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Post by Citanest on Jan 26, 2008 13:27:58 GMT -5
games.ravenblack.net/warlocks?num=62693&turn=12Ok, so there we were, Vermont and I, paralysing each other till infinity on the hell-plane. In the end we just agreed out of game not to continue with paralysis. Was there a way for the first person to cease paralysis to gain an advantage?
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Post by ExDeath on Jan 26, 2008 18:15:11 GMT -5
Well, the first person to cease para actually _has_ the advantage, as they are a half-move ahead. Putting an S on your hand will give you initiative. You'll have FS/CC while he has FF/--, now he probably wants to put a W on his RH to counter a possible fireball, but you might just go SFW for a goblin. If he breaks the para chain it still doesn't help him defend both possibilities, unless he's planning something like WWS/WFP which is just bad. Most likely he should continue it for one more turn and then stop, but you have the upper hand. At some point he may be able to regain the initiative if he correctly answers whatever you intend to do, but it will only be a half-turn, and you will have a less useless gesture than F to defend with. I always scratch my head when I see chains go on forever like this.
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Post by Citanest on Jan 28, 2008 15:41:28 GMT -5
I see your point, at least in that the first person to break chooses the direction to go, but it still seems to me that the situation favours the paralyser.
It isn't FS/CC vs FF/--, more accurately it's FSxx/CCCC vs FFFx/--xx. A fireball can be countered by the now free right hand, and a simple counter attack can be made very easily.
The best thing to do is certainly a goblin, but that leaves you worryingly open to ParaFoD. And actually, stabbing the goblin leaves the paralyser better off (FFF/-W> vs SFW/CCC), though admittedly 1 or more life points down.
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