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iPro vs Wolfpack Meeting : iPro discussion
11-26-2013, 11:06 AM
Post: #161
RE: Turn 21
Voting for 2d
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11-26-2013, 01:24 PM
Post: #162
RE: Turn 21
The primary elements i prefer are:
* 4hp soldiers at F6 & G5. This creates a barrier to prevent further damage especially to scramblers. If we leave a scrambler at H4, we also need a soldier at I3.
* kill the soldier at F3. If we don't, they may be able kill our entire front line without using a scrambler. We really want them to use at least one scrambler on them. Also this removes the runner as a target on our turf.

I'm ok with many of the variations that do the above.

Another variation on top of the ones mentioned where a wit/spawn is available is to spawn and possibly move a runner. A runner might be useful to kill a scrambled unit w/o being able to kill our own scrambler (after being scrambled).
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11-26-2013, 05:34 PM
Post: #163
RE: Turn 21
I like 2c. Maybe even using the soldier at I3 instead of I2. This kind of baits them to attack that soldier (they cannot scramble it) which will give us a better chance of getting to use both our scramblers next turn.
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11-26-2013, 06:25 PM
Post: #164
RE: Turn 21
The different between 2c and 2d is moving different scrambler.

The reason Thrutchy suggested to use the solider on I2 instead of I3 is they can use the soldier on E3 and F2 to kill our I2 soldier, then convert our soldier on G3 which can kill our scrambler.

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11-26-2013, 11:43 PM
Post: #165
RE: Turn 21
Yep. Using I3 would almost guarantee we lose H4 scrambler because their runner sees it.
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11-27-2013, 02:35 AM (This post was last modified: 11-27-2013 02:36 AM by terenceshiu2005.)
Post: #166
RE: Turn 21
Since more members like 2d, I execute it.

[Image: JgeM4IBl.jpg]

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11-27-2013, 08:46 AM (This post was last modified: 11-27-2013 08:47 AM by Thrutchy.)
Post: #167
RE: Turn 21
Now this game is getting exciting!

Great teamwork on this turn! I think we collectively came up with this turn.
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11-30-2013, 07:55 PM (This post was last modified: 12-01-2013 03:45 AM by terenceshiu2005.)
Post: #168
Turn 23
This is the most critical turn. Please come and plan for our respond.

Start of turn 22
-1 outstanding unit
- 21 outstanding wits

What I see in replay:
1) 4 hp Soldier on D4 kill our runner on E4 (0)
2) 4 hp Soldier on C4 (I guess that is one of two outstanding units) move to F3 and hit our soldier on G3 (2)
3) 4 hp Soldier on F2 move to G2 and kill our soldier on G3 (1)
4) 2 hp runner on F1 move to G3 and hit our soldier on F4 (2)
5) 1 hp Sniper on C4 (I guess that is new spawn) and kill our solider on F4 (3)
6) 3 hp Soldier on E3 move to G1 (1)
7) 4 hp Soldier on D4 move to F2 (2)
8) Medic boost the Soldier on B5 (1)
9) 4 hp Soldier on B5 move to D4 (1)
Total 13 wits used this turn

End of turn 22

-3 hidden units,
3 hp Soldier on G1
4 hp Soldier on F2
1 hp sniper on C4 if they didn't move away.

1 outstanding unit
14 wits outstanding

If the outstanding unit is 4 hp Soldier on D3, outstanding wits is 10, their next turn will have 16 wits.
If the outstanding unit is 2 hp scrambler on F1, outstanding wits is 4, their next turn will have 10 wits.

[Image: bUNQaiml.jpg]

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11-30-2013, 08:12 PM (This post was last modified: 11-30-2013 08:15 PM by awpertunity.)
Post: #169
RE: Turn 23
that is a surprise...

I don't know what's hidden but the solution looks pretty clear to me. We wipe out all 4 of those units. Moving that scrambler to H2 and scrambling the soldier will let us see if they have a scrambler. If they don't we can just kill the rest of the units knowing our scrambler can't get scrambled. And perhaps move our second scrambler to G5 where it also can't get scrambled.

That would leave 1 wit banked
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11-30-2013, 10:16 PM (This post was last modified: 12-01-2013 03:40 AM by terenceshiu2005.)
Post: #170
RE: Turn 23
What I see in replay:

Start of turn
-1 outstanding unit
- 21 outstanding wits

1) 4 hp Soldier on D4 kill our runner on E4 (0)
2) 4 hp Soldier on C4 (I guess that is one of two outstanding units) move to F3 and hit our soldier on G3 (2)
3) 4 hp Soldier on F2 move to G2 and kill our soldier on G3 (1)
4) 2 hp runner on F1 move to G3 and hit our soldier on F4 (2)
5) 1 hp Sniper on C4 (I guess that is new spawn) and kill our solider on F4 (3)
6) 3 hp Soldier on E3 move to G1 (1)
7) 4 hp Soldier on D4 move to F2 (2)
8) Medic boost the Soldier on B5 (1)
9) 4 hp Soldier on B5 move to D4 (1)
Total 13 wits used this turn

Latest position
-3 hidden units,
3 hp Soldier on G1
4 hp Soldier on F2
1 hp sniper on C4 if they didn't move away.

1 outstanding unit
14 wits outstanding

If the outstanding unit is 4 hp Soldier on D3, outstanding wits is 10, their next turn will have 16 wits.
If the outstanding unit is 2 hp scrambler on F1, outstanding wits is 4, their next turn will have 10 wits.

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