Voting is open
If we don't put an attacking Rote in our Stance, will we still have something like a basic attack?

Basic attacks are listed in the combat rules. They do 20 damage and receive a lower bonus than Rotes or Feats (which get to add a Martial Style or Shape, respectively, to the roll). Basic Defenses also exist and receive the same lower bonus.

Audrey's roll for basic attacks or defenses is 6d4+5, plus any equipment. A Rote would add +2 to that from Martial Style. Other assorted bonuses may apply as well.

Is this man armored at all? Would an Anglo-Saxon have something like a Hama Field we'd need to get through before we can get at Armour, Focus, etc.? How's the footing in this area? Would Perfect Footing be helpful at all? If we're on a higher position, Could we use Faulty Ground to trip him over the edge? Are Anglo-Saxons known for attacking the minds of their enemies?

So, in order:

He is wearing a gambeson, but it's not as good as Audrey's.
Hama is from Anglo-Saxon Cultivation, so yes, they all have it. Focus is Carolingian so he doesn't have that, though.
The footing is okay. Advising you on whether Perfect Footing or Faulty Ground should be used here is not my role, but he's not right by a cliff or anything. Just on a hill. He's at the top of said hill so Audrey is below him, but not very far.
Anglo-Saxons have Hama in terms of 'mystical' stuff and not much else. Mind-effecting stuff is not impossible, but it's rare. They mostly just have Hama and enhanced physical and mental prowess.

Could we use Limb-Breaking Hold as a follow up to Clever Deflection? Denying our opponent either axe or shield would be a good help.

Only by dropping your sword in this context. It's a wrestling move.
 
Last edited:
[X] Plan: Being Tricksy
-[X] Stance: Prayer For Perseverance, Clever Deflection, Darting Strike, Perfect Footing, Faulty Ground, Giant-Killing Blow
-[X] Tactics: Use Perfect Footing to keep steady over the course of the fight. Initially lure the bandit into becoming less cautious by pretending to be a worse combatant than she is. While doing so, use Perfect Footing to pretend to actually have bad footing. Catch him with Clever Deflection when he commits to an attack. Over the course of the fight, focus on creating openings. Mainly with Clever Deflection but if he catches on to that use Faulty Ground. Follow up openings primarily with Darting Strike. Giant-Killing Blow only if the opening is a significant one. Just use basic attacks if low on Fervour. Prayer For Perseverance if needed.
 
Audrey stiffens, caught between pride in someone spending so much money for her and anger at the insinuation that she'd ever not be worthy of anything. If the anvil-stabbed sword the Cornish so worship were to fall at her feet, she would draw it with no difficulty at all!

...Oh, you sweet summer child.
 
[X] Plan: Rushing is Always a Good Idea

-[X] Stance: Clever Deflection, Giant Killing-Blow, Perfect Footing, Faulty Ground, Prayer For Perseverance, Darting Strike

-[X] Tactics: Make use of Audrey's higher physical stats to quickly overwhelm him before he realizes Audrey is a squire and draws more power out. Start with Darting Strike and use Perfect Footing to maintain a solid stance. While he is on the back foot from Darting Strike, catch him off guard with Faulty Ground and then hit him with Giant-Killing Blow when an Audrey see's an opening. If this doesn't finish him off, then use Prayer For Perseverance and Perfect Footing to hold out until Audrey can recover her fervor and uses Clever Deflection to create an opening for Giant-Killing Blow.
 
this guy has Hama, which is functionally armor. he might have as much as us, we don't know. Plans that try to end this fast are playing into his strengths of high burst potential. I think we should play to ours, namely being able to regenerate resources over time and being able to tap into limitless stamina when we need it.

there are also situational benefits on our side, namely just needing to stop him from running long enough for our mentor to clean up the rest of the fodder.
taking the opening gambit from plan being tricksy because it seems quite nice.


[X] Plan: Battle of Attrition
-[X] Stance: Prayer For Perseverance, Clever Deflection, Darting Strike, Perfect Footing, Faulty Ground, Limb Breaking Hold
-[X] Tactics: Use Perfect Footing to keep steady over the course of the fight. Initially lure the bandit into becoming less cautious by pretending to be a worse combatant than she is. While doing so, use Perfect Footing to pretend to actually have bad footing. Catch him with Clever Deflection when he commits to an attack. follow up with Limb Breaking Hold targeting his weapon arm. After that focus on fighting sustainably, with a focus on defense, trying to reserve enough Fervor that we can use Faulty Ground and break his leg with Limb Breaking Hold if he tries to run. activate Prayer for Perserverence if we are about to run out of stamina.
 
Prayer for Perserverence is stancelong. You don't need to activate it, you slot it in, it takes its Fervor tax per turn, but the effect means you don't use Stamina in battle for the duration.
 
Audrey stiffens, caught between pride in someone spending so much money for her and anger at the insinuation that she'd ever not be worthy of anything. If the anvil-stabbed sword the Cornish so worship were to fall at her feet, she would draw it with no difficulty at all!
I swear if Arthur/Artorias/Bear-man is a woman. I WILL flood the discord with SO many FGO memes you will think the only character in Fate is Artoria.

Edit: If WE pull Caliburn out of that fucking anvil...
 
Last edited:
I swear if Arthur/Artorias/Bear-man is a woman. I WILL flood the discord with SO many FGO memes you will think the only character in Fate is Artoria.

Edit: If WE pull Caliburn out of that fucking anvil...

Crucifix Knight Artorias has already gone on his rampage! I'm pretty sure he was a guy anyway?
 
[X] Plan: Being Tricksy
-[X] Stance: Prayer For Perseverance, Clever Deflection, Darting Strike, Perfect Footing, Faulty Ground, Giant-Killing Blow
-[X] Tactics: Use Perfect Footing to keep steady over the course of the fight. Initially lure the bandit into becoming less cautious by pretending to be a worse combatant than she is. While doing so, use Perfect Footing to pretend to actually have bad footing. Catch him with Clever Deflection when he commits to an attack. Over the course of the fight, focus on creating openings. Mainly with Clever Deflection but if he catches on to that use Faulty Ground. Follow up openings primarily with Darting Strike. Giant-Killing Blow only if the opening is a significant one. Just use basic attacks if low on Fervour. Prayer For Perseverance if needed.
this guy has Hama, which is functionally armor. he might have as much as us, we don't know. Plans that try to end this fast are playing into his strengths of high burst potential. I think we should play to ours, namely being able to regenerate resources over time and being able to tap into limitless stamina when we need it.

there are also situational benefits on our side, namely just needing to stop him from running long enough for our mentor to clean up the rest of the fodder.
taking the opening gambit from plan being tricksy because it seems quite nice.


[X] Plan: Battle of Attrition
-[X] Stance: Prayer For Perseverance, Clever Deflection, Darting Strike, Perfect Footing, Faulty Ground, Limb Breaking Hold
-[X] Tactics: Use Perfect Footing to keep steady over the course of the fight. Initially lure the bandit into becoming less cautious by pretending to be a worse combatant than she is. While doing so, use Perfect Footing to pretend to actually have bad footing. Catch him with Clever Deflection when he commits to an attack. follow up with Limb Breaking Hold targeting his weapon arm. After that focus on fighting sustainably, with a focus on defense, trying to reserve enough Fervor that we can use Faulty Ground and break his leg with Limb Breaking Hold if he tries to run. activate Prayer for Perserverence if we are about to run out of stamina.

Using Limb Breaking Hold means dropping our weapon and wrestling
If we break his arm with it then there isn't really any "go back to being defensive again", we're rolling around in the muck with him and at that point it's probably going to be both of us going for the kill
Trying to back up and scramble for a cast aside weapon is awkward, since once we break his arm he's going to start spending resources like water to either overpower us or flee, we don't want to present him an opening at that moment
I'm not necessarily against wrestling, but if we wrestle then commit to it, take him to the ground then and there, and keep breaking limbs and/or draw our dagger and shank him
Don't get back up, scramble for our sword, trip him, and then go back to ground again

If we don't want to wrestle and would like to hit him hard before backing up and continuing to fence then we're better off with Giant Killing Blow
70 damage is a lot, almost certainly more than enough to crack his Hama field at the least, and it only costs as much Fervor as Faulty Ground + Limb Breaking Hold anyway
 
Last edited:
Using Limb Breaking Hold means dropping our weapon and wrestling
If we break his arm with it then there isn't really any "go back to being defensive again", we're rolling around in the muck with him and at that point it's probably going to be both of us going for the kill
Trying to back up and scramble for a cast aside weapon is awkward, since once we break his arm he's going to start spending resources like water to either overpower us or flee, we don't want to present him an opening at that moment
I'm not necessarily against wrestling, but if we wrestle then commit to it, take him to the ground then and there, and keep breaking limbs and/or draw our dagger and shank him
Don't get back up, scramble for our sword, trip him, and then go back to ground again

If we don't want to wrestle and would like to hit him hard before backing up and continuing to fence then we're better off with Giant Killing Blow
70 damage is a lot, almost certainly more than enough to crack his Hama field at the least, and it only costs as much Fervor as Faulty Ground + Limb Breaking Hold anyway
I don't see how going to the ground prevents defensive fighting, especially since our fighting style leans more tactical and might be well served by handy access to pocket dirt.

70 damage is a lot, but I'm not sure it will actually do more than a faulty ground+ limb breaking hold after accounting for Armor and Hama. Those two attacks deal 30 damage that ignores both of those.

In addition one big swing can't really crack a Hama field, while at least some damage will likely get through to his health the Hama field will only be reduced in value by 10 no matter the attack's strength.

There's also his shield to consider. I'm not sure how openings work, but if we need to contend with his shield as well then that further favors multiple attacks.
 
[X] Plan: Being Tricksy

If anyone asks why we pretend to be worse than we are, its because we don't want to the bandit to realise his best option is running the fuck away.
 
[X] Plan: Keep It Simple
-[X] Stance: Prayer For Perseverance, Clever Deflection, Darting Strike, Perfect Footing, Faulty Ground, Giant-Killing Blow
-[X] Tactics: Open the fight with Darting Strike to take the fight to him at the top of the hill. From there fight conservatively with normal attacks, Audrey can fight all day and he can't, let him try to feel her out as long as he wants, throw in a Darting Strike once per a turn to try and bait him into spending his shield. When he starts spending big enough amounts of Ealdor to be threatening stop spending Fervor on Darting Strike and fight defensively. Use Clever Deflection on threatening attacks and if his shield is gone or he cannot defend himself with it then follow up the opening provided by Clever Deflection with Giant-Killing Blow. Repeat that combo as opportunity arises whenever he commits to a big strike with Ealdor and the Fervor to spend on it is available, keeping Prayer for Perseverence in mind. If he realizes he's being attritioned and flees then either run him down with Darting Strike or trip him with Faulty Ground. If Audrey is ever overwhelmed by the bandit's offence then use Faulty Ground to disrupt him and regain control, follow up with Giant-Killing Blow if his shield is gone or he can't defend himself with it. If Audrey is completely overwhelmed and in serious danger then instead use Faulty Ground to disrupt his offence and retreat.

I'll throw my hat into the ring.
The advice given in the combat rules is that, generally, Audrey's best bet against opponents like this is to outlast them.
I'm taking that to heart.

Opening with Darting Strike is for the initiative bonus and also to meet him on level ground at the top of the hill just in case him charging down the hill or fighting us from higher ground would give him a bonus.
This is a pretty simple and low key Rote so it's unlikely to give Audrey away as a Squire. She was never going to pass herself off as a mortal so not using a Rote at all might even be more suspicious.

From there, he wants to fight cautiously because he doesn't realize she's a squire, so let him do so, the longer he drags the fight out the better. If we're lucky he'll obligingly eat some attacks on his shield and let us take it out of play, but if he eats our attacks with his Hama field and armor then that's perfectly fine too.
We're a Squire, our baseline is better than his and we can outfence him so long as he isn't burning Ealdor.

Throwing in a Darting Strike once a turn is so he believes that Audrey is burning herself out trying to hurt him. She's not, Darting strike costs 3 Fervour and Prayer for Perserverance 5 while Audrey's replenish is 10, she can literally keep this up forever. If we're lucky he'll make the fatal mistake of believing that he can attrition Audrey and he won't ramp up.
Hitting him just a bit harder once every turn alongside her normal attack will hopefully also get him to spend his shield. Even if he doesn't, Audrey replenishes all the spent Fervor each turn, so it costs her nothing to try and hit him just a bit harder

Once he either realizes he's not making progress or thinks that he can overwhelm her he'll start spending Ealdor. When he spends enough to be threatening Audrey should bunker down and try to outlast him.
The prepwork of the previous steps will have depleted his reserves, and between Hama, decent armor and focus Audrey can take a good deal of damage.
I admit I don't know if "fight defensively" is a command that has any mechanical effect, but the goal is to weather him burning his resources, while also opening him up to counter attacks with Clever Deflection

Giant-Killing Blow is our biggest attack. It's also too expensive and too big a card to risk being nullified by the Bandit's shield.
We only want to use it if we're sure that it's not going to get blocked and I don't know if being opened up with Clever Deflection means he can't use his shield or not, though Audrey should definitely know, which is why that bit of the plan is worded that way.
Hopefully we'll have successfully baited him into spending it already and we won't have to worry about that.

I'm actually saving Faulty Ground as something of a safety net.
The intention is that if it turns out we've miscalculated or suffer terrible luck and Audrey takes more damage than is comfortable she can interrupt the bandit's assault by tripping him onto his face and either regain control, or if things have truly gone south, retreat.


Perfect Footing is here for insurance in case the Bandit has any tricks.
This plan lacks Limb Breaking Hold, but it's not planning on getting into a grapple, and if the bandit turns out to be the one to try to initiate a grapple with us then that probably constitutes a significant change in circumstances that would start a new tactics vote.


I don't see how going to the ground prevents defensive fighting, especially since our fighting style leans more tactical and might be well served by handy access to pocket dirt.

70 damage is a lot, but I'm not sure it will actually do more than a faulty ground+ limb breaking hold after accounting for Armor and Hama. Those two attacks deal 30 damage that ignores both of those.

In addition one big swing can't really crack a Hama field, while at least some damage will likely get through to his health the Hama field will only be reduced in value by 10 no matter the attack's strength.

There's also his shield to consider. I'm not sure how openings work, but if we need to contend with his shield as well then that further favors multiple attacks.
The "being defensive bit" that I take issue with is the implication, with how the plan is phrased and the use of Faulty Ground, that we will let go after breaking his arm and scramble for our sword or try to fence with our knife
If that wasn't the intention then it wasn't clear to me

The solution to the Hama and Armor is to not go straight for the Rotes, but to degrade the Hama and Armor first with normal attacks
At two attacks per a turn, we can chew through it fairly well, especially for as long as he fights conservatively

If you're worried about the shield then going for hand-to-hand/knife probably isn't a good idea
Shields require two charges to stop our two handed sword, whereas they absorb unarmed and one handed attacks for only one charge
There's no mention of Limb Breaking Hold bypassing shields, so I have to assume it doesn't

Similarly unarmed attacks and one handed weapons deal half damage

Edit: Nevermind, Limb Breaking Hold does generally bypass shields
That's my bad for somehow missing that
I'm still fairly certain we don't have to resort to dropping out sword to get rid of his shield though
And it may not be worth the half damage on all other attacks



This post seems to be primarily about Limb-Breaking Hold, so I'm a little confused why it quotes Plan Being Tricksy which does not involve that Rote.
I'm not sure either honestly
I think I just had it in the quote block and forgot
 
Last edited:
Voting is open
Back
Top