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Old 02-20-2010, 07:54 AM
MaroonMaurader MaroonMaurader is offline
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The Bear definitely beats the Maurader. Both have speed of 2, and the bear clearly wins the tiebreak, so the bear has no need to close to range with the Maurader. If the grid is infinite, the Bear can just turn and run and it's a stalemate; then bear wins tiebreak. If the grid is finite, the bear can gradually herd the Maurader into a corner. The maurader cannot slip by the bear unless there is very unusual terrain (i.e., a loop around which the Maurader can run but the bear cannot) or the maurader is willing to take a hit for it's trouble. AND if the bear is commanded well he can arrange so that the Maurader will always have to suffer a bear attack for each time he wastes a turn not moving so he can use his no-retal attack.

I'm pretty sure the Veteran Orc can win vs. Lake Dragonfly without tiebreak - he only needs to get one hit. If he saves his run ability until he's in the right position, on most grids he can get that one hit in. On an exceptionally large or obstacle-ridden one he can't, but those are... exceptional.

The Thorn Hunter shouldn't even come close to beating the Polar Bear - the Thorn Hunter does 1-2 damage, with attack 4. The polar bear has defense 26, so the effective damage is basically 1. It would need to hit the polar bear 130 times to kill it. Meanwhile, the polar bear need only get in one hit. And since the polar bear has the run ability plus higher initiative, the polar bear can hit the thorn if the thorn ever ends a turn within a radius of 6 of the polar bear (polar bear waits. Thorn moves. If the thorn is within 6, polar bear uses run to close 4 spaces, then moves the remaining 2 at the start of the next turn). On an infinitely large grid the thorn wins, but even on a large 12x12 grid the polar bear can simply stand in the middle, then slowly inch towards the thorn hunter cutting off space until it gets the kill.

Bowmen vs. imps is definitely strongly in the imps favor. The imps always strike first due to higher initiative; thanks to throwing two fireballs while they close the gap they'll get a hit in every turn, their attacks do more damage (on average) than the bowmen, they have almost equal health (32 to 34), and once the imps close the gap if they're smart they'll move right up next to the bowmen before launching strike-and-return attacks... meaning they can corner the bowmen, and on the 5th, 7th, 9th, etc. turns (possibly 6th, 8th, 10th, etc. or 4th, 6th, 8th, etc. depending on the size of the grid) the bowmen will be stuck in melee range - meaning they get no attack that turn. I'd predict the bowman die around turn 7, by which time I'd expect them to have done maybe 18 damage to the imps. And that's assuming the bowmen don't take any burning damage over time from the imp's fireball, which they might.

Otherwise I think I agree with all your judgements.
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