Ullrich is probably going to help the monks, they seemed most in danger of being overrun. He's tempted to let Thunngar deal with it, but thinks his bows range might be key. Assuming he can fire arrows, he will launch away. He will move up slowly if he can and not lose his rate of fire.
Question - with more ants around the clerics would Ullrich be more able to fire at those ants with out being in danger of hitting a monk?
..... of the Ants to give you a clearer idea of the present danger to the other gladiators:
North Enders: 3 are still at Full Strength and 3 of the Ants marching from the East are still Above 50% Strength against the 8 Fighters!
West Enders: 6 are still at Full Strength and 4 are still Above 50% Strength against the 7 remaining Clerics!
East Enders: Of the 4 remaining Ants attacking the Monks 3 are still at Full Strength and the other 1 is still Above 50% Strength against the 2 remaining Monks!
Logically Cunning Fox and Sir Yder should be firing upon the West End Ants!
This logic would also apply to Ullrich, but I do realize that he would be in character to first aid the 2 remaining Monks!
Amberlyn, Shandra and Ariane will logically fire Arrows against the East End Ants!
Cunning Fox, Ullrich and Shandra are now able to fire 3 Arrows per round [as long as you have enough in your quiver!]; while Sir Yder, Amberlyn and Ariane can now fire 2 Arrows during each round of battle!
Bumble Brew, the Fuzzy Wolverine and ThunnGarr will have to either jog or run into position on T2-R2 and will be unable to attack any Ants until T2-R3, so the Arrows are essential for R2 to aid the Clerics and Monks!
Each character will be accurate enough under the Dark Arena Dome to hit Ants or other opponents and not endanger the other gladiators with their missile fire!
The Ants from the East End marching away from the Monks figured that the remaining Ants would be able to dispatch the 2 Monks as the Fighters seem to be eliminating their North End counterparts!
Plus, as long as the Fighters are busy fighting Ants at the North End, they will be unable to aid the Clerics at the West End, which is the strategy of the Ants at this particular time!
They did not factor in the South Enders being able to eliminate both the original South End Ants and the reinforcements from the East End so quickly!
Posted on 2008-12-15 at 08:44:09.
Edited on 2008-12-15 at 20:34:59 by Hammer
Although Ullrich's first instinct was to go to the aid of the monks, if there are at least 3 group members - + Thungarr when he gets there - going to aid the monks, then the biggest need is probably to the West.
He will move up as much as he needs to and fire. He will target injured ants first, attempting to eliminate them from the fight. The same goes for twitching ants. If he has a clear shot at ants that are in danger of immediately threatening to take out clerics than he will target those. But in general he will shoot at whichever ones he can get the best shot at. There seem to be enough targets.
.... as you are number 4 of 8 South Enders and ThunnGarr is number 5, so logically half the group should go East and the other half should go West to attack the Ants.
You are in range of plenty of targets without moving, so I will just go ahead and configure the results as soon as I get a new map [for my own information] completed so I know who and what is where!
My original map is too marked up, so I need to make an updated copy to coordinate efforts and results.
By the way, I counted one of the West End Ants twice in my previous post, so there are actually 19 Ants at the West End menacing the Clerics and 6 are at full strength instead of 7.
Arrows from Cunning Fox and Sir Yder to the West with Ullrich will certainly increase the morale of the Clerics and Bumble Brew will be in position to fry a few with another Lightning Bolt from her staff of power next round.
Fuzzy Wolverine will also be in position to attack an Ant next round.
Amberlyn, Shandra and Ariane are also in range of the Ants threatening the Monks and ThunnGarr will be available next round as he has jogged into position to help them.
It is nearly midnight over here, so I will at least finish my map so I have an updated visual of where the Ants and gladiators are located before I begin configuring results, hopefully in the next couple of days.
..... everyone as I realize this is Christmas Week back in the good ole US of A.
I will be configuring the rest of the results for the First Wave of Giant Ant Opponents and then get them typed and posted so that everyone can begin the New Year against the Second Wave of ????? Opponents!
..... a Happy and Prosperous New Year to All of You Players and Lurkers!
It will be a few days before I will post the Second Wave of Opponents!
I will need instructions from each Player for Turn 1 of the Second Wave which consists of 6 Combat Rounds!
Obviously, you will be firing Arrows as the Second Wave of opponents emerge from the elevator!
I have to get an updated map scanned and posted for you all to know the whereabouts of your New Opponents!
Plus I have to write an introduction to go along with the post, so enjoy your Holiday!
Once you see the new post [with the map] in a few days you will be able to make an informed decision as to your Character instructions for the Turn 1 Combat Rounds 1-6 for the Second Wave of Opponents!
CONGRATULATIONS for Surviving the First Wave of Giant Ants!
..... Bumble Brew, Fuzzy Wolverine, ThunnGarr and Ollie Gory are as follows so you get a feel for what is going on in the next 6 Combat Rounds and you can make your choices accordingly:
Bumble Brew will unleash a Fireball from her Staff of Power that will connect on HobGoblin #6 facing the South Enders that will inflict some damage also on #10 and the Lieutenant; plus 1, 2, 4, 5, 7, 8 and 9 from the Troop facing the South Enders.
It will also get #1, #2 and the Subchief from the 5th Troop facing the East Enders.
If the Gladiators get the Initiative for Combat Round 2 then she will repeat the attack. If not, she will use the Fireball as long as her teammates are out of range; otherwise, she will switch to Lightning Bolt to strike the most HobGoblins that she can!
If she needs to defend herself she will use another option from her Staff of Power, but will try to utilize attacks as much as possible.
Fuzzy Wolverine will remain near to Bumble Brew until a HobGoblin gets close enough to threaten Bumble Brew for the Fuzzy Wolverine to run and attack to protect Bumble Brew.
ThunnGarr the Mighty will remain in position until a HobGoblin gets close enough for him to throw his Dwarven War Hammer.
30 feet is the distance that he can throw this weapon and he can only move 15 feet and still throw his weapon. It actually inflicts more damage when thrown than when he holds it and strikes an opponent.
He does not use a Long Bow and will rely on the others to attack the HobGoblins with their Arrows.
This also allows for Bumble Brew to take another shot without endangering the Giant Dwarf as he may have to get too close to her range to make such a throw.
Ollie Gory is now able to take 2 shots with his Finger of Death per Combat Round, so he will Kill the Chief and then the Subchief.
This will cause the Troops to possibly scatter in unexpected directions, but most certainly they will be motivated to move away from that Death Dealing Bard.
He will target any Lieutenants or warriors in range of his Finger of Death and then use his Arrows.
Initiative for Combat Round 2 will not be determined until I configure Combat Round 1, so get your generic orders posted to me here or by PM so I can configure the South Enders results!
Posted on 2008-12-30 at 11:55:06.
Edited on 2008-12-30 at 12:00:49 by Hammer