Ork Hulk (Game 1) Turn 15

in slothicorn •  7 years ago  (edited)

Cunning plays will win this game!

This is a complex game, and while any new players are totally allowed to drop in at any point, we ask that you read the rules before deciding to play.

Game ends when a player picks up the Steem:

  • 2 Steem to the player that collects the Steem icon.
  • 2 Steem to the player with the most kills at the end of the game.


Oi! You boyz! Why aren't ya killin' no one?!?
Get ta work you lot!
Smash dem udder boyz and grab dat STEEM!


Last turn

The good ideas were reining supreme as everyone's figuring out the best way around that Big Shoota Ork. All I know is that he's in for a hell of a fight. The players have numbers on their side and are executing an excellent pincer strategy. Be very interesting to see how this plays out.
The enemy orks didn't move at all... the Weirdboy is inconsolable are refuses to move, while his minders can't figure out which direction they need to aim at...

Quick Summary of rules relevant to this turn:

  • Players can move 5 squares in a turn.
  • Players can not occupy the same square as an enemy or another player.
  • Players can also choose to shoot or charge into hand to hand combat. A charging player moves 6 squares and gets a +1 to wound.
  • Players that charge an enemy already in hand to hand combat get a +1 to their roll for being an Additional Combatant.
  • Players can flee from close combat, but must roll a 4+. On a roll of 1, 2 or 3 they suffer a wound to represent being hit when their back was turned.
  • Players can find weapons or armour and pick them up by moving onto that square. Players can choose to pick up the new weapon or keep their current weapon.
  • Players will always keep their knife.
  • Players must stop on that square to pick up the new weapon... but can use it immediately.
  • Enemies have 1 wound.
  • Enemies will only move towards Players in their line of sight.
  • There is no friendly fire.

Turns

  • Players move first. Enemies move after all players have completed their actions.
  • Players will have 24 hours to list their actions in the comments.
  • Move turns are based on which players comment first.
  • After 24 hours the enemies will take their actions

Weapons

NameMeleeRangeRoll to woundSpecial rules
KnifeYes1 square6+
SluggaYes3 squares5+Two shots
ShootaNo6 squares5+Two handed. Two shots
Big ShootaNo12 squares3+4 shots. Move or shoot
BurnaYes3 squaresAutoHits all enemies in range
Power KlawYes1 square3+
Frag GrenadeNo4-8 squares5+9 square AOE

Grenades must be thrown a minimum of 4 squares so they don't wound the player.

Protocol

  • Players must comment their actions. @daclawboyz will either roll on their behalf and work out the results or they can use the rollthedice bot.

Here is the full game board:

Click on the image to get it in a larger size... for extra good square counting.


Rules for the Weirdboy

The weirdboy is a psyker, which means he has psychic powers fueled by the warp. The warp is filled with demons that curse and torment him. As such, he has to roll 2+ whenever he wants to use a power... on a roll of 1 his head explodes.


Psychic powers are used instead of fighting, so after the Weirdboy's movement phase:

PowerRangeRoll to woundSpecial rules
Smite12 squares5+
Headbanger3 squares3+Kills instantly
Warpath6 squares3+Doubles the attacks of an enemy Ork
Da Jump8 squaresNACan move any player or enemy anywhere within LoS




UPDATE 1 : After all the player moves. Can't help but be a little concerned for PB:

Please do continue to ask questions as you see fit...
KICK DEM BOYZ!!!


All images on this page have been created by @daclawboyz for Ork Hulk.
Thanks for playing!


U5drNXWtcqMQ47bzqw8Tmkq2oQu8vqo_1680x8400.jpg

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South 5!

Ima coming for ya!

Done!

Don't worry @pbock, I'll come rescue you!

So let's strategize.. what do you guys think I should do?

  1. Charge in and take fire at the big shoota, getting 2x 5+ rolls in order to kill it which seem like decent odds. This could draw the weird boy out, the turn after bringing it in sight of us.
    If I fail to take the big shoota out, it fires at me but with 3 wounds I feel like I have a decent chance at surviving it. If the weird boy piles on top too, then I dunno but still a chance, but the weirdboy would have to expose himself in plain sight in order to do that which means we can shoot it too
  2. Don't charge in, but instead cower behind the wall for a turn and wait for @happyme to show up whilst @pbock remains at risk with a single wound left. Though I guess he could give it another go with the grenade just like last time. Since the enemy did not move we should be able to do it a second time.

Thoughts?

I am leaning towards simply charging in and taking fire to kill the big shoota.

I say charge. Like that, I can throw the grenade, this time aiming at the Weirdboy.

if that works, and your plan does too, there's nearly nothing opposing our victory !

Not looking too good :S

oh dear... we're fried meat XS

Well you may get away with it with some luck...
I'm pretty much guaranteed to take some hits.. but with some luck I may survive the big shoota. He needs to hit pretty consistently to burn through all my wounds to completely take me out and expose you

I believe in your powers of evasiveness Shield-San ! 😆

Ok, so I run around the corner and charge!

East, East, East, South , South

Then fire two shots at the ork with the big shoota!

All or nothing!

@rolltwodice

Hoping for the best! One 5 is all I need... then

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 4.

Second die lands...
You rolled a 1.

noooooooooooo!

Nooooooooooooooooooooooooooooo!

That was a very brave and bold move! Had you had a better roll, you would have taken out the main problem and made it easier for the others to get that Steem. I admire your bravery.

3 East 2 south

I'm suddenly in doubt.

IF I move South, then East, am I in LoS of the weirdboy or big shoota ?

if so, I stay put and launch the grenade as last time.

Else, I move South, then East, and launch the grenade at the square JUST in front of the weirdboy, for extra dramatic effect.

(or, you know, if I can aim at the Weirdboy from my current position, that works too. not quite sure how the 4 squares are defined XS)

@rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 3.

I heavily dislike these frag grenades...

For explody thingimajigs, they are incredibly inefficient...

For the four squares, I've just been counting either down or straight 4 squares... and then if the target is on that same line or further then it's okay... so from your South+East position, it's 4 squares down to the Big Shoota.

Here's your line of sight questions:

So, from your new position, you are visible to the Big Shoota. I'm going to leave you where you were... so your miss with the frag was on the Big Shoota not the Weirdboy.

The frags explode just fine... the problem is that orks are so tough they just mostly shrug it off.

I continue on to grab that Claw.

Next turn will be to try and catch up and see if I'm not too late to offer any assistance.

Done!

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Enemy Ork Moves:

Weirdboy cowers closer to the Klawboy to get away from all the loud bangs.

Ork Klawboy is still trying to figure out which direction he wants to charge.

The Big Shoota Ork lines up PB and let's loose with 2 salvos:
@rolltwodice

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 3.

Second die lands...
You rolled a 3.

Yikes. PB is down to one wound.

Next 2 salvos:
@rolltwodice

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 6.

Second die lands...
You rolled a 2.

Dahhh! The Big Shoota grins gleefully as @pandorasbox is shot to pieces. What a jerk!