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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265732#msg1265732
« Reply #264 on: June 23, 2017, 09:53:19 pm »
well, plan is that both medics and us will have a bricklaying bomb, and hopefully either their catapult or our teleporter can somehow place and detonate the brick laying bomb where we need to (in 2actions at that) We can also take random guesses how to set them up this round, but we dont know how they work.
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265733#msg1265733
« Reply #265 on: June 23, 2017, 10:00:43 pm »
Ok, I'll just work on fighting the invaders then I guess.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265734#msg1265734
« Reply #266 on: June 23, 2017, 10:02:20 pm »
We need 1 more headless hammer handle to craft a catapult of our own (with medics already doing that its probably not necessary), we have an action free otherwise.
Also, medics should probably attempt to place the catapult in N14, in case it has to be placed and is based on line of sight (and can see diagonally) and the projectile has a travel time. Maybe, just maybe, if you have an action 7 and it does not actually have to be placed, CO will look past it and allow the 7th action rather than dismissing it as failed action.
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265735#msg1265735
« Reply #267 on: June 23, 2017, 10:05:37 pm »
Please dont use the bomb for it, we may need a second teleporter; in fact i would highly appreciate it if you could send it to us (then again being allied to cultists and now knowing the gear recipe may make you the best candidate to build the second teleporter, you should probably start getting on that).
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Offline Coffeeditto

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265736#msg1265736
« Reply #268 on: June 23, 2017, 10:06:52 pm »
Could you quickly send a list of what you want us to do for this round?
nice

Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265737#msg1265737
« Reply #269 on: June 23, 2017, 10:10:50 pm »
Cultists have a bunch of headless hammer handles, they could send one if needed.
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265738#msg1265738
« Reply #270 on: June 23, 2017, 10:12:34 pm »
Also, it should be fine to fight the invaders by simply expanding into them, right? or are they special in some way? anyone knows?
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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265739#msg1265739
« Reply #271 on: June 23, 2017, 10:19:10 pm »
Medics:

1: Build bricklaying bomb: explosive bomb+ bricks
2: Build catapult: 2 headless hammer handles
3: Place catapult in N14
(not as immediately required)
4: Build humidifier: gear+lighter
5: place it near vent (k13, guess that also establishes that we conceded to you)
6: if lords turn on ventilation may as well use medicine on humidifier (or we could actually turn on ventilation)
last part can probably wait until the middle of the round after, though I would appreciate it if you had everything ready in case sth comes up next round that requires a number of actions




lords influence of 22 (when not invading us which shouldnt happen) should be way high enough so long as invaders dont feel like burning or blowing stuff up yet again. That reminds me that we could write them an email.
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Offline Coffeeditto

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265740#msg1265740
« Reply #272 on: June 23, 2017, 10:25:10 pm »
We need you to donate us a headless hammer handle before action 2, then.
nice

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265741#msg1265741
« Reply #273 on: June 23, 2017, 10:26:58 pm »
Okay cultists will have to donate headless hammer handle to medics then ( holy crap it must be confusing to read all this as I requested one of them for ourselves before) as we are not allied.

Catapult doesnt actually have to be build action 2 it just has to be completely ready next round. It was a priority list of importance.

Quick reminder to fippe that he may have to submit actions for both lords and cultists; I would also like you to try whether Pobr+headless hammer handle results in mortar hammer, as you need it to turn lighters/lamps to gears (use lords for that, cultists struggle for tape).
« Last Edit: June 23, 2017, 10:36:25 pm by kaempfer13 »
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265742#msg1265742
« Reply #274 on: June 23, 2017, 10:52:51 pm »
Cultists gives a headless hammer handle to medics in action 1 now.
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265743#msg1265743
« Reply #275 on: June 23, 2017, 11:05:27 pm »
Spending most of lords actions to fight the invaders.
Try Fragments, my card game!

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KVVV > KYIVV

 

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