wound to cause staggering

Riot Shield
+1 def
Grip 1H
[Defense skill] Tile mates gain defense bonus. Only applys in the direction the shield is facing.

Inventory:
Halberd
>>
File: m2t3helmutdeployed.png (98 KB, 1578x773)
98 KB
98 KB PNG
Helmut dives in from the clouds to save the day. He gives a friendly wink to Wilfred as reassurance.
>>
Rolled 1 (1d3)

>>1333068
Guess we'll have to try to take out the enemy Lifeguards first? Hopefully those spies don't deal more than 2 damage per hit.

>Move N3
>Attack Lifeguard to S1 W1 with Messer (+1 damage due to Charge)

>>1333040
We'd probably have been able to manage iif the enemies had come at us in waves of 3 or 4 like last time, instead of 6.

>>1333076
Also you have 2 actions.
>>
>>1333076
You have one action left
>>
Rolled 1 (1d3)

>>1333082
>>1333079
Ah, I thought i could just attack once per turn due to my weapon speed, guess that only applys to individual actions.
>>
>>1333078
>Attack the life guard W
>Attack him again

Class: Executioner
Type: Infantry
Def 2 / Vig 2 / Res 2 / Mov 3
[Move Ability] Poise
[Move Ability] Fly

Weapon:
>Scythe [Equiped]
>Katzbalger
>Heather shield
>>
Rolled 2, 1 = 3 (2d3)

>>1333106
this time with rolls
>>
File: m2t3pend.png (102 KB, 1580x778)
102 KB
102 KB PNG
> Player phase ends
> enemy phase begins...
>>
>>1333130
"Scheisse, I overslept again."

>deploy K3

Name: Konrad Katze
Class: Gunner
Type: Infantry
DEF: 1
VIG: 2
RES: 1
MOV: 3
[Move Ability] Climb: Can move vertically up walls equal to MOV.

Weapon: Arquebus
ATK: 2 [K]
GRIP: 2H
SPD: 1
RNG: 2~3
AMMO: 15
[Combat Skill] ATK+1 against Fliers.
[Trait] Firearm: Must reload after each shot. Costs an action.
>>
>>1333130
"My iron spheres are engraved with the prayers of our lord, that the angels in heaven should know which body part belongs where by completing the hymns on the shrapnel!"
> Deploy C25

Name: Tyon Crake
Class: Gunner
Type: Infantry
Def: 1
Vig: 2
Res: 1
Mov: 3
[Move ability] Climb: Can move vertically up walls equal to MOV.
Weapon: Bomb
ATK 2 [E]
Grip 1H
SPD 1
RNG 1~2
Ammo 8
[Combat skill] Blast hits all units in a tile, roll for each.
[Trait] Thrown weapon ignores line of sight.
>>
File: m2t3eend.png (105 KB, 1576x779)
105 KB
105 KB PNG
> Turn 4
> Player phase
>>
>>1333133
You nor the enemy can shoot through the black tiles, but you can pass through using the gate.
>>
Rolled 2, 3 = 5 (2d3)

>>1333167
>Attack the wounded LG NW
>Attack the other LG NW (use the scythe special skill)
>>
>>1333173

Class: Executioner [Wounded]
Type: Infantry
Def 2 / Vig 2 / Res 2 / Mov 3
[Move Ability] Poise
[Move Ability] Fly

Weapon:
>Scythe [Equiped]
>Katzbalger
>Heather shield
>>
>>1333167
"Time to get a better look at this place."

>climb 5N 1E on top of the gate

Name: Konrad Katze
Class: Gunner
Type: Infantry
DEF: 1
VIG: 2
RES: 1
MOV: 3
[Move Ability] Climb: Can move vertically up walls equal to MOV.

Weapon: Arquebus
ATK: 2 [K]
GRIP: 2H
SPD: 1
RNG: 2~3
AMMO: 15
[Combat Skill] ATK+1 against Fliers.
[Trait] Firearm: Must reload after each shot. Costs an action.
>>
Rolled 2 (1d3)

>>1333167
>Move S3
>Attack Spy to S1 with Messer (+1 damage due to Charge)
One day, I will not roll a 1.

>>1333173
Please teach me your secrets.
>>
>>1333188
You just have to believe
>>
Rolled 1, 2 = 3 (2d3)

>>1333167
> Climb to F25
> Throw bomb at the spy duo (ignoring LoS, out of range -- hits on 3's)

Name: Tyon Crake
Class: Gunner
Type: Infantry
Def: 1
Vig: 2
Res: 1
Mov: 3
[Move ability] Climb: Can move vertically up walls equal to MOV.
Weapon: Bomb
ATK 2 [E]
Grip 1H
SPD 1
RNG 1~2
Ammo 8
[Combat skill] Blast hits all units in a tile, roll for each.
[Trait] Thrown weapon ignores line of sight.
>>
Rolled 3, 1 = 4 (2d3)

>>1333167
>Attack the spy on my tile and if I kill him in blow then attack the ones above me
>>
>>1333198
Your Riot shield also lets you push people with its support skill.
>>
File: m2t4scythekill.png (103 KB, 1576x765)
103 KB
103 KB PNG
> double kill scythe style

still processing other players
>>
File: m2t4pend.png (113 KB, 1575x766)
113 KB
113 KB PNG
> player phase ends

Full map reveal
>>
>>1333256
Are those slings? Slings to make bombs go farther?!

I must have one of them. Is that a fire pot?!
>>
>>1333278
all yes, the one on the left
>>
File: m2t4eend.png (115 KB, 1583x774)
115 KB
115 KB PNG
> Turn 5
> Player phase
>>
>>1333303
I have no idea what just happened but it looks terrifying.

Also, Bob is literally never going to reach the front line, is he?

>Move N4 W2
>>
>>1333303
>Move N1, W3
>>
all units can use the ladder to get to the roof
>>
>>1333303
>Move 2N 4W
Am I a flier? is there a limit in how many [Movement abilities] we can have at the same time?

Class: Executioner
Type: Infantry [Blood:1] [Kills:2]
Def 2 / Vig 2 / Res 2 / Mov 3
[Move Ability] Poise
[Move Ability] Fly

Weapon:
>Scythe [Equiped]
>Katzbalger
>Heather shield
>>
>>1333362
Would I be able to break down that door next turn and cut through the building?
>>
>>1333366
no it's too reinforced, you need a key
>>
>>1333303
I had intended to climb from the tree last turn, alas! It was not god's will.
>>1333369
Would bombs work?
>Double Time: Move to G25 then G22.

Class: Gunner
Type: Infantry
Def 1 / Vig 2 / Res 1 / Mov 3
[Move Ability] Climb

Weapon:
>Bomb 4/4 [Equipped]
>Bomb 3/4 [Equipped]
>>
>>1333364
I believe the limit will be 2, then choose which to deploy with.
>>
File: m2t5pend.png (108 KB, 1576x772)
108 KB
108 KB PNG
> player phase ends
>>
>>1333416
Goddammit, I was literally just about to post my action.
>>
File: m2t5eend.png (119 KB, 1584x797)
119 KB
119 KB PNG
> Turn 6
> player phase

that's a bolt of lightning.
>>
>>1333435
>Move W6
Wish I had a Buckler I could hold up to the sky to Counterattack the lightning.
>>
Rolled 3 (1d3)

>>1333435
>move 2E (provided I can stand on the black tiles)
>shoot at bomberman 4E 1N (-1 AMMO)

Name: Konrad Katze
Class: Gunner
Type: Infantry
DEF: 1
VIG: 2
RES: 1
MOV: 3
[Move Ability] Climb: Can move vertically up walls equal to MOV.

Weapon: Arquebus
ATK: 2 [K]
GRIP: 2H
SPD: 1
RNG: 2~3
AMMO: 14
[Combat Skill] ATK+1 against Fliers.
[Trait] Firearm: Must reload after each shot. Costs an action.
>>
>>1333435
if a flashball hits a tile, a bolt of lightning will strike down from the top of the tile's column, hitting the first unit in its path.
Since the target tile (below Helmut) was outside of normal sling range (2~3), the bolt hits on rolls of 3+.
>>
>>1333435
>Move 4 tiles down the stairs
>>
>>1333435
"Hark, Lightning from the blue! An explosion of light and sound, flash! The lord blesses us this day!"
> Double Time to E21 then C19

Class: Gunner
Type: Infantry
Def 1 / Vig 2 / Res 1 / Mov 3
[Move Ability] Climb

Weapon:
>Bomb 4/4 [Equipped]
>Bomb 3/4 [Equipped]
>>
>>1333435
>Move 3S 1E
yes, I know

Class: Executioner
Type: Infantry [Blood:1] [Kills:2]
Def 2 / Vig 2 / Res 2 / Mov 3
[Move Ability] Poise
[Move Ability] Fly

Weapon:
>Scythe [Equiped]
>Katzbalger
>Heather shield
>>
File: m2t6pend.png (111 KB, 1577x753)
111 KB
111 KB PNG
> Player phase ends
> enemy phase begins...
>>
>>1333502
I want one of those guns
>>
>Deploy

Name: Jo
Class: Fencer
Type: Infantry
Def: 2
Vig: 2
Res: 1
Mov: 3
[Move ability] Charge

Weapon: Zweihander
ATK 3 [K]
Grip 2H
SPD 1
RNG 0-1
[Combat skill] Can attack diagnonal
>>
>>1333477
I'm regretting my life choices right now.
>>
>>1333513
sorry buddy but please die for me I'm still in range of the gunner tho
>>
>>1333517
I imagine I might possibly block his line of sight, if that's any consolation.

>>1333502
Since it might now be relevant to my continued survival, what are the rules for moving into enemy tiles?
>>
>>1333523
only 2 units per tile, units in the same tile are at range 0
>>
File: m2t6eend.png (115 KB, 1574x754)
115 KB
115 KB PNG
> Turn 7
> player phase
>>
>>1333523
Actually, rereading the OP image, I realize that I can't actually move into enemy tiles so I guess I'm screwed then.
>>
>>1333523
unless you have a weapon or move ability that allows it, you can't. The Spies had grapple fists, so they could.
>>
>>1333536
>Move 2N 1E
>Attack the fencer(use scythe skill)

Class: Executioner
Type: Infantry [Blood:1] [Kills:2]
Def 2 / Vig 2 / Res 2 / Mov 3
[Move Ability] Poise
[Move Ability] Fly

Weapon:
>Scythe [Equiped]
>Katzbalger
>Heather shield
>>
>>1333536
"The bubbles pop when they attack as well?Make the big bastard fall from the roof, Helmut!
"Be reduced to mist and become one with the world!"
> Throw Bomb at Fencer
> Climb to E18

Class: Gunner
Type: Infantry
Def 1 / Vig 2 / Res 1 / Mov 3
[Move Ability] Climb

Weapon:
>Bomb 4/4 [Equipped]
>Bomb 2/4 [Equipped]
>>
Rolled 3 (1d3)

>>1333548
>>
Rolled 3 (1d3)

>>1333549
>>
Rolled 3 (1d3)

>>1333536
>Move N1 W1 S1
>Attack Fencer to S1 with Messer (+1 damage due to Charge)
"Come then, let us be quick about it."

sure hope that big guy doesn't come after me
>>
>>1333549
I don't know I think he is resting in the roof, also we are killing the same guy
>>
>>1333536
>Keep marching down the stairs
>>
Rolled 1 (1d3)

>>1333548
>>1333536
>>1333549
can I change my turn and do what Crake said?
>Move 3W
>Attack the big guy (rolling again if needed)
>>
Rolled 3 (1d3)

>>1333536
Haha, yes! Back off, Schweinehunde!

>reload
>shoot front man 6E 3S (-1 AMMO)

Name: Konrad Katze
Class: Gunner
Type: Infantry
DEF: 1
VIG: 2
RES: 1
MOV: 3
[Move Ability] Climb: Can move vertically up walls equal to MOV.

Weapon: Arquebus
ATK: 2 [K]
GRIP: 2H
SPD: 1
RNG: 2~3
AMMO: 13
[Combat Skill] ATK+1 against Fliers.
[Trait] Firearm: Must reload after each shot. Costs an action.
>>
>>1333536

>Deploy

Name: Jo
Class: Fencer
Type: Infantry
Def: 2
Vig: 2
Res: 1
Mov: 3
[Move ability] Charge

Weapon: Zweihander
ATK 3 [K]
Grip 2H
SPD 1
RNG 0-1
[Combat skill] Can attack diagnonal
>>
File: m2t7pend.png (122 KB, 1574x790)
122 KB
122 KB PNG
> player phase ends
>>
>>1333613
Huh. Bubbles absorb 1 wound, it seems? Time for dedicated bubble build.
>>
File: m2t7eend.png (111 KB, 1581x793)
111 KB
111 KB PNG
> Turn 8
> Player phase

Schwarz and Helmut have been killed.

[Pz1] Bob
[Gu1] Konrad
[Gu2] Crake
[Fe2] Jo
>>
>>1333646
>Move W4
>>
Rolled 1 (1d2)

>>1333646
rolling to see if I go to the Landsknechts heaven
1:yes 2:no
also can I give my saved money to my poor little son
>>
If you had unlocked classes or leftover Lira, you can use them to respawn.
>>
>>1333646
"As a shooting star, we burn brightly and are gone."
> I seem to be giving you trouble with co-ordinates, I'll switch to using cardinal movement like everyone else
> I also seem to remember that being wounded steals one action, and you need to spend [VIG] actions recovering to clear it. Am I correct?
>>
>move 3 up 3

>>1333646

Name: Jo
Class: Fencer
Type: Infantry
Def: 2
Vig: 2
Res: 1
Mov: 3
[Move ability] Charge

Weapon: Zweihander
ATK 3 [K]
Grip 2H
SPD 1
RNG 0-1
[Combat skill] Can attack diagnonal
>>
>>1333660
How does this affect our equipment, played classes and so forth?
>>
>>1333663
Being staggered takes away an action. Wounds don't. Wait till VIG number of turns to fully heal.
>>
>>1333660
>>1333646
"DAAAAD NOOOO!, You will pay for this executioner!"
>Buy Lifeguard movement skill if that is even posible (I used it with my last character)
>Deploy

Class: Fencer
Type: Infantry
Def 2 / Vig 2 / Res 1 / Mov 3
[Move Ability] Charge
[Move Ability] Fly

Weapon:
>Zweihander
>>
Rolled 2 (1d3)

>>1333646
> Bomb the hoplite
> Retreat SEE

Class: Gunner
Type: Infantry
Def 1 / Vig 2 / Res 1 / Mov 3
[Move Ability] Climb

Weapon:
>Bomb 4/4 [Equipped]
>Bomb 1/4 [Equipped]
>>
>>1333687
I am having trouble with working out how range works, but I don't think that that hits? The Hoplite aura might screw me then, but I wasn't sure of I could 'jump' and move E directly.
>>
Still confused, but let's go.

Name: Hartmann Schwarz
Classes played: Lifeguard, Fencer(?)
Purchased Move Abilities: Fly
Inventory: Messer, Heater Shield, Flamberge(?)
Lira: 25


Class: Lifeguard
Type: Flier
Def 1+1 = 2 / Vig 2 / Res 2 / Mov 4

Weapons:
>Messer
>Heater Shield
unless I can spawn with a new weapon, in which case:
>BROOM.

>Deploy
>>
>>1333699
you were outside normal throw range so you didn't get 3+ to hit.
your move is alright.
>>
File: m2t8pend.png (112 KB, 1573x795)
112 KB
112 KB PNG
> player phase ends
>>
File: m2t9start.png (118 KB, 1582x763)
118 KB
118 KB PNG
> Turn 9
> player phase

I'll stop processing for today after we reach turn 10.
>>
>>1333944
>Move 2N 2W

Class: Fencer
Type: Infantry
Def 2 / Vig 2 / Res 1 / Mov 3
[Move Ability] Charge
[Move Ability] Fly

Weapon:
>Zweihander
>>
Rolled 1 (1d3)

>>1333944

>move left
>attack C17

Name: Jo
Class: Fencer
Type: Infantry
Def: 2
Vig: 2
Res: 1
Mov: 3
[Move ability] Charge

Weapon: Zweihander
ATK 3 [K]
Grip 2H
SPD 1
RNG 0-1
[Combat skill] Can attack diagnonal
>>
>>1333944
>Deploy
>Move W, W, W, N
Panzer (Ritter der Rosen)
Ergrimann Horst
Def:4(3)
Res:2(1)
Vig:1
Mv:2


In hand:Banner, Warhammer

Inventory:5 lira
Katzlbalger
Riotshield
>>
>>1333944
>Move N2, E2
Lets see whats in this building
>>
Rolled 3 (1d3)

>>1333944
>Move N1 W3
>Attack Fencer to S1 W1 with Messer
Though I'd rather take out the gunner one tile behind him. Will redo turn if someone can take this guy out instead.
>>
File: m2t9pend.png (116 KB, 1573x806)
116 KB
116 KB PNG
> player phase over
> enemy phase begins...
>>
File: m2t10start.png (116 KB, 1583x809)
116 KB
116 KB PNG
> Turn 10
> Player phase

I'm taking a break till tomorrow morning. Feel free to post whenever, redo posts, deploy, create new characters, until then.
>>
This may be the last turn, if someone kills the big guy.
>>
Rolled 2, 1 = 3 (2d3)

>>1334375
>Attack enemy to S1 with Messer.
>Attack enemy to S1 with Messer again, or Hoplite to S1 W1 if S1 enemy is dead.
May as well see if we can't take this guy out then.

I'm still not too clear on what the procedure is for dying. Do Helmut and I lose anything?
>>
>>1334397
The rules for death are:

You keep all Lira, unlocked classes, and the record of any classes you have played with for at least one mission and survived. You can use your Lira to purchase those move abilities of played classes for a new character.

You lose any weapons and move abilities you had, even those in inventory. You can pick all of them up from your dead character's corpse.
If the battle finishes before anyone picks that stuff up, then you can choose one thing from the following: a bought weapon, a weapon you kept from last mission, a bought move ability. The rest go up for auction at half price, available for purchase from any player, and the first who pays gets it. Anything not bought will expire by the start of the next mission.
>>
>>1334397
>>1334449

In the case of getting your body back or not, and receiving a move ability that you have already bought for your new character, you now have double of those move abilities in your inventory. Maybe you could trade it with someone else for a deal, or sell it at half price.
>>
>>1334449
Could I then have redeployed again as a Fencer, in order to gain its weapon and potentially move ability, or does dying once invalidate all classes played for the session?

And is a Broom required to pick up items from corpses, or do they just grant additional bonuses?
>>
>>1334476
Example:

Your character died and they had bought Fly.

You create a new character during the same mission, using leftover Lira to buy Fly since you have played Lifeguard before. The mission finishes and no one picks up the loot from your corpse, so you choose to get Fly from the remains while the rest is auctioned. You now have two of Fly in your inventory.
>>
>>1334479
Yes you could have redeployed and done so. But since I didn't have the rules up, I'll count any class you died as during this session as played.

Broom picks up items as a bonus, you can pick up without it. It's mainly for getting rid of bodies and tile hazards.
>>
>Deploy.

Name: Adrian
Class: Hoplite.
Def: 2
Vig: 2
Res: 1
Mov: 3

Weapon: Pike
[Combat skill] Hits knockback targets.
[Trait] Polearm: Can target anyone in range.
Atk: 1[K]
Spd: 1
Grip: 2H
Rng: 2~3
>>
Rolled 1 (1d3)

>>1334375
Ahh, I fell asleep. This is not so great a position anymore. Thank you for running the session, that was a lot of fun! I went for a 'bombadier' as a joke but it seems to work quite well.

If I want to get one of those slings, I need to pick them up before the end of the mission, right?

> Throw a bomb at the Hoplite (ignore LoS)
> Retreat down the wall SSS
>>
>>1334449
>>1334476
what about the kills or mission rewards, do we get them if we die?

>>1334375
Someone kill the guy with the pike so we can move more than 1sqr
>Move 1S
>Attack executioner

Class: Fencer
Type: Infantry
Def 2 / Vig 2 / Res 1 / Mov 3
[Move Ability] Charge
[Move Ability] Fly

Weapon:
>Zweihander
>>
>>1335194
"That pikeman has the devil's own luck! Two bombs and both have failed, I'm retreating! The one with the bubble wand is mine!"
>>
Rolled 1 (1d3)

>>1335194
>>
>>1335194
If you die, you get half the money you would have made from your actions. Everyone gets the full mission reward, regardless of death.
>>
>>1335699
Are there rules for shooting outside of the stated range, or is it just an auto miss?
>>
>>1335963
So far you can only shoot outside downward, and I'm writing rules up for outside straight/upward. Since you rolled a 3 and were relatively close, that would have passed.
>>
File: m2t10pend.png (122 KB, 1578x761)
122 KB
122 KB PNG
> player phase ends
> enemy phase start
>>
File: m2t10eend.png (121 KB, 1576x775)
121 KB
121 KB PNG
> Turn 11
> Player phase
>>
Rolled 2 (1d3)

>>1336181
>Attack the executioner
>Move 1N


Class: Fencer
Type: Infantry
Def 2 / Vig 2 / Res 1 / Mov 3
[Move Ability] Charge
[Move Ability] Fly

Weapon:
>Zweihander
>>
Rolled 3, 1 = 4 (2d3)

>>1336181
I'm as confused as my character apparently is about all the movements that just happened.

But the big guy is still within range! Now if only I had a knockback effect.
>Attack target to S1 E1 with Messer.
>Attack target to S1 E1 with Messer again, or move N1 W2 if target is already dead.

>>1334503
Cool. Guess I don't have to replay Fencer again then.

>>1335699
Probably best to compile all these more situational rules into another image.

Also, damn. Looks like I won't have enough Lyra by the end of this. Time to start looting corpses and selling their weapons?
>>
Rolled 3 (1d3)

>>1336181
A close one, thank God that the banner broke my fall. For you, He will not be so merciful! Disappear!
> Move 1S 2W
> Bomb the Fencer

Class: Gunner
Type: Infantry
Def 1 / Vig 2 / Res 1 / Mov 3
[Move Ability] Climb

Weapon:
>Bomb 3/4 [Equipped] (-1 this turn)
>Bomb 0/4 [Equipped]
>>
>>1336214
Next turn I'll have the low ground, not much use! Someone on the bridge search the corpse of this Fencer for the door key, I'm headed down to search those that fell under the bridge!
>>
>>1332699
>Gunner
To repeat something that was said last thread, why is it that the Gunner has reduced stats compared to other classes? Presumably it is because they start with ranged options, but can't another class just purchase the Gunner's weapons? I'm looking particularly at the Lifeguard, which has +1RES/+1MOV over the Gunner and Flight as well.

As I've typed this up I've re-read the Gunner Climb ability and noticed that you can only climb vertically. Excuse me, here are my actions this round instead:
>>1336214
> Move 2W, Climb 1S
> Bomb the Fencer
>>
>>1336424

Ranged weapons. Due to how much gameplay has changed though, I've been planning to add +1 RES to gunners after this mission.
>>
File: m2t11pfinal.png (121 KB, 1582x803)
121 KB
121 KB PNG
aaaaaand the big guy's down.
>>
>>1336424
>>1336518
It's important to note that not all stats are equal.

So far, Def has been far more relevant than Res due to how much more common kinetic weapons have been compared to energy weapons. This was especially apparent in the first mission. We're seeing more Energy damage now, but notably all melee weapons still seem to be kinetic.


Mov gives diminishing returns. While a Panzer is somewhat screwed due to his inability to keep up with the front line, I didn't notice so much of a detriment playing a Flying Fencer as compared to a Flying Lifeguard.

In general, all you need for movement seems to be 'as much as everyone else has'. A character with much Mov and little Def will just end up moving up ahead of everyone else and dying rather like I did.


Vig is interesting - its usefulness depends on how many attacks you're being targeted by and how your defensive stats compare to their weapons. The more incoming attacks you take, the more likely it is that you're not going to survive the current round, making however much Vig you have pointless.

Similarly, if your defenses are absurdly high, you'll never take a wound in the first place, making your Vig pointless again.

This is, incidentally, why Panzers seem like they might not work that well in practice, at least to me. Though Bob weathering all those Spies' attacks without taking a scratch earlier was pretty hilarious.
>>
File: mission complete.png (153 KB, 1573x794)
153 KB
153 KB PNG
>>
>>1336560
well there goes my plan to loot all the corpses before the end of the mission
>>
>>1336568
Striking a balance between looting all of the bodies and your comrades hating you for not contributing to the fight... A delicate task to be sure!
>>
>>1336560
W-we get points for enemies who surrender, r-right?

The optimal strategy can't be to farm points by ignoring the boss and going for all the mobs first. That would be ridiculous, and also a waste of time.

Surely.
>>
>>1336574
well you see we get points for kills and wounds... I'll let you figure the most efficient way to farm liras
>>
This mission offers double the participation reward.

Each player shall receive 40 Lira.
For each wound given to an enemy, add 5.
For each kill, add 10.
Wounding Blue Mallista (the big guy) nets double the pay: wounds are 10, killing him 20.
>>
>>1336587
Yes, but the rules knowingly being designed to encourage stalling for as long as possible to maximize looting, wounding and killing seems rather absurd.

The optimal strategy then becomes something like moving about as a single-tile phalanx of Parasol+Katzbalger and Riot Shield+Katzbalger Panzers supported by a Banner+Bomb Panzer with Rampart in the second row, that just slowly chews through everything while being largely untouchable.

>>1336610
All these figures are halved for D'Canella and I, right?
>>
Out of the spoils, we get access to the Peltast and Spy classes, as well as their equips.

Schwarz and Grigori need to choose a spoil from their respective dead relatives.

Wilfred Schwarz
- Fly
- Messer
- Heater Shield

Helmut D'Canella
- Katzbalger
- Heater Shield
- Fly

Those not chosen will be offered for half price, but it's not much.
>>
>>1336610
+40 Mission Complete
+10 Ninja kill
+10 Fencer (Zweihander) kill
+10 Fencer (Blowing Bubbles) kill
>>
>>1336620
not the scythe?
>>
>>1336610
+40 Mission complete
+5 lifeguard kill/2
+5 lifeguard kill/2
+10 Blue Mallista wound
>>
>>1336620
I'll wait to see what those two classes are like before deciding where I spend points. Thanks for the game OP, that was a blast. Shame that not everyone could make it today though.
>>
>>1336610
25 Lira existing wealth
+40 Mission completion
+10 Kill (>>1333256)
+5 Wound (>>1333613)
+10 Kill (>>1334329)
+10 Mallista Wound (>>1336150)
+20 Mallista Kill (>>1336548)
before death penalty of (?) Lira.

>>1336620
Will be taking Fly. It's pretty invaluable for not having to care about movement.

Flamberge from my inventory not up for grabs, though?
>>
>>1336663
>>1336620
can you claim liras for kills and wounds of the same guy?
>>
>>1336676
Hopefully. It'd be harder keeping track of the non-boss enemies if we can't.

Also it'd slightly discourage attacking the same enemy twice in situations where a one-hit kill is possible.
>>
>>1336615
Just for the ones from your first characters.

>>1336676
Yes
>>
File: landskirmish classes III.png (315 KB, 1325x4050)
315 KB
315 KB PNG
Added the peltast and spy sections as well as new weapons for the gunner, lifeguard, panzer, and executioner. Still working on some for the fencer and hoplite.
>>
edit: saber's combat skill should say that you enter target's tile after a second hit is landed, if possible.
>>
>>1336693
Wonderful. I only lose 7.5 Lira then.

Name: Hartmann Schwarz
Classes played: Lifeguard, Fencer
Purchased Move Abilities: Fly
Inventory: Katzbalger (common)
Lira: 112.5

Will hold off on purchases for a while. Hopefully a weapon will catch my eye on my next read-through.

I now fear the time when we meet a group of enemy veterans, and they're all Flying Spies sniping us invisibly with ranged weapons from the top of the map.
>>
Added a jump bonus to Chopines, and Boots for panzer ( a MOV bonus for walking).

Also, there is not inventory limit. You can sell stuff you don't want for half the Lira price.
>>
boop
>>
>>1336771
I was trying to decide whether the Chopines were worth the lira, but the jump bonus sold me. Is the Stagger 'attack' supposed to use an action, or is it a passive trait? I don't know if this will work, but it might be a bit of fun:

Class: Peltast
Type: Meister
Def 1 / Vig 2 / Res 2 / Mov 3
[Move Ability] Jump
[Move Ability] Climb
30 lira

Weapon:
>Bomb 4/4 [Eqp]
>Bomb 4/4
>Chopines [Eqp]
>Grab [Eqp]
>Katzbalger
>>
Family Name: D'Canella
Family Classes: Lifeguard, Fencer, Executioner
Family Abilities: Fly
Family Armory: Scythe, Zweihander
Family Bank: 62.5 l
>>
>>1336777
>Sling
>[Support Skill] Fling any item/weapon in other hand. [...]
Hmm.

>Grab
>[Support Skill] Grab hold of your target [...]
HMM.


Seriously though, would slinging Banners and Flags count as a valid planting? If so, it could be a useful way for slower, tankier units to deploy ahead of everyone else.

Would you consider implementing an item (perhaps a shield) that improves Vigor when wielded? That way, wounded units spend less downtime hiding while vulnerable, at the expense of actions to swap loadouts.
>>
>>1336777
>Shamelessly cash in on the 40 lira
>Have 45 lira
>Buy pistol
>Buy boots
>Have 25 lira left
>Buy mv ability "Swap"
>Buy tiger claws
>Become literal weapon depository covered in roses

Panzer (Ritter der Rosen)
Ergrimann Horst
Def:4(3)
Res:2(1)
Vig:1
Mv:3


In hand:Banner, pistol
Wearing:boots

Inventory:0 lira
Katzlbalger
Riotshield
Warhammer
Tiger claws
>>
Is there any vidya that plays like this? 2d strategy game?
>>
How often does OP update per week/day?
>>
>get 40 lira for being useless.

So I either be Horst's foil and grab claws/boots to charge at people or go Spy

decisions

Name: Jo
Class: Fencer
Type: Infantry
Def: 2
Vig: 2
Res: 1
Mov: 3
[Move ability] Charge

Weapon: Zweihander
ATK 3 [K]
Grip 2H
SPD 1
RNG 0-1
[Combat skill] Can attack diagnonal
>>
>>1337209
Battle brothers.
But it's very heavily RNG dependent, and less about being a landschneckt so much as just being a mercenary company.

If you don't mind occasionally being raped by RNGesus you should look into it
>>
>>1336803
Class: Peltast
Type: Meister
Def 1 / Vig 2 / Res 2 / Mov 3
[Move Ability] Jump
[Move Ability] Climb
20 lira

Inventory:
>Bomb 4/4 [Eqp]
>Chopines [Eqp]
>Grab [Eqp]
Bomb 4/4
Grab
Katzbalger
==============
+70 Mission Complete
-20 unlock Spy
-10 buy chopines
-20 take cinematic judo training (grabx2)
=20 Lira
>>
>>1336610
+40 Mission Complete
+10 Peltast kill
+10 Swordsman kill
Total: 60 Lira

Name: Konrad Katze
Class: Gunner
Type: Infantry
DEF: 1
VIG: 2
RES: 1
MOV: 3
[Move Ability] Climb: Can move vertically up walls equal to MOV.

Lira: 60

Weapon: Arquebus
ATK: 2 [K]
GRIP: 2H
SPD: 1
RNG: 2~3
AMMO: 13
[Combat Skill] ATK+1 against Fliers.
[Trait] Firearm: Must reload after each shot. Costs an action.
>>
>>1336777
>40 Lira mission reward
>10 Lira spy kill
>Buy spy class -20
>Buy small key-10
>Buy pistol
Name: Bob
Class: Spy
Type: Agent
Def:1
Res:1
Vig:2
Mov:4
[Move ability] Hide

Equipped:
Grab
Grab

Lira:10
Inventory:
Halberd
Riot Shield
Warhammer
Small key
Pistol
>>
Made some changes:

Bucklers have become common items
Fencers get Estocs
Gunners get Cannons
Hoplites get Javelins, and Vexillum's skill has been changed to a VIG buff.
Lifeguard Saber SPD increased to 3, and Parasol's Assist can be used during flight.
Panzers have the choice of a single Tigerclaw
Executioners have Fork range improved from 0~1 to 0~2.
>>
>>1342291
How does 0 vig work?
also dat cannon
>>
>>1342335
like VIG 1 where you wait a full turn to heal wounds, but you are impervious to ailments
>>
>>1342291
Is there any reason Tiger Claws and Grab are implemented in such a way that an additional weapon has to be purchased in order for the weapon to be used two-handed instead of one-handed? Tiger Claws, in particular, can be used in only one way on first deployment (without additional purchases), since we can't start with both the two-handed and one-handed version, which seems a little odd.

If I might make a suggestion, depending on how you want them to be priced, you might instead consider having a one-handed Tiger Claw that allows you to make an additional attack with an identical weapon in the offhand; or a version that is two-handed by default, but can be wielded one-handed with a penalty (to SPD).

Similarly, Grab might be as it is now, or a two-handed weapon that can be wielded one-handed at the cost of using the second support skill.


Other thoughts:
>How does Cannon interact with the Hoplite's Rampart ability?
>Do Boots not affect fliers' movement in general, or can they choose to walk on a surface instead of fly in order to gain the benefit?
>Spies could probably do with some other weapon options - Dirk and the common weapons are their only damage options - especially since their movement ability revolves around them being far away from enemies, while their weapons encourage them to be at range 0.
>You probably want to add a line on Grab about Bind effect only functioning as long as the user doesn't move out of the same tile as his target, or else that the target is dragged along at reduced speed.

Also, roughly when might we expect the next session to be?
>>
>>1342291
The cannon is beautiful, such a shame that it doesn't work with what I'm going for.

Flying is king, you might be able to nerf it a bit by requiring fliers to spend one of their actions moving or stall.
>>
>>1342355
Thanks for the suggestions, these fix some of the problems I was having with them but wasn't able to address.

I'll treat Grab like a technique for your hands rather than a weapon. Something to buy for your hands like boots and chopines are for your feet. That way you can go double or single as you please.

Tigerclaws will be bought as doubles but can be used separately.

As your your other questions:

Rampart acts on the user, so if you can't move through rampart then neither can the cannon.

Boots don't affect Fliers in general.

There are a few ranged weapons and fists I'm waiting to add after this next mission.

Next session should be next week, though I'm not yet sure which day it will be.
>>
>>1342933
>Rampart acts on the user, so if you can't move through rampart then neither can the cannon.
I was actually thinking of how the cannon is classed as a weapon (even if it's got numerous caveats that almost make it more like a separate unit at times) and would hence allow Rampart's effect to be applied at a far greater range than any other weapon so far. Is this intentional?
>>
>>1342979
No. Now I need to change the wording.
>>
above changes made to Tigerclaws and Grab. Artillery pieces do not work with Hoplite's Rampart ability.
>>
>>1343045
Do you need to move 3+ spaces the same turn you attack to proc the fencer's charge ability or can you move 3 spaces and attack next turn? Is moving 2 spaces end then 1 space considered 3 for the charge?
>>
>>1344884
Has to be same turn




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.