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iPro vs Wolfpack Meeting : iPro discussion - Printable Version

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RE: Turn 21 - Thrutchy - 11-25-2013 03:20 AM

I like that option the best so far. Both scramblers are ready for next turn and relatively safe.


RE: Turn 21 - game_taker - 11-25-2013 04:29 AM

Did we already use solider in G5 to kill there soldier in F3?
If not we could save a wit by sending soldier in i2 to to G3 to hit soldier in G5. This way we don't have to move anything to G5.
The only down side is that one solider is slightly more out of play then before. But next turn the strength in our attack comes from (a) them coming slightly closer to us (bringing the soldier back in play) but (b) mostly scrambling things with our scrambler.


RE: Turn 21 - Thrutchy - 11-25-2013 05:20 AM

We've only use the forward soldier and heavy so far. I think the main downside with that option is that if they scramble that soldier, they can use it to kill our scrambler that we move to H4. That soldier seems like a somewhat likely target.

Here is Terence's latest proposal in total:
* Soldier I2 -> G1 -> kill runner F1 (1); replan if the runner isn't there
* Soldier G5 -> E4; Runner E8 -> G3; kill soldier F3 (3)
* Soldiers: F7 -> F6; I3 -> G5 (2)
* Scramblers: H6 -> G6; J3 -> H4 (2)
* 0 wits banked

I really like this. The only way they can reach our scramblers are through the soldiers at G5 and F6, but those are impenetrable on their turn.

Also, they will likely kill our soldier at E4 because it only cost them one wit. As soon as they go after one of our units at E4, F4, or G3, we'll have some scrambling targets. Hopefully, they will use at least one scrambler on these units.

Our main vulnerable unit for scrambling will be our soldier at G1. Actually do we even need to kill that runner? The only purpose is to eliminate their vision.


RE: Turn 21 - game_taker - 11-25-2013 09:28 AM

Ok, I kinda didnt read all the moves and misunderstood the our final position.


RE: Turn 21 - Thrutchy - 11-25-2013 12:40 PM

No problem. Take a look at the first 2 screenshots in the thread. We used 3 wits so far to kill their heavy.

Here is another option where we only move one scrambler forward, but we get a new soldier:

* Soldier I2 -> G3; Runner E8 -> E4; kill soldier F3 (3)
* Soldier spawn/boost -> F6 (4)
* Scrambler: H6 -> G6 (1)
* 0 wits banked

This turn is much more wit efficient and gives us an extra unit, but only puts one scrambler in position. It also doesn't kill the runner, but that runner isn't doing much for them (they can't see our scrambler or even the soldiers in front). We will have 3 baits for them to scramble (excluding the runner), our scramblers are unreachable, and 1 of our scramblers can reach any hex they scramble our baits from. Our baits also can't even kill any of our non-scrambling units.

What do you guys think of this option?


RE: Turn 21 - terenceshiu2005 - 11-25-2013 02:12 PM

I perfer your option because we can have one more unit, I actually don't feel comforatable to attack a feedback opponent when they banked alot of wits. May be we should stop feeding them our units. we use four units to kill their 2 units. those four units will probably dead or become their units. Sorry for my negative thinking.

They will probably convert our heavy and or soldiers next turn. we may convert their units, even their scrambler(s) in our turn, but our scrambler(s) will be located near their spwan, they can spwan a scrambler which can convert all our scrambers in their turn. However, if we don't go for attack, this will be a very long match as they are very conversatively when I saw D1 was a solder...

So, lets go for your option if we don't hear a better solution within 24 hours.


RE: Turn 21 - Thrutchy - 11-25-2013 02:37 PM

Don't apologize. I think we are working quite well together as a team on this turn. It seems like we have been building on each others ideas to come up with the current plan.

This is going to be explosive and fun! Both sides have a good shot at winning, but it will end very soon, i think.


RE: Turn 21 - terenceshiu2005 - 11-25-2013 05:11 PM

Anyway, my apology not having enough time for hosting this meeting game due to busy real life.

Please simple vote for the below option or voice out your idea, i will execute it before time limit.

Terence's Suggestion
1a) 0 wits banked
Soldier I2 -> G1 -> kill runner F1 (1); replan if the runner isn't there
Soldier G5 -> E4; Runner E8 -> G3; kill soldier F3 (3)
Soldiers: F7 -> F6; I3 -> G5 (2)
Scramblers: H6 -> G6; J3 -> H4 (2)

1b) 1 wits banked (because I think we need more wits for next turn movement, 6 is not enough)
Soldier I2 -> G1 -> kill runner F1 (1); replan if the runner isn't there
Soldier G5 -> E4; Runner E8 -> G3; kill soldier F3 (3)
Soldiers: F7 -> F6; I3 -> G5 (2)
Scrambler: J3 -> H4 (1)

1c) 3 wits banked. If they try to convert our heavy/soldier, then cover by another unit, our bottom scrambler and remove the unit. the top scrambler can be used for other target.
spawn/boost/move -> F6 (4)
Scrambler: J3 -> H4 (1)

Thrutchy's Suggestion
2) 0 wits banked
Soldier I2 -> G3; Runner E8 -> E4; kill soldier F3 (3)
Soldier spawn/boost -> F6 (4)
Scrambler: H6 -> G6 (1)


RE: Turn 21 - Thrutchy - 11-25-2013 11:30 PM

Here are a few more:

2b) 0 wits banked. #2 except scrambler H4
Soldier I2 -> G3; Runner E8 -> E4; kill soldier F3 (3)
Soldier spawn/boost -> F6 (4)
Scrambler: J3 -> H4 (1)

2c) 3 wits banked. #2 except move instead of spawn soldier
Soldier I2 -> G3; Runner E8 -> E4; kill soldier F3 (3)
Soldier F7 -> F6 (1)
Scrambler: H6 -> G6 (1)

2d) 3 wits banked. Both of above
Soldier I2 -> G3; Runner E8 -> E4; kill soldier F3 (3)
Soldier F7 -> F6 (1)
Scrambler: J3 -> H4 (1)

2e) 6 wits banked. Don't kill 3hp soldier.
Soldier F7 -> F6 (1)
Scrambler: J3 -> H4 (1)

Next turn, i think 3 wits will be more useful than a soldier at F7. Even though the H4 scrambler is visible, I like that position for breaking up the middle as you said.

My preference is 2d)

Btw, you are doing a great job of hosting this meeting!


RE: Turn 21 - terenceshiu2005 - 11-25-2013 11:58 PM

Agree! Wits should be more important then units.