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QoP: Head Separator Part III -- Turn 3
Posted: Sun May 27, 2012 8:15 pm
by Natalya
Inquistadores -- Played by Falk

The Inquistadores move up by the gate, shooting at the Death Bikes.

One gets taken out.

The wreck crashes down by the bunker entrance.
Re: QoP: Head Separator Part III -- Turn 3
Posted: Sun May 27, 2012 8:24 pm
by cleanupcrew
You should have made the wall solid and filled it with rainbow brix. Right now it's no better than the red house as far at being a wall.
Sarcasm aside,

Re: QoP: Head Separator Part III -- Turn 3
Posted: Mon May 28, 2012 1:13 am
by Zupponn
What? Piltogg went back inside the wall? Lame.

Re: QoP: Head Separator Part III -- Turn 3
Posted: Mon May 28, 2012 2:20 am
by Natalya
I don't know, that's what he told me to do.
Re: QoP: Head Separator Part III -- Turn 3
Posted: Mon May 28, 2012 12:55 pm
by Natalya
Hey guys, when you are sending me orders, look at the overviews and stuff before you tell me what to do. I keep having people tell me to move their guys well beyond their move limit. Please read this to re-familiarize yourself with the movement rules. The very first sentence of section 4.1 says that a minifig can only move 5" per turn. Now I know you will say something like 'o well how do I know what is 5 inches away?' or whatever, but this is BrikWars -- the ground has studs all over it. 5" in a straight line is almost exactly 16 studs. So look at that, then tell me what to do.
Some helpful distance reminders:
- The wall is 10 studs wide
- Front to back, the bunkers are 12 studs
- You can tell a minifig to sprint, but then THEY CANNOT SHOOT
- Sprint distance is determined by a dice roll
- Heavy guns means slower movement (see here)
- Mecha (such as the Black Knights) move 5" like a minifig
- Most vehicles move 10"
- Death Bikes, Star Commandos, and Terrorkhan move 15"
I have been fudging all of your movements to increase them, but I'm tired of it. This battlefield is very large, it is going to be slow to move around.
Re: QoP: Head Separator Part III -- Turn 3
Posted: Mon May 28, 2012 3:51 pm
by piltogg
Zupponn wrote:What? Piltogg went back inside the wall? Lame.

one of my objectives for this battle is "piltogg must survive" so avoiding direct hits from STD's takes precedence over looking awesome in this particular case.
R.E. movements: that's gonna be a looooot of turns.. but ok.
Re: QoP: Head Separator Part III -- Turn 3
Posted: Mon May 28, 2012 5:19 pm
by Natalya
I mean with some people I can be like 'oh their hero inspired them to go faster' or whatever like I just did with Vas Kallas, but like sometimes what is asked of me is ridiculous. Like, I was asked for the Space Ninjas to go from where they are now to the hole in the wall, through it, out the other side, and then inside my tank to take it over. That is like 4 times their normal move.
Re: QoP: Head Separator Part III -- Turn 3
Posted: Mon May 28, 2012 5:53 pm
by stubby
Natalya wrote:I mean with some people I can be like 'oh their hero inspired them to go faster' or whatever like I just did with Vas Kallas, but like sometimes what is asked of me is ridiculous. Like, I was asked for the Space Ninjas to go from where they are now to the hole in the wall, through it, out the other side, and then inside my tank to take it over. That is like 4 times their normal move.
The couple of times I've run forum battles, I appreciate getting orders like these, because getting four turns' worth of orders means that I can keep moving forward if that player is late sending in orders for the next three turns. And it seemed like the player who send in over-ambitious orders were also the ones who sent in orders late, so it really worked out neatly.
Now if the tank isn't still in position by the time those ninjas reach the other side of the wall, it's the player's own fault if he doesn't send in corrective orders in the meantime.