We have enough tricks now that we should focus on Mastering and Perfecting tricks.

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Thinking about it, if the Wolves know we are weak to water. They're pretty much guaranteed to spam Water attacks on us aren't they?
 
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I think we put up a big defense with Sword Guard and mostly use that for defense with Halting Vortexes as backup and a few panic-button-y Sways then go to town with a combination of Sharpened Basic Attacks (which do, in fact, do 5 damage), a couple of Stoking State moves to try them out, and probably a Firebomb Strike or two? Or maybe skip the Firebomb Strikes due to not wanting to mess up the pelts?

Contested Movement is also possible, but they're stated as unskilled rather than weak which makes me leery of relying on our Hamr being better without die bonuses...on the other hand we do have die bonuses, so we could give it a shot.



IF has very explicitly said it's not that simple.

Better idea, go for Semi-Halting Vortex, Sword Guards might not be able to stop the water, but Semi-Halting Vortex nails it as long as it's made of something physical.
 
Defences
If the Wolves have Hamr 10 or less: Spam the shit out of Contested Movement (Stoker Dice Spam) using Sharpened Lightning Attacks as our counterattack.
If the Wolves have Hamr 11 or more: Slice Asides interspaced with Contested Movements.

This seems really risky at the high end. We're gonna gamble rolling 10d against 10d? I think that's a bad call. If they have Hamr 7-8 maybe, but not more.

I think it would be better to EWF out of big AOEs.

EWC is not a defense and cannot be used as one by default. We need to combine it with an actual defense like Backstep. Which we should indeed do for our anti-AoE thing.

I would also say that "poor defence" might still mean, IDK, we need 20-25d6 or something to reliably get through. Like, a "strong defence" for us right now is 50+ d6, so we should act accordingly. I feel like there's a going to be a temptation here to start throwing 8d6 Basic Attacks around like we did against Gabriel, and I think that's likely to have the same result as a kitten running into a screen door.

I'm pretty sure that's not the scale that IF is using, though we should probably ask, I guess. Like 20d is not what I would describe as 'weak' that's pretty standard at our level. You need way less than that to be considered weak.

Other ideas I had were using Contested Movement with Leaping Cleave (it's our highest damage non-fire attack I believe), and also, since we've spent time unlocking it, Long-Lunge feels appropriate here, especially for stabbing wolves trapped in IAT.

Leaping Cleave leaves us completely vulnerable while we do it. Contested Movement probably keeps the victim from taking advantage, but vs. a pack it seems like a bad move. Skewer Flick is better in this situation and does only slightly less damage.

Better idea, go for Semi-Halting Vortex, Sword Guards might not be able to stop the water, but Semi-Halting Vortex nails it as long as it's made of something physical.

Semi-Halting auto-fails against anything that costs more Orthstirr than it has. That's not something I want to risk against elemental attacks (which may well cost the equivalent) unless we burn, like, 50 Orthstirr on it, and I'm not inclined to burn that on this, I don't think.
 
Okay, so, we have a bunch of questions we need answered before we can really make a good plan here, I think:

@Imperial Fister

1. How does Atgeir Counter Stab work?
2. What Dice Pool and Hamr do we think the wolves have?
3. What does 'weak' mean in terms of their defenses? Like, is 10d 'weak'? What about 20d? Because I hear weak and I think 'basic attacks are a valid option here' and am imagining under 10d each, but other people seem to have a very different impression.
 
I'm pretty sure that's not the scale that IF is using, though we should probably ask, I guess. Like 20d is not what I would describe as 'weak' that's pretty standard at our level. You need way less than that to be considered weak.

I feel that might have been true a while ago, but consider that it's a continually moving target. This tripped us up during the Gabriel fight, it was the only place where we misjudged the number of dice to use.

Like, the Shadow Bear, despite being disarmed and caught entirely by surprise, was throwing a 20d6 defence against our attacks when we caught up to it at the spring. (Actually closer to 21d6 if you divide the average of the scores by 3.5, but whatever.) If we want our attacks to hit, and I think there's no reason we don't want them to, then I think we want to aim to make them a bit stronger than our estimation of the enemy defence, so they reliably get through.

So if the wolves are in the 15d6-20d6 range, we want to be throwing at least 20d6, maybe a bit more. Also keep in mind the number of dice that Steinarr throws on his basic attacks; this isn't that much all things considered.

Leaping Cleave leaves us completely vulnerable while we do it. Contested Movement probably keeps the victim from taking advantage, but vs. a pack it seems like a bad move. Skewer Flick is better in this situation and does only slightly less damage.

Hmmm, I was assuming Contested Movement keeps us safe full stop, but fair point.
 
I feel that might have been true a while ago, but consider that it's a continually moving target.

Like, the Shadow Bear, despite being disarmed and caught entirely by surprise, was throwing a 20d6 defence against our attacks when we caught up to it at the spring. (Actually closer to 21d6 if you divide the average of the scores by 3.5, but whatever.) If we want our attacks to hit, and I think there's no reason we don't want them to, then I think we want to aim to make them a bit stronger than how we imagine the enemy defence.

So if the wolves are in the 15d6-20d6 range, we want to be throwing at least 20d6, maybe a bit more. Also keep in mind the number of dice that Steinarr throws on his basic attacks; this isn't that much all things considered.

Right, I'm not saying animals can't have powerful defenses, but under no circumstances would I call the 21 Hamr Bear 'weak', and our internal commentary certainly didn't either. These are being called 'weak', which to me says they're rolling, like, half the bear's dice at most. If they work the same way as the bear and are just rolling their Hamr for everything I definitely think we're talking 10d at most (plus Frenzy). Now, their attacks are not being called weak and might be higher, but I'm dubious of their defenses being better than that.

And they're being called 'weak' by Halla's own standards, so Steinarr's aren't relevant, I don't think.

Hmmm, I was assuming Contested Movement keeps us safe full stop, but fair point.

Yeah, I'd rather not risk it.
 
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Our standard for a strong rolled defence is a 60d6 Sword Guard.

No it isn't. That's a strong defense, but I'm pretty sure Halla would also describe a 40d6-45d6 defense as 'strong'...that's the level Steinarr was mostly using against us and his basic stuff is definitely still worth calling strong. There's also a long distance between 'strong' and 'weak' with mediocre in the middle...the Shadow-Bear was never described as 'weak' and it was rolling 21d6 on stuff. I think that means you need to be well below 20d6 before you start getting called 'weak'.
 
Wolves ill like fire!
Arisen!

For that reference, I'll confirm that wolves deal double damage.
1. How does Atgeir Counter Stab work?
You get attacked, it attacks back. You can use other atgeir tricks through it which does include Skewer Flick. Otherwise, it defaults to basic attacks.
2. What Dice Pool and Hamr do we think the wolves have?
Likely not beyond 25d6 individually. However, wolves are pack hunters in a way not too dissimilar to dwarves. Considerably less hamr then you have.
3. What does 'weak' mean in terms of their defenses? Like, is 10d 'weak'? What about 20d? Because I hear weak and I think 'basic attacks are a valid option here' and am imagining under 10d each, but other people seem to have a very different impression.
'Weak' in this instance means that they aren't putting much effort into defending themselves, instead they've put most of their eggs into attack.
Thinking about it, if the Wolves know we are weak to water. They're pretty much guaranteed to spam Water attacks on us aren't they?
Good sniffers, wolves have
 
Okay, so that's a smaller dice pool than I was imagining.

If they're putting more resources into attack, then I think that means they're putting 15-20d6 into offence, and 5-10d6 into offence.

So a 12d6 Basic Attack reliably gets through anything they have.

You get attacked, it attacks back. You can use other atgeir tricks through it which does include Skewer Flick. Otherwise, it defaults to basic attacks.

I think Deadman mean how do we put dice in it, and does it remain sitting around like our Atgier Bodyguard, or do we need to put more dice in for every counterattack?
 
Man, them being water wolves also make sense ad to how a giant pack of supernatural predators arrived on the island without anyone figuring things out until its too late.

They could literally just swim here across the ocean due to their elemental typing.
 
I think Deadman mean how do we put dice in it, and does it remain sitting around like our Atgier Bodyguard, or do we need to put more dice in for every counterattack?
It sits around like bodyguard. You give it a pool of dice to work with as well as the amount of dice it can use in one go. Once it's out of dice, you need to re-summon it.

Why, yes, I did just revise how it worked.
 
I think IAT-locking down of one or more wolves will dramatically improve our odds here.

When we unleash a trick from a Fast, can we multitarget, or only single target?

I think we mostly need a good answer to big water attac ks, after that we can just spam the Contested-Stoker plan.
 
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I think we should use Atgeir for Forceful Level here instead, keep the Flanking Wolf off-balance and unable to really get in on the fight.
 
If the Wolves have worse Hamr than us, Contested Movement should let us go to town on them, especially if we reduce them to 1v1s.
 
[X] Plan Let's Try Stoker State
-[X] Before combat, de-assign Heated Shroud and assign Atgeir Counter-Stab
-[X] Invest 2 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Scouting, 5 in Wildcraft (-16 Orthstirr)
-[X] 31d6 Attack (22d6 tricks)
-[X] 73d6 Defense (73d6 tricks)
-[X] 0d6 Intercept
-[X] Put 5 Orthstirr into 10 layers of Reinforce Shield before the combat begins (-5 Orthstirr) and Explosive-Reactive Armor (-9 Orthstirr) just in case
-[X] Activate Stage 3 Stoker State (-9 Orthstirr), Slipstream (-8 Orthstirr), and take to the air with Ember-Wing-Cloak (-6 Orthstirr, all numbers below include the +1d6 from Skyfire)
-[X] Put up a 75d6+9 (w/Hugareida) Orthstirr-Enhanced x5 Sword Guard (-15 Orthstirr) and activate an Atgeir Counter Stab (-16 Orthstirr) with a pool of 4d6 to attack those who attack us, using 13d6+5 (w/Hugareida) Sharpened x5 Basic Attacks to counterattack (-5 Orthstirr, -1d6 from pool each).
-[X] Open up with a 18d6+5 (w/Hugareida) Orthstirr-Enhanced x14 Inertia-Arresting Throw (-20 Orthstirr) to catch the wolf trying to flank us and use another identical one (also -20 Orthstirr) to trap any other wolves who join in beyond the two we know about already (or to trap the flanking one again if it gets free), or to stop any from escaping.
-[X] Make a total of three 24d6+5 Sharpenedx8 Lightning-Charged Stoking Strike attacks using 6 Stoker Dice, 3 Stoker Dice, and 0 Stoker Dice respectively (-15 Orthstirr each) to test out how those work and what different amounts of power into them do, following each of the three up with an instant follow-up Sharpened x4 (+8d6 on top of their free dice pool) Sword Strike (-12 Orthstirr each) and then proceed with nine 12d6+5 Sharpened x5 Lightning-Charged Basic Attacks (-6 Orthstirr each).
-[X] Against any melee attacks use Contested Movement to defend against them, adding one use of Fight of Our Life if we need to do so before we've made our first two Stoking Strikes (or otherwise need to do so without having Stoker Dice) and adding any Stoker State dice we possess after we've made said first two Stoking Strikes (-3 Orthstirr, 8d6+5, plus either 7d6 from Fight Of Our Life or Stoker State dice) and counterattacking with Sharpened Lightning-Charged Skewer-Flick attacks (-6 Orthstirr) and if that fails to defend us use Focus Guard (-14 Orthstirr) or Sidestep (-2 Orthstirr) as appropriate to avoid harm.
-[X] When not able to use Contested Movement or against ranged attacks use Sword Guard to defend against everything. In response to anything that gets through Sword Guard use Halting Vortex (-4 Orthstirr), and if something gets through that use up to five 75d6+9 Reinforcedx73 Sway defenses (-75 Orthstirr each).
-[X] Stoke Frami if our Orthstirr drops below 100 (+202 Orthstirr)
-[X] If targeted with an AoE too big to use Halting Vortex against, use Backstep combined with Ember-Wing Cloak to dodge (-15 Orthstirr total for both of them).
-[X] Tactics – So the idea here is to put up a big defense (suitable for stopping three or four wolves adding their attacks together), trap one wolf, then move into melee and kill at least one other while the first one is trapped, and then finish off the remaining one or two. This plan also involves a lot of counterattacking with both Atgeir Counter Stab and Contested Movement as double-counterattacking is also a very solid tactic. We definitely move on to attacking other wolves after we finish off our three if that becomes a viable option, though we'll try not to actually kill-steal (ie: killing wolves attacking someone else is fine, killing wolves they are attacking is less so).

So, we need to try out Stoking Strike sometime, and this seems like a good opportunity (it also tries out various other tactics we don't use all that much). Other than that, this is basically lots of basic attacks and counterattacks. The Atgeir Counter-Stab is a trifle tentative until we know how durable it is for purposes of Sharpen, but it'd just move a few dice around to get more or less attacks with that.

EDIT: Fixed a minor dice issue, added Fight Of Our Life to Contested Movement if we need to use it without Stoker Dice.
 
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Stoking dice is much better used on Contested Movement, you know that. Using it on normal attacks is a terrible waste.
 
Stoking dice is much better used on Contested Movement, you know that. Using it on normal attacks is a terrible waste.

They have much lower Hamr than us and we can't use only some Stoker State dice on Contested Movement so our initial 15 are largely wasted if we put them all into one Contested Movement (it adds +15 dice, but anything beyond +6 or so is wasted...even +6 may be excessive). Also, those aren't on normal attacks, they're on Stoking Strikes which are explicitly powered up by putting more Stoker State dice into it, and I'd like to know how much it powers it up and what the damage is.

It's an experiment to determine how Stoking Strike works.

Blinks

You mean, like, in universe because we're cultivators, or also IRL?

That one's true in real life, IIRC. Their horses weren't super well suited to cavalry and a lot of their battles were them going somewhere on a boat anyway, so them bringing horses was awkward.
 
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That one's true in real life, IIRC. Their horses weren't super well suited to cavalry and a lot of their battles were them going somewhere on a boat anyway, so them bringing horses was awkward.

They didn't only have access to their native horses, though, and often fought amongst themselves, or carved out space in foreign lands (like Russia or England). If they saw rival warriors riding about, did they just never…?
 
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