Whoops.
Alectai pointed that out and Imperial fister gave us the following additional info:
I think the formation probably buffs speed, IMO. They probably have a couple of formations. Not sure if it's extra dice or a flat bonus though.

Actually we should work out if we can make formations with our growing Felag. Learn from your enemy, all that.

e: Also, if we have time, can we get out a spare shield for Abjorn?
 
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I think the formation probably buffs speed, IMO. They probably have a couple of formations. Not sure if it's extra dice or a flat bonus though.

If it does anything it's probably the doubled speed thing.

Actually we should work out if we can make formations with our growing Felag. Learn from your enemy, all that.

I'm not sure if those are even part of Norse cultivation. However, I can think of an easy way to check.

Hey, Blackhand are group fighting formations with mystical effects a thing felags do, and how does that work if so? Would that be a Strategy Trick?

e: Also, if we have time, can we get out a spare shield for Abjorn?

We risk the Fylgja to do that...I'd rather spend 4 more Orthstirr on Halting Vortex (which is already in the plan). Anything that beats that will also beat a shield.
 
Hey, Blackhand are group fighting formations with mystical effects a thing felags do, and how does that work if so? Would that be a Strategy Trick?
'Warbands often have one or two signature formations, but there are a couple that show up outside of them. Like the skaldwall, which protects skalds so that they can watch the battle and record the heroics.'
 
We tried that with Mire Ward...it sort of works, but there are some issues with it at the moment.

And IAT actually could hit one whole group of these guys at our level of Standstill...the issue is that it'd only one group.

Useful though if we can break up one of the other Formations. Take one of their number out and IAT to catch the other formation, then pick apart the two in a set of 1v1s while keeping it on them for a while.
 
Useful though if we can break up one of the other Formations. Take one of their number out and IAT to catch the other formation, then pick apart the two in a set of 1v1s while keeping it on them for a while.

Using IAT means we can't Halting Vortex which is leaving us mostly without defenses given these guys dice pools (we can manage maybe two rolled ones per turn these guys will care about and Sidestep is right out given their speed)...that's not sustainable when this outnumbered. Once we whittle them down and only have a few to deal with we could consider it, though with all of them injured I'm more inclined to just try finishing them off.
 
Depends if their massive die rolls are huge because they're badasses or their Formation though.
 
Depends if their massive die rolls are huge because they're badasses or their Formation though.

True in theory. In practice we have to assume it's them being badass, especially since Imperial Fister says Double Point attacks are like us spending for multiple Hones, which makes it sound inherent. And we'd have to deal with said massive dice pools anyway just because we'd only be hitting one Formation, leaving the other to still throw 50s at us on the attack.

If we were down to one group of 3 but they were at full health, it'd likely be worth trying. But if we're down to only one group of 3 and they're all injured, I'd rather try to finish them off.

It could be a ritual of some sort with their formation? Ritualized hunting for better bonuses?

That's the theory. The question is what bonuses...I'm thinking the doubled speed, personally.
 
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Hopefully the Poor Endurance thing starts kicking in by making them have to run again. Doubly so as we fucked a lot of them up before we moved again.

I'm very, very glad we started this kiting strategy, I don't think we'd be doing as well if we tried to fight them where we stood.
 
Hopefully the Poor Endurance thing starts kicking in by making them have to run again. Doubly so as we fucked a lot of them up before we moved again.

I'm very, very glad we started this kiting strategy, I don't think we'd be doing as well if we tried to fight them where we stood.

Yeah, relocating was a good call on your part. Doing it again was probably an even better one.
 
We should get better at tanking eventually if only for future generations.

We're actually really excellent defensively at this point (ridiculous armor, Mastered Reinforce Shield, two different Perfect Defenses, three different rolled Trick Defenses, four if you count Contested Movement, ablative Endurance from Frenzy, and way more Endurance than we should have due to Indfused Hamr).

In terms of drawing aggro, well, with people who talk we can actually do a pretty good job with Barb-Tongue...with things that don't it's a little harder.

They actually have less dice than you do. Or, rather, they have way less control over how their pool is used.

That tracks, yeah. They have, like, 10 Points per turn (or whatever...though one Double Point attacked us 4 times, so it can't be too far below that) and spend either one or two per attack or defense or something like that (or have a shared pool per Pack...that's also possible). Each point just results in big numbers.

'I was many things, good in groups was not one of them.'

Sad, but makes sense.
 
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They actually have less dice than you do. Or, rather, they have way less control over how their pool is used.

How curious.

Still, this fight is a good learning experience, we'd have definitely been fucked if we fought them head on given how powerful they are vs their poor combat endurance.

More importantly, we can also infer that the Foemen are extremely dangerous to face off against if you need to protect a specific place. They're a very good "Fuck this settlement in particular" button.
 
How curious.

Still, this fight is a good learning experience, we'd have definitely been fucked if we fought them head on given how powerful they are vs their poor combat endurance.

It would've been harder but not impossible. They're powerful only within the narrow scope of 'durable and roll high numbers' their damage is, frankly, mediocre at best and that makes them survivable in a variety of ways if you play your cards right. We definitely made the right choice given our current orthstirr and available tricks, but other strategies are viable in other circumstances.

More importantly, we can also infer that the Foemen are extremely dangerous to face off against if you need to protect a specific place. They're a very good "Fuck this settlement in particular" button.

Eh. Not with walls. They can't casually get through those and choke-points are pretty bad for them, I think. The vibe I'm getting is that there isn't a lot of variability in their power level either, and most settlements have at least one really scary dude who can probably take them.
 
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It would've been harder but not impossible. They're powerful only within the narrow scope of 'durable and roll high numbers' their damage is, frankly, mediocre at best and that makes them survivable in a variety of ways if you play your cards right. We definitely made the right choice given our current orthstirr and available tricks, but other strategies are viable in other circumstances.



Eh. Not with walls. They can't casually get through those and choke-points are pretty bad for them, I think.

Not if they jump over the walls, they're fast and strong enough that fixed fortifications that aren't magically boosted just don't exist.
 
Not if they jump over the walls, they're fast and strong enough that fixed fortifications that aren't magically boosted just don't exist.

That's what roofs are for. Norse houses are all sort of built as mini-fortresses in this era. They could get into the town, but can they get into the houses as easily?

And then there's the 'a town has powerful people' thing I edited in above. That's definitely also a factor.
 
It's gonna be really sad when we take over one of the kids and don't have standstill super defenses anymore. I suspect halting motion is a bit trickier a concept to teach than fire is with our fanily predilection to it. Actually, while I'm thinking about it, I'm kinda curious if Muna have some larger role in norse cultivation? Like, they were compared to Daos at one point I saw, but in traditional cultivation, people tend to use their Daos to form the core of their cultivation, whereas it seems somewhat disconnected from what we've figured out. Hm.

As for the enemies, shapeshifting damage reductions would probably give them trouble with their low damage output. Though maybe they have an alternate loadout that's slow with high damage.
 
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It's gonna be really sad when we take over one of the kids and don't have standstill super defenses anymore. I suspect halting motion is a bit trickier a concept to teach than fire is with our fanily predilection to it.

We need to learn a more conventional Perfect Parry option before we start teaching our kids to fight...it won't be quite as good as Halting Vortex, but it should help.

As for the enemies, shapeshifting damage reductions would probably give them trouble with their low damage output. Though maybe they have an alternate loadout that's slow with high damage.

Yeah, shapeshifting damage reduction is looking better if these guys really are stuck at 2 damage per attack.
 
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