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Good Game vs iPro Meeting : iPro discussion
11-03-2013, 01:11 AM
Post: #71
RE: Good game meeting, turn 10, started nov 1, 7pm central
@Thrutchy, do you have time for a testing now?

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11-03-2013, 01:24 AM
Post: #72
RE: Good game meeting, turn 10, started nov 1, 7pm central
sorry, my kids are demanding my time right now!
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11-03-2013, 01:32 AM (This post was last modified: 11-03-2013 01:46 AM by terenceshiu2005.)
Post: #73
RE: Good game meeting, turn 10, started nov 1, 7pm central
ok, no problem

Original from harvarnold, I think this is the best I guess.

[Image: LxvSgfll.jpg]

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11-03-2013, 03:32 AM (This post was last modified: 11-03-2013 03:33 AM by awpertunity.)
Post: #74
RE: Good game meeting, turn 10, started nov 1, 7pm central
If we also put the medic in front of their soldier that looks like a win to me. They will have 5 wits left and can either only kill one 4 HP soldier or the runners. In either case we will be able to hit the base next turn for 1 or 2 damage depending what they do, then we can get the 4HP soldier on the witspace to the back door and guarantee 2 hits with it.

Mmm I guess they can block with medic though hm

Forgot about that thing
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11-03-2013, 03:39 AM (This post was last modified: 11-03-2013 03:41 AM by terenceshiu2005.)
Post: #75
RE: Good game meeting, turn 10, started nov 1, 7pm central
Medic has already moved Sad

they only have 5 wits next turn. at most kill 2 of them

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11-03-2013, 04:43 AM
Post: #76
RE: Good game meeting, turn 10, started nov 1, 7pm central
Oh stupid me hahaha.
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11-03-2013, 11:49 AM (This post was last modified: 11-03-2013 11:49 AM by terenceshiu2005.)
Post: #77
RE: Good game meeting, turn 10, started nov 1, 7pm central
Not really. I guess Thrutchy will think the input from you all are very important. It is hard to follow up all move without having the reply.

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11-03-2013, 12:12 PM (This post was last modified: 11-03-2013 12:48 PM by Thrutchy.)
Post: #78
RE: Good game meeting, turn 10, started nov 1, 7pm central
Yep. I am trying to consider all input equally and fairly. I am also attempting to give my own opinion a lower priority because I will naturally have a bias toward my own 2 cents.

Also, I regret not spawning something last turn. At least a runner on the spawn would have been better. A soldier (boosted or not) probably would have been ideal. I should done the attack sooner and given us more time to make the spawn decision.

So far I think I like a Terence's original suggestion with spawning a runner to the left or a soldier 1 hex back. With that we'd limit them killing only 1 of our units (after us killing 3).

Here is very different option:
* 4hp soldier: F6->G7 & kill runner (1 wit)
* runner: F7->H6 & kill sniper (1 wit)
* spawn scrambler -> C6 (8 wits)

If the heavy is use to kill our 3hp soldier, we can scramble the heavy.
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11-03-2013, 02:26 PM
Post: #79
RE: Good game meeting, turn 10, started nov 1, 7pm central
I really like the 3rd (harvarnold). You don't like it?

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11-03-2013, 05:35 PM
Post: #80
RE: Good game meeting, turn 10, started nov 1, 7pm central
I agree that one looks pretty good. It gives us an extra 2 wit advantage because now the sniper has to move off the spawn and we took the wit space. In the first suggestion the heavy can attack without moving and they have the wit space also.
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