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iPro vs Wolfpack Meeting : iPro discussion
11-04-2013, 11:47 AM (This post was last modified: 11-04-2013 11:47 AM by Thrutchy.)
Post: #111
RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00
I agree that we shouldn't worry about them making such a wild gamble.

Maybe a soldier on F7?
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11-05-2013, 10:37 AM
Post: #112
RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00
Looks like this is just going to be a big standoff for awhile lol
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11-05-2013, 12:31 PM (This post was last modified: 11-05-2013 12:32 PM by terenceshiu2005.)
Post: #113
RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00
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.

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11-05-2013, 04:30 PM
Post: #114
RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00
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
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11-05-2013, 05:50 PM
Post: #115
RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00
But I really want to save up few wits for future.

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11-06-2013, 01:09 AM
Post: #116
RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00
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.
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11-06-2013, 03:39 PM
Post: #117
RE: iPro vs Wolfpack (Turn 15); Turn 14 sent by WP @ 3/11 HKT 10:00
I finally sent my turn with a boosted soldier to F7

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11-09-2013, 08:41 PM (This post was last modified: 11-10-2013 02:35 PM by terenceshiu2005.)
Post: #118
iPro vs Wolfpack (Turn 17); Turn 16 sent by WP @ 9/11 HKT 15:30
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

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11-10-2013, 09:29 AM
Post: #119
RE: iPro vs Wolfpack (Turn 17); Turn 16 sent by WP @ 9/11 HKT 15:30
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.
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11-10-2013, 01:25 PM (This post was last modified: 11-10-2013 01:29 PM by terenceshiu2005.)
Post: #120
RE: iPro vs Wolfpack (Turn 17); Turn 16 sent by WP @ 9/11 HKT 15:30
oh yes, I missed the cost of runner movement.

I suggest to spawn and boost a soldier to G5

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