There was an idea to send Stigr for Abjorn and other big guys in the meantime. IF said it's gonna take a round to get them. I think It's good to call for backup. Even with our alpha strike the possibility of the fight being longer than two rounds is significant.
 
There was an idea to send Stigr for Abjorn and other big guys in the meantime. IF said it's gonna take a round to get them. I think It's good to call for backup. Even with our alpha strike the possibility of the fight being longer than two rounds is significant.

My one worry with this is that it feels like Stigr might be kinda insulted by being asked to do that when the other men are staying and fighting? (Especially since he is one of the weaker guys here, so the implication that he's being asked because he's less valuable/most at risk is kinda hard to avoid.)

I presume we've already asked if one of us could send our Flygia?
 
Sending anyone for Abjorn and the Twins is a bad call, I think. If we're going to get them, we're gonna do so as much to get a minute outside to reset the timer on our Hamingja as to actually fetch them. Sending someone still take a round while counting down the clock. That's bad.

[X] Attack now, with the element of surprise!
-[X] Halla moves in first and sets up to flank from above, when in position, the main party baits out the Troll Men, when they all bunch up to attack the main party, bombard them with the Bomb Boulders and then go to town with Explosive Charms and Kindle Spinners. CONVERT SHAPESHIFT: Convert Dense Muscles to Thick Skin , advise Eric and Stigmar to also strengthen their defenses so we can focus on the offense, Remove our mail and store it in our Owl because it's just going to get fucked up for nothing here if we take hits.

Works in theory. I still kinda want to go get Abjorn and the twins and some sun to reset the counter and give us an actual margin for error before trying it, though.

For the actual plan, putting Odr into the normal sized Explosive Charms is wildly wasteful, IMO. Sure, it makes them blow up better, but these are a nuisance enemy not a serious threat. Spending 9 Odr on them (more than we spent on the entirety of fighting Horra's creations IIRC) is just not necessary. 2 for the boulders, sure, but 9?! We can and should just put blood on those before flying up. The plan looks fine otherwise, though.
 
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Sending anyone for Abjorn and the Twins is a bad call, I think. If we're going to get them, we're gonna do so as much to get a minute outside to reset the timer on our Hamingja as to actually fetch them. Sending someone still take a round while counting down the clock. That's bad.

Uh, what? There's nothing stopping them from not taking a break to recover their hamingja. Stigr is a lucky guy, too, so if anything, he should be less affected by staying underground - as in, he won't be reduced to low levels of hamingja if he does lose some. And I don't see why he would lose any to begin with... this bomb will take out a majority if it works, and if he brings Abjorn, Tryggr and Trausti we could clean them up even faster.
 
Uh, what? There's nothing stopping them from not taking a break to recover their hamingja. Stigr is a lucky guy, too, so if anything, he should be less affected by staying underground - as in, he won't be reduced to low levels of hamingja if he does lose some. And I don't see why he would lose any to begin with... this bomb will take out a majority if it works, and if he brings Abjorn, Tryggr and Trausti we could clean them up even faster.

Right, but sending someone means we're staying underground so we, personally (as well as everyone who stays with us, for that matter), lose one round from the counter rather than resetting it, so the options, for our personal Hamingja are:

#1. Go get Abjorn, while there spend some time in the sunlight to reset things, leave our Fylgja there: Reset counter to 4+ rounds (exact number unknown, but could actually be quite high if the Fylgja being in sunlight, say, doubles it)
#2. Attack now: 2 round counter
#3. Send someone for Abjorn without going ourselves: 1 round counter (since it takes a round).

We might be able to up option #3 to 2 rounds or so if we also send our Fylgja, but it's still not good for us in terms of the clock (and our friends and family down here with us would be down to a round before things started going bad for them). I'm advocating Option #1 (which is what I voted for), rather than Option #3. Sorry if that was unclear.
 
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Right, but sending someone means we're staying underground so we, personally, lose one round from the counter rather than resetting it, so the options, for our personal Hamingja are:

I mean, I don't see it as an imperative? Like, if we have the whole gang here, I'm pretty confident we could take out this nest pretty quickly, since we're planning to nuke them. Like, the main plan involves us staying here, why would it be an issue to have Stigr go and get them while we do our thing here?
 
I mean, I don't see it as an imperative? Like, if we have the whole gang here, I'm pretty confident we could take out this nest pretty quickly, since we're planning to nuke them. Like, the main plan involves us staying here, why would it be an issue to have Stigr go and get them while we do our thing here?

Because that would still take a round and we only have two before our luck goes bad. We can attack now and have two rounds, go up and reset our round counter, or send Stigr and he'll reset his round counter, maybe, but they take a round to get here so we then have only one round before our own luck goes bad.

Really, given that going back up may take a round after we kill all the Troll-Men, I think we need to go get some sun before we do anything else or we might get eaten by monsters or die in a cave-in on the way back up. We have a lot of Hamingja...it inverting is really bad.
 
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Right here:

You've got about two more rounds before bad things start happening. It will take a round to get back to the surface, grab Abjorn and the others, and then come back. Rule of thumb is that preparation takes a round, but can change depending on what exactly you're doing.

So...yeah, we're on a very short clock here unless we reset it.

Also, you're telling me it'd take an entire round just to tell Stigr to go and get Abjorn and the brothers?

No, but it takes a round for them to get to us, so unless we're sending him to get them for no reason while we attack immediately we're left with only one round to deal with them before bad things start happening.
 
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But the main plan has us staying here anyway? Why would it be a problem to send Stigr away?

Uh...which main plan? The currently winning plan is for us, all of us, to go and get Abjorn and the twins, and likely spend some time in the sun and reset the clock. Alectai's plan, meanwhile, has us attack immediately, and would likely result in the combat ending before Abjorn and the twins could arrive.

Neither involve sitting here and waiting for someone to go get Abjorn and the twins. Which is what I'm saying would not be a good idea.
 
Uh...which main plan? The currently winning plan is for us, all of us, to go and get Abjorn and the twins, and likely spend some time in the sun and reset the clock. Alectai's plan, meanwhile, has us attack immediately, and would likely result in the combat ending before Abjorn and the twins could arrive.

Neither involve sitting here and waiting for someone to go get Abjorn and the twins. Which is what I'm saying would not be a good idea.

Oh, for some reason I didn't see that when I checked the tally, nor did I see when I scrolled through the thread? Guess I'm blind.

I don't think we could have killed 1000-2400 troll-men with the team we've got right now, anyway. Well, certainly not in two rounds at least.
 
Works in theory. I still kinda want to go get Abjorn and the twins and some sun to reset the counter and give us an actual margin for error before trying it, though.

For the actual plan, putting Odr into the normal sized Explosive Charms is wildly wasteful, IMO. Sure, it makes them blow up better, but these are a nuisance enemy not a serious threat. Spending 9 Odr on them (more than we spent on the entirety of fighting Horra's creations IIRC) is just not necessary. 2 for the boulders, sure, but 9?! We can and should just put blood on those before flying up. The plan looks fine otherwise, though.

It's more the greater Area of Effect I'm looking for. If spending 1 point of Odr means that we can make it kill ten times more Troll-Men per fragment, it's a fair trade.

Two Rounds is just before we start getting Bad Things happening, but chances are good with this plan that we'll be done by then, and having a Guide means we can avoid the Luck rolls when moving. With a good strategy and being willing to spend resources, we can absolutely clear this in the time we have and get the fuck out.

And yes, 7 Odr is very expensive for explosive charms, but if that turns 30 kills into 300, it's a fair trade I think given how our biggest priority right now is Kills Per Second. Hence why I'm trying to get an idea of what sort of effect it would have on the explosive charms.

But let's not forget, Halla alone can probably account for 200 kills per turn if she goes on full chaingun mode, even when she runs out of expendables. This is also the 'All the Marbles' fight, so everyone else is going to be unloading with all cylinders as well. Even the most pessimistic response suggests that we're not looking at much more than 2,400 Troll-Men, and the Bomb Boulders are going to potentially account for anywhere from 1,000 to 1,600 if we can get them fully bottlenecked before we unload, alone. That's comfortably doable, requiring a second round only if they're on the absolute peak of their numbers, and having a Guide lets us bypass the travel Hamingja rolls. Spending 9 Odr to have a decent chance of breaking their back in the first round is a fair price to pay, given how we're on a timer.

This is very doable. If we're not shy about spending our resources, Halla can potentially drop 2,000 in this first round singlehandedly, unless the Bomb Boulders somehow don't actually do the sort damage they've been displayed as doing. The only thing I'm waiting on is an estimate of how much Odr actually improves the effect of Explosive Charms, and an estimate of how much damage they can do against a fully packed in target (Plus the effect of the Bomb Boulders of course)
 
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You might want to use 2-Folded Kindle-Spinners, potentially even 3-Folded Kindle-Spinners.

And hand out our Fire-Resistant Oil for the melee-ers. With Shapeshifting for 2 Toughened Skin and 1 Fire Resistant Oil, our Kindle-Spinners should inflict no friendly fire damage (Target-Tracking Eyes presumably does not increase friendly fire damage).
 
You might want to use 2-Folded Kindle-Spinners, potentially even 3-Folded Kindle-Spinners.

And hand out our Fire-Resistant Oil for the melee-ers. With Shapeshifting for 2 Toughened Skin and 1 Fire Resistant Oil, our Kindle-Spinners should inflict no friendly fire damage (Target-Tracking Eyes presumably does not increase friendly fire damage).

You know what? Sure, that sounds like a good idea. Double our Orthstirr cost to double our Kindle-Spinner kill rate, taking it to something stupid like 300 kills, and making our frontline basically immune to our Kindle-Spinners means we can risk going danger close.

A second question @Imperial Fister , would eating a Hearthroot Berry increase how many kills we get with a single Kindle-Spinner?
 
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'Hey, Blackhand? Has there ever been cases of a troll-man strong enough to threaten/actually kill a Norseman in single combat?'
 
A second question @Imperial Fister , would eating a Hearthroot Berry increase how many kills we get with a single Kindle-Spinner?
Yes
'Hey, Blackhand? Has there ever been cases of a troll-man strong enough to threaten/actually kill a Norseman in single combat?'
'How old is the Norseman? Or, rather, how young? No infant can stand against a troll-man's claws. Save for Thor's own children, of course.'
 
Yes

'How old is the Norseman? Or, rather, how young? No infant can stand against a troll-man's claws. Save for Thor's own children, of course.'

Okay, and my first question was that "About how big of a deal would using Odr for our regular bombs be?"

I'm trying to figure out how to maximize our kill rate here. If a normal one will blow up three Troll Men, but an Infused one will blow up 30, that's worth Odr, but otherwise...
 
No, but it takes a round for them to get to us, so unless we're sending him to get them for no reason while we attack immediately we're left with only one round to deal with them before bad things start happening.

I'm fairly sure that the underlined was what precisely @Chopak was suggesting? I can't speak for them, but it seems to me that a reason to send for Ajborn and the brothers whilst attacking straightaway is (as you note) that we're on a clock. Whilst they won't be immediately available to assist, it does mean that we know the "cavalry" is on the way if the fight is tougher than expected.

Personally I think that part is a good idea, I just think Stigr would probably be really insulted if we asked him to go get help whilst everyone else was fighting. If we could use our Flygia to do it though, I'd be all for adding it into @Alectai's plan as a contingency.
 
If our Fylgja meets any enemies otw, even weak ones, home we're kinda screwed.

We really should make it standard policy to manifest our Fylgja at home.
 
It's more the greater Area of Effect I'm looking for. If spending 1 point of Odr means that we can make it kill ten times more Troll-Men per fragment, it's a fair trade.

I'm more than a bit skeptical it increases the AoE anywhere near that amount, but it's at least worth asking the question, it's true.

@Imperial Fister what is the answer here? How many Troll-Men can each boulder likely kill? What's the likely effect of using Odr on the normal sized Explosive Charms?

This is very doable. If we're not shy about spending our resources, Halla can potentially drop 2,000 in this first round singlehandedly, unless the Bomb Boulders somehow don't actually do the sort damage they've been displayed as doing. The only thing I'm waiting on is an estimate of how much Odr actually improves the effect of Explosive Charms, and an estimate of how much damage they can do against a fully packed in target (Plus the effect of the Bomb Boulders of course)

But we don't have to do it like that, is the thing. If we head back for reinforcements, we'll have more people to do the killing and more rounds to do it in (after spending time in the sun and leaving our fylgja). Why would we spend 9 Odr to do this without doing that rather than doing that and likely being able to do it much less expensively?

Like, maybe it's worth it if you're gonna attack right now, sure, but that assumes we have to attack right now which I'm not actually seeing a good argument for. You say it's doable to kill them in 2 rounds, and it may well be, but if it's only doable by burning 9 Odr maybe we should arrange it so we don't have to burn quite as hard and can do it with 2 Odr in, like, 4 rounds instead.
 
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The risk of going for reinforcements is that they wake up, or move by the time we get back, that's explicitly stated.
 
The risk of going for reinforcements is that they wake up, or move by the time we get back, that's explicitly stated.

Sure. But them being awake is kind of irrelevant to us (we are going to be literally immune to their attacks), and we have Tracking and their tracks are not gonna be hard to follow...finding them if they move is not gonna be difficult.

This is just not that big a down side in this specific situation. Like, as down sides go it exists, but it's not worth spending 7 Odr to avoid the risk of it happening.
 
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First, amazing name

Second, fylgjur can't cross thresholds very easily. They require the way to be 'made' for them, like by someone crossing before them or if the door is left opened for them.
Incidentally Fister, how strictly does this rule apply?

Like, would Halla's Owl have trouble entering her own house?
What about her father's or brother's houses/farms?
Would she have trouble entering say Aki's house (or any of her friend's homes) as a Fylgjur, and vice-versa?

Would it be different if the relevant Fylgjur stat was higher, for example would a Swordraven be able to just barge through a threshold even without the way being made for them?
 
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I'm fairly sure that the underlined was what precisely @Chopak was suggesting? I can't speak for them, but it seems to me that a reason to send for Ajborn and the brothers whilst attacking straightaway is (as you note) that we're on a clock. Whilst they won't be immediately available to assist, it does mean that we know the "cavalry" is on the way if the fight is tougher than expected.

Personally I think that part is a good idea, I just think Stigr would probably be really insulted if we asked him to go get help whilst everyone else was fighting. If we could use our Flygia to do it though, I'd be all for adding it into @Alectai's plan as a contingency.
Yes, that's what I was suggesting, thanks for picking it up.
 
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