This seems solid enough to me, I don't really have a lot else to say.

It feels to me like some kind of clever trick or gimmick is generally a good thing to hang plans around, but using Forceful Lever to throw one of our enemies into attack whilst exploiting how we managed to trap one of our enemies last round is certainly cinematic and has the appropriate level of shounen action. We may need to reassess next turn and decide affirmatively to use TSS (or change tactics in some other radical way) if we manage to interrupt Foresti's attack but still find ourselves getting ground down without being able to take one of them out.

[X] Plan Shooting Skeet
 
The 'not trying to kill' is probably handicapping our opponents more than us in this situation. We have a lotta nonlethal options after all.
 
The 'not trying to kill' is probably handicapping our opponents more than us in this situation. We have a lotta nonlethal options after all.

I mean, so does everyone. The only things we aren't using are Finales that do damage and maybe bomb boulders. We threw an attack for over 20 damage last turn and I think Rikard did an even bigger one the previous one. Most of their arsenal is definitely available just like ours. What attacks do you imagine they have but are not using?
 
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I mean, so does everyone. The only things we aren't using are Finales that do damage and maybe bomb boulders. We threw an attack for over 20 damage last turn and I think Rikard did an even bigger one the previous one. What attacks do you imagine they have but are not using?
No idea, they probably have some wild murder tricks though.
 
No idea, they probably have some wild murder tricks though.

You think they have a bunch of tricks that do, like, 30 damage or more? I don't. And anything short of that they don't seem shy of using.

I imagine they all have one or two, maybe even three, just like we have FTB and Thermic Reckoning, but not a huge number.
 
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if this round we can't down any of them, we should probably use TSS with all the stoked pool we've charged this turn, and down Rikard

about that, @DeadmanwalkingXI maybe its better to focus attacks on one opponents with TSS? higher chance of that working due to the save.
 
if this round we can't down any of them, we should probably use TSS with all the stoked pool we've charged this turn, and down Rikard

Yeah, if we survive this round without TSS and haven't taken anybody out we definitely use TSS next turn.

about that, @DeadmanwalkingXI maybe its better to focus attacks on one opponents with TSS? higher chance of that working due to the save.

The save just lets them see what's happening, not effect it. It's good if they fail, but not absolutely essential. And we're probably targeting two enemies at most.
 
I would go for Audvin and Frosteti if we took out two, honestly.

Personal threat assessment for me I would put Audvin > Rikard = Frosteti, mostly because we have Frenzybane against Rikard.
 
I would go for Audvin and Frosteti if we took out two, honestly.

Personal threat assessment for me I would put Audvin > Rikard = Frosteti, mostly because we have Frenzybane against Rikard.

In a vacuum I'd go Forseti (to avoid his big attack, which is a threat) then Audvin, but we've already whittled away at Rikard's defenses so it behooves us to follow up on that rather than allow him to just put those back up.

That said, I've fiddled with the prioritization of the attacks under TSS a little bit.
 
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Hm... Too bad Devouring Blaze is only a guard breaker or we could use it to fizzle out that big attack.

Can't we just shot it down with KSs?

Will we fight on the ground then?
 
On a side note, if Skane really is destined to eventually get ganged up on by its neighbours, then we should at some point extend an open offer of hospitality. Let them know that the Hading is a place for refugees to resettle, if they get into tough times at some point. Perhaps when we've dealt with Dorri.

You think they have a bunch of tricks that do, like, 30 damage or more? I don't. And anything short of that they don't seem shy of using.

I imagine they all have one or two, maybe even three, just like we have FTB and Thermic Reckoning, but not a huge number.

They may have some stuff taught to them by their dads and uncles, since this is a raiding-heavy community, and I imagine there's a sharing of techniques similar to what you'd see in a Warband? Some good Finishers for using in a fight, perhaps. Not necessarily more than we have at the moment, but perhaps more than you'd expect for landowner's sons at their level.

Having too many Finales does not feel like that much of an advantage, honestly. Unless they're all doing different things, at the end of the day it's an XP-sink, for techniques you don't use very often.
 
On a side note, if Skane really is destined to eventually get ganged up on by its neighbours, then we should at some point extend an open offer of hospitality. Let them know that the Hading is a place for refugees to resettle, if they get into tough times at some point. Perhaps when we've dealt with Dorri.

Bringing this up is tricky, but it's on the list of possibilities. Of course, we'd also only really want them to do this if they agreed to play nicely with the other children. We definitely don't want them repeating their bad habits in our backyard.

They may have some stuff taught to them by their dads and uncles, since this is a raiding-heavy community, and I imagine there's a sharing of techniques similar to what you'd see in a Warband? Some good Finishers for using in a fight, perhaps. Not necessarily more than we have at the moment, but perhaps more than you'd expect for landowner's sons at their level.

Having too many Finales does not feel like that much of an advantage, honestly. Unless they're all doing different things, at the end of the day it's an XP-sink, for techniques you don't use very often.

Yeah, this is basically what I was getting at. Shard was saying they were holding back more than us, and I was pointing out that's only true if they have significantly more Finales and other really high damage attacks than we do, which I find unlikely. They have some, but not a lot more than we do.
 
On a side note, if Skane really is destined to eventually get ganged up on by its neighbours, then we should at some point extend an open offer of hospitality. Let them know that the Hading is a place for refugees to resettle, if they get into tough times at some point. Perhaps when we've dealt with Dorri.
Can we do that? At least we ought to discuss this with Jarl Corpsemaker first, I feel. Inviting what is essentially a Warband on his territory is the kind of thing that could really threaten his power, and I doubt he'd take it well, particularly if it's unannounced.
 
And voting is now closed. Will this be the end of this spar?
Scheduled vote count started by Imperial Fister on Nov 14, 2023 at 7:09 PM, finished with 41 posts and 7 votes.

  • [X] Plan Shooting Skeet
    -[X] 105d6 Attack (105d6 tricks)
    -[X] 32d6 Defense (32d6 tricks)
    -[X] 0d6 Intercept
    -[X] Important Note: All bonuses do not include our bonus specifically against Rikard from Frenzybane.
    -[X] Important Note 2: Every successful defense with Standstill grants an additional 4 Stoked Pool dice. These are not listed because it's only on successful defenses.
    -[X] Important Note 3: All attack sequences obviously stop when our opponents surrender or go down, we are trying to avoid casualties.
    -[X] Stoke Frami (+440 Orthstirr)
    -[X] Use Sundersight to gauge our opponents as we fight.
    -[X] Activate Stoker State 4 (-12 Orthstirr), Slipstream (-8 Orthstirr), Heated Shroud (-5 Orthstirr), and Ember-Wing Cloak to take to the air (No cost, +4 Stoked Pool) as combat begins, and Veto Motion (-3 Orthstirr, +4 Stoked Pool) to maneuver precisely as necessary. All dice pools below include +2d6 from Sunshine and Skyfire.
    -[X] Activate Slowing Slog for 9 levels (-81 Orthstirr, +4 Stoked Pool) if we ever seem about to take damage.
    -[X] Open up with the 81d6+16 4Fold Kindle Spinner (-9 Orthstirr, +4 Stoked Pool) from our Fast at Forseti while he is still trapped, hopefully taking him out before he can free himself.
    -[X] Simultaneous with that, toss up a 120d6+16 Atgeir Bodyguard w/2 Odr added (-125 Orthstirr, -2 Odr),
    -[X] Starting while the Kindle-Spinners are still going move into melee and attack Rikard with up to five 124d6+16 Sharpened x60 Lightning Charged Firebomb Strikes / Puncture (-70 Orthstirr and +4 Stoked Dice each), if Rikard goes down move on to Forseti (if he's still up) or Audvin.
    -[X] If at any point anyone we are attacking has a Guard up, or plant/ice constructs or pollen clouds seem to be an issue, use up to two 10d6+16 Devouring Blazes adding 3 Stoked Dice to remove them (-7 Orthstirr and -3 Stoked Pool Dice each).
    -[X] If it seems useful at any point (to remove, say, a cloud of pollen or seeds, especially ones that look flammable and would hit us with the explosion) use an 30d6+16 Orthstirr-enhancedx23 Sailwind (-30 Orthstirr) to blow things susceptible to that kind of thing away from us.
    -[X] Against Audvin's first attack, use Contested Movement against Rikard using one use of Fight of Our Life and our entire Stoked Pool for extra dice (-1 Orthstirr, +4 Stoked Pool then lose all of it, 18d6+16 Hamr Roll + Stoked Pool which should be at least 8 dice here), counterattacking byy using Forceful Lever (-5 Orthstirr) to put Rikard between us and the attack.
    -[X] If attacked in melee default to using Contested Movement using Stoked Pool for extra dice (-1 Orthstirr, +4 Stoked Pool then lose all of it, 11d6+16 Hamr Roll + Stoked Pool which should always be at least 4 dice, usually much higher), counterattacking with with Sharpened Lightning Charged Firebomb Strikes (-2 Orthstirr, +4 Stoked Pool) unless attacked by multiple things simultaneously, in which case use Contested Movement against one of them and defend against the other with the same priorities as ranged attacks (listed below).
    -[X] By default, once it's up, use our Ageir Bodyguard to defend against ranged attacks (except Fleinns). In response to any ranged attack not a Fleinn or without Puncture or some other obvious ability to ignore Perfect defenses that gets through that or is used on us without it up use Halting Vortex (-2 Orthstirr, +4 Stoked Pool), and if facing a fleinn or something with Puncture that gets through instead use up to three quick-drawn Shield Sacrifices (-3 Endurance on one Shield) and if that's not viable up to two 121d6+25 Reinforcedx103 Sway defenses(-105 Orthstirr each) as seems appropriate. If we have drawn a shield and defended against a Trick, always defend against the next Trick Attack with that Shield as well (-3 Endurance on the same Shield).
    -[X] If we are specifically targeted by an AoE that seems avoidable use Backstep + Ember-Wing Cloak (-5 Orthstirr) to avoid it (on Devouring Blaze, do this in preference to other defenses).
    -[X] As a contingency, if a powerful and truly unavoidable attack looks to be coming at us (especially Forseti's big move, which we'll use this on no matter what), use Time Stands Still (-1 Aspect, 23d6+16, +4 Stoked Pool then adding all Stoked Pool to the roll), avoid it, and then use one of our three actions to Forceful Lever one of the enemies into the way of it (-5 Orthstirr, prioritizing Rikard, then Audvin), and the other two to use a 3Fold Fast-Stored Kindle Spinner (-5 Orthstirr) and a Sharpened Lightning Charged Firebomb Strike (-2 Orthstirr) in whichever order seems best at melee range on other enemies, all trying to take out our remaining opponents (prioritizing Forseti, then Audvin, then Rikard).
    -[X] If we go below 200 Orthstirr or are trapped by something we could break out of by doing so, stoke an Aspect.
    -[X] Tactics – The basic idea here is to use Rikard o block Audvin's first attack with Forceful Lever, then unleash our Folded Kindle Spinner from our Fast on Forseti before he gets the chance to act, hopefully taking him out, simultaneously putting up our own defenses and attacking Rikard again to try and finish him off as well. If we don't manage to take out Forset before his Trick goes off, then, we'll use Time Sands Still to avoid it and try and finish our opponents off.
 
I'll need some rolls, please
1 Contested Movement (19d6+16)
2 Contested Movements (19d6+7)
2 Firebomb Strikes (124d6+16)
 
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