A Hellfish flys again! ( a Simpsons X DVV CK2 Quest)

I would like to point out you don't know what's actually in the camp,how many guards they are or if they're armed or the location of the kids,so take that into consideration when making plans.
 
After seeing the last few plans, I feel compelled to offer up one of my own that I hope will be well received:

[] Plan Under The Radar
-[] Sneak Into The Camp
--[] From The Sides
--[] Give Finale time to set up a nest before you head out

I am firmly against splitting our group just yet beyond letting Finale get into his area of expertise. The bonuses from him being a sniper are far better than being right up in it, not to mention the +10 for being in a forest. Also strongly opposed to splitting the group for a frontal attack and sneaking, since it reduces each group's capabilities while also increasing the risk of one group being stopped.

If possible I would like to keep them from knowing that we're here until the last possible moment. We're well specced for that kind of thing thanks to our solid intrigue stats. If a fight breaks out we can deal, but I want to know more about just who/what they have behind closed doors before we start one; I have strong doubts that the guards Finale can see are everyone they have to throw at us.
 
Oh, btw: are we saving any kids other than Bart, Lisa, and Michael (Fat Tony's son)? I'm inclined to, but it might not be possible.
 
Think some recon before assault might be smartest plan here. We still do t know what the hecks going on, who's behind this, or what their goal is. Because it's not ransom otherwise they'd of made their demands already.
 
Think some recon before assault might be smartest plan here. We still do t know what the hecks going on, who's behind this, or what their goal is. Because it's not ransom otherwise they'd of made their demands already.
Ranger65 has also strongly hinted that there are many more guards, so I guess we'd best go in quiet.
 
Plus got to factor in all the kids of not careful these scum bags could try to use some as hostages/leverage if we're discovered or pull full frontal assault from get go.
 
It does seem very likely that all the guards in the camp would be out and visible at any one time, with so many windowless buildings around.
 
[X] Plan: Stealth Takedown
-Finale sneaks in to see where the kids are, if they are safe, and if it's possible to extract them. If it's possible to extract them then he has the go ahead to do so, if not then he returns.
-Whether or not Finale extracts the kids, once he returns the group goes in from all sides and quickly and silently takes out the guards, leaving an example of why you do not mess with Springfield.
 
I really don't like the idea of sending Finale in alone; he's a sniper, we should be using him as overwatch for our own infiltration. Sending him in is the opposite of his skill set, and if he does get caught then his close range martial penalty means he's unlikely to be able to fight his way out
 
I really don't like the idea of sending Finale in alone; he's a sniper, we should be using him as overwatch for our own infiltration. Sending him in is the opposite of his skill set, and if he does get caught then his close range martial penalty means he's unlikely to be able to fight his way out
You forget about this:
Intrigue: 30 (The man is scarily good at hiding, sniping, and sneaking into places, especially if the place is near or in nature)

Finale is amazing at Stealth in a nature setting, aka what I'm using him for.
 
You forget about this:
Intrigue: 30 (The man is scarily good at hiding, sniping, and sneaking into places, especially if the place is near or in nature)

Finale is amazing at Stealth in a nature setting, aka what I'm using him for.
Yes his intrigue score is great, but again it's not just about their scores. If he does get caught then what's the plan? His sniper rifle is not a close range weapon; even at mid range I'd probably give the edge to the guards since they can just swarm him.

Far better to have him using his tranqs to clear the field as we advance in from the side. Whether that uses his martial or intrigue score, it'll be a fairly serious bonus to rolls
 
You forget about this:
Intrigue: 30 (The man is scarily good at hiding, sniping, and sneaking into places, especially if the place is near or in nature)

Finale is amazing at Stealth in a nature setting, aka what I'm using him for.

Reminder of how adventures work:

ADVENTURES:

Adventures are events where Abe or some other Hero Units embark into a journey so to say. The journey can be anything from attending a simple social event to going to far and unknown lands to explore and find treasures!

Adventuring teams will always consist of 5 people, from which one of them will be assigned the Leader role. Whoever gets the reader roll gets to add his stats to any roll the party does alongside the second Hero with the biggest value of the corresponding stat it is being rolled.. Well, while they are present, there may be situations where the leader is unavailable and some other adventurers will have to act on their own, adding their stats to the situation as needed. So making sure your teams are well balanced is a must!

Whenever Abe is included in the adventuring party he immediately gets the Leader role assigned. There will be some adventures where Abe inclusion cannot be avoided. Aside from those instances, you guys will have freedom to pick whoever you want for the teams, as well as who gets the leader position.

Any Hero Unit that gets assigned to an Adventure won't be able to do a National Action that turn, and Vice-versa. Though on the bright side, they will still be able to do Personal Actions.

Sending The Finale alone without support means no one else gets to adds their bonus to the rolls.

But if you wanna do it this way that's fine, just so you guys are aware.
 
To follow up on the above reminder, as ChaosStar notes Finale's modifier when sneaking around in a forest setting is a respectable +40 to rolls if sent in without backup. Definitely could be worse, but not unbeatable depending on rolls

However his modifier when he's being used as a sniper would be a very impressive +70 (martial score of 30+30 from grandfather of sniping+10 for being in a forest). Obviously we don't know what kind of training these guards have; they could be on high alert or well prepared for anything. But a +70 to rolls to tranq someone keeping us from sneaking through the Kamp is nothing to sneeze at, especially in combination with the intrigue scores of those of us who'd be sneaking in; Abe's 16+Tony's 23 is +39, and it can go higher if our various traits ever apply.

Grandpa to Springfield, Storyteller, and Badger/Crippler give boosts of 10, 5, and 10 respectively if they apply to a roll, meaning the combined Intrigue for Abe and company sneaking in is at worst basically the same as Finale's sneaking alone, and could be a little better under the right circumstances.
 
Back
Top