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.
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.
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.
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.
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.
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.
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.
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.
Hmmm, I was assuming Contested Movement keeps us safe full stop, but fair point.
And they're being called 'weak' by Halla's own standards, so Steinarr's aren't relevant, I don't think.
Our standard for a strong rolled defence is a 60d6 Sword Guard.
Arisen!
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.
Likely not beyond 25d6 individually. However, wolves are pack hunters in a way not too dissimilar to dwarves. Considerably less hamr then you have.
'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.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.
Good sniffers, wolves haveThinking 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?
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.
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.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.
Individual counterattacksDo the bonus dice from Hugareida add to the initial pool, or to the individual counterattacks?
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.
Stoking dice is much better used on Contested Movement, you know that. Using it on normal attacks is a terrible waste.
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.