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iPro vs Wolfpack Meeting : iPro discussion - Printable Version

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RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00 - Thrutchy - 11-04-2013 11:47 AM

I agree that we shouldn't worry about them making such a wild gamble.

Maybe a soldier on F7?


RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00 - awpertunity - 11-05-2013 10:37 AM

Looks like this is just going to be a big standoff for awhile lol


RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00 - terenceshiu2005 - 11-05-2013 12:31 PM

It seems that if we out to attack now, we will lose. So, we've better to build up units now. Say a boosted soldier to F7 if no further suggestion. We can send this turn early to speed up the meeting game.

Remark: two days ago now.


RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00 - awpertunity - 11-05-2013 04:30 PM

we can move scrambler and spawn boost move a sniper too if we're going for a long game. doesn't look like they would attack next turn or anything either


RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00 - terenceshiu2005 - 11-05-2013 05:50 PM

But I really want to save up few wits for future.


RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00 - Thrutchy - 11-06-2013 01:09 AM

On the other hand, we've seen 3 3hp soldiers so far. A sniper might be useful against them in the future. A sniper is also useful to stay out of scrambling range. Scrambler to F8 might be good because they won't see it and it is unlikely they have another runner that can reach it. If they bring out another [unboosted] soldier on the left, we could scramble it and kill the other (using our runner too).

But, it is probably safer to build up a little more strength (and wits) before doing this. We wouldn't be banking any wits (unless we didn't heal the sniper to save 1).

Soldier to F7 seems good to me. Maybe even unboosted to save a wit.


RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00 - terenceshiu2005 - 11-06-2013 03:39 PM

I finally sent my turn with a boosted soldier to F7


iPro vs Wolfpack (Turn 17); Turn 16 sent by WP @ 9/11 HKT 15:30 - terenceshiu2005 - 11-09-2013 08:41 PM

Runner move up 1 hex from f2 to f1
A 4 HP soldier jump out from spawn to f2(implied medic exist).

Will update shortly.

[Image: tej2vk2l.jpg]

Outstanding units: 1 (probably on D4)
Hidden Unit: 2 hp runner on F1, 3 hp soldier on E3, a medic probably on B4
Outstanding wits: 16 wits (max has 22 wits next turn)

also analysis by Thrutchy:
a) medic on B4. boosted sniper on D4 (5). They'd have 11 outstanding wits.
b) medic on D4. boosted their soldier on E3 (1). Boosted scrambler on D3 (9). They'd have 5 outstanding wits.

Glitch grid
Turn 15
Turn 13
Turn 11
Turn 9
Turn 7
Turn 5
Turn 3
Turn 1


RE: iPro vs Wolfpack (Turn 17); Turn 16 sent by WP @ 9/11 HKT 15:30 - Thrutchy - 11-10-2013 09:29 AM

I think your outstanding wits count is off. Last turn it was 18. +6 new wits -8 wits gives 16 wits. Here are the 8 wits we can infer from this turn:

move runner (1)
spawn/boost/move soldier (4)
spawn/move medic (3) - inferred by boosted soldier

I assume they probably left their hidden soldier on E3. For other hidden units, here are two options:

a) medic on B4. boosted sniper on D4 (5). They'd have 11 outstanding wits.
b) medic on D4. boosted their soldier on E3 (1). Boosted scrambler on D3 (9). They'd have 5 outstanding wits.


RE: iPro vs Wolfpack (Turn 17); Turn 16 sent by WP @ 9/11 HKT 15:30 - terenceshiu2005 - 11-10-2013 01:25 PM

oh yes, I missed the cost of runner movement.

I suggest to spawn and boost a soldier to G5