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Shit. So we spent a lot of Orthstirr for only a single non-debilitating hit.

The only good news is that it's blown a lot itself, but our positioning is much worse than it was last turn.

Grr.

Okay, good enough...

Come to think of it, Leaping Chop does include a Superman Jump, right? As long as the end-point is with a downward chop, can we reposition as needed while airborne?
Oh are you thinking of using leaping chop to come down behind it?
 
Oh are you thinking of using leaping chop to come down behind it?

Yeah. It'd be a risk, but we've got our Standstill to protect us while we're in the air. What we absolutely require though is to get mobility back, because we can't afford to take a bunch of auto-hits.

Also, how the hell have we ignored Defend so far?!?
 
Wait, but you said one Contested Movement applied to two attacks now that our Hugareida was higher...did that not apply for some reason? Not a huge deal either way, I just want to understand how that works.
Two attacks at once. So if, say, some guy had two weapons you'd be able to counter both of them with a single usage. If somebody shot an arrow at you while another guy attacked, you could counter both at the same time.
 
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Perfect.

That's our ticket to reposition, use Leaping-Chop to get airborne, use the time we're airborne to position the Draugr between us and the hill, and then strive to force him down the incline and into the rocks, he doesn't have the tools to recover, while we can likely follow up with a finisher using gravity-kun's power to help us.

The risk is mitigated by our Standstill, either as a shield or as a counterattack, we might be able to further herd him into a bad position too.

We saw Steinarr Superman Jump like a meteor from the heavens, we might not be able to jump that far, but we don't need to jump across the valley, just about a dozen feet or so.
 
So yeah, Leaping-Chop to get above and behind him with a fancy acrobatic move, protecting ourselves with Standstill or Contested Movement, and then leverage that repositioning into trying to force him down the hill? Might be a good way to break his armor, especially if we can capitalize on that with another Leaping Chop with the gravity-assist.
 
So yeah, Leaping-Chop to get above and behind him with a fancy acrobatic move, protecting ourselves with Standstill or Contested Movement, and then leverage that repositioning into trying to force him down the hill? Might be a good way to break his armor, especially if we can capitalize on that with another Leaping Chop with the gravity-assist.

Yeah, seems valid. Leaping Cleave explicitly strips defenses so this should work. I'll write it up real quick (with some follow up Power Chops).
 
Yeah, especially if he's pivoting to Full Offense, it means he won't have much left to punish risky plays like Leaping Chop. Especially if we use it to reposition.

Reposition, use our range and leverage, and keep him from cornering us, ideally by cornering him instead. It forks him to move in a predictable fashion, which gives us what we need to counter him in turn.
 
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[X] Plan Leaping Cleave
-[X] 26d6 Attack (all tricks)
-[X] 6d6 Defense
-[X] 0d6 Intercept
-[X] Spend 2 Orthstirr using Reinforce Shield on her armor again (-2 Orthstirr)
-[X] Make a Honed Leaping Cleave coming down around the draugr (so we can force it down the hill) 11d6 (-7 Orthstirr, from Sagaseeker), then follow up with two more 8d6 Power Chops (-2 Orthstirr)
-[X] In response to being attacked with a trick, try to use Contested Movement (-3 Orthstirr) which should work and (like last turn), if the attack seems dangerous, our Reinforce Shield has been broken, and that doesn't work, use Halting Vortex (-8 Orthstirr). Respond to the first non-trick attack with Contested Movement then to subsequent ones with normal defenses.
-[X] Tactics - Leap over the draugr to both wreck its armor and position ourselves to push it down the hill with Leaping Cleave, then keep hitting hard.

So there's the plan. Its injured but with high dice so I went with fewer higher dice attacks. We have a few dice in defense in case it resorts to non-Trick attacks later, but investing dice in trick defenses is just not a great investment right now as they probably don't have better odds of success than Contested Movement and cost the same Orthstirr...so we wind up down dice for no real benefit. That's not true every fight, but it seems true in this one.
 
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[X] Plan Leaping Cleave
-[X] 26d6 Attack (all tricks)
-[X] 6d6 Defense
-[X] 0d6 Intercept
-[X] Spend 2 Orthstirr using Reinforce Shield on her armor again (-2 Orthstirr)
-[X] Make a Honed Leaping Cleave coming down around the draugr (so we can force it down the hill) 11d6 (-7 Orthstirr, from Sagaseeker), then follow up with two more 8d6 Power Chops (-2 Orthstirr)
-[X] In response to being attacked with a trick, try to use Contested Movement (-3 Orthstirr) which should work and (like last turn), if the attack seems dangerous, our Reinforce Shield has been broken, _and_ that doesn't work, use Halting Vortex (-8 Orthstirr). Respond to the first non-trick attack with Contested Movement then to subsequent ones with normal defenses.
-[X] Tactics - Leap over the draugr to both wreck its armor and position ourselves to push it down the hill with Leaping Cleave, then keep hitting hard.
If I understand the system correctly we do need a few dice on trick defense to counter trick attacks.

Also, just generally we should probably put another 3-6 dice on defense just to be safe.
 
Wait, how exactly do we benefit from forcing the draugr down the hill? Wasn't it explicitly said that fighting on it would be harder?
 
Wait, how exactly do we benefit from forcing the draugr down the hill? Wasn't it explicitly said that fighting on it would be harder?

Depends on which direction you're on. It's good to have the high ground, it's bad to have the low ground.

We're trying to uno reverse him down the hill so that we have the high ground by abusing our Leaping-Chop Trick to super jump over him.
 
Well, yeah, I thought that too - it's just that I thought something like that would've also been said if it was the case.

Because we don't have any mobility Tricks yet and we were a step or two from going down the hill.

I asked if we could use Leaping Chop to get around that, and the QM said we could.

Be nice though if we could pick up the Wildfire Hugareida though by emulating Steinarr's Dynamic Entry in miniature. But we'll have to see.
 
If I understand the system correctly we do need a few dice on trick defense to counter trick attacks.

So, sort of yes, but in this case no. Contested Movement works fine to defend against Trick Attacks, is the thing...it costs orthstirr, which would make a cheap Trick Defense potentially better, and requires a Hamr test which would be bad if the enemy had better Hamr.

However, in this case, our only other Trick Defense costs 3 Orthstirr, same as Contested Movement, and our Hamr seems about equal to the draugr, so adding a Hefty Halter Chop for 5d instead of one Contested Movement just costs us 5 dice without increasing the odds of the defense succeeding or being cheaper in orthstirr. Basically doing that just throws away dice.

Also, just generally we should probably put another 3-6 dice on defense just to be safe.

Non trick defense can only be used in one die increments...I suspect we won't be getting hit with more than 6 non-Trick attacks.

Wait, how exactly do we benefit from forcing the draugr down the hill? Wasn't it explicitly said that fighting on it would be harder?

As others say, fighting on it would be harder if we went down it as the draugr would have the high ground. If we instead have the high ground...
 
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that was a good round.
Bone fragments shower you and the draugr in turn as it raises its hand and your eyes snap wide. Deadened orthstirr flows and the fallen spear whistles through the air behind you. You spin, dodging the recalled spear only to feed the momentum into another face-aimed strike.
HAH! Called it! nice to know though, that Recall can be used offensively.
I don't recommend dedicating 100% of your dice to tricks, as then you're lacking the cornerstone of combat: your basics.
But... It runs in the family! :V
Joke aside, yeah, that is an important lesson we learned now. Should probably always have enough defense dice at least equal to the skill, as a minimum?
Reposition, use our range and leverage, and keep him from cornering us, ideally by cornering him instead. It forks him to move in a predictable fashion, which gives us what we need to counter him in turn.
hm... I would prefer just circling around, but yeah, leaping cleave stripping defenses is a good idea.
Question is... do we jump into spear or sword range? Also, do we really jump over it or to the side?
Could we trick it into blocking our attack and sticking an IAT at it when it does?
 
Depends on which direction you're on. It's good to have the high ground, it's bad to have the low ground.
As others say, fighting on it would be harder if we went down it as the draugr would have the high ground. If we instead have the high ground...

Despite what certain Star Wars memes would have you think, uh, the high ground isn't always a good thing. It depends on what weapons you and your opponent are wielding. A sword or an axe would have a somewhat harder time actually hitting an enemy below them, to my understanding, and although a polearm like ours isn't at any particular disadvantage, our enemy has a spear too, which will have a rather easier time poking at our legs, which could be disastrous.

High Ground is mostly useful for archers, for extra range and visibility. Guns, too. Not so great for small melee weapons. Decent but to no particular advantage for polearms.
 
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that was a good round.

HAH! Called it! nice to know though, that Recall can be used offensively.

But... It runs in the family! :V
Joke aside, yeah, that is an important lesson we learned now. Should probably always have enough defense dice at least equal to the skill, as a minimum?

hm... I would prefer just circling around, but yeah, leaping cleave stripping defenses is a good idea.
Question is... do we jump into spear or sword range? Also, do we really jump over it or to the side?
Could we trick it into blocking our attack and sticking an IAT at it when it does?

That's why we're covering the move with our Hugareida, he's also committed to a full offense round so he's less able to punish us for it going full offense. He's also apparently nearly tapped out on Orthstirr while we've got a decent chunk of our pool left, meaning we can risk a high expense turn to gain tactical advantage.

Despite what certain Star Wars memes would have you think, uh, the high ground isn't always a good thing. It depends on what weapons you and your opponent are wielding. A sword or an axe would have a somewhat harder time actually hitting an enemy below them, to my understanding, and although a polearm like ours isn't at any particular disadvantage, our enemy has a spear too, which will have a rather easier time poking at our legs, which could be disastrous.

High Ground is mostly useful for archers, for extra range and visibility. Guns, too. Not so great for small melee weapons. Decent but to no particular advantage for polearms.

Even if we just remove his off-hand weapon from play, we're still ahead. More importantly, a chopping weapon with the high ground has a significant increase thanks to the gravity assist, and that's the tool that's needed to damage it.
 
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