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Fire Emblem: Wretched Whispers, Signups/OOC Thread


charlie_
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turtle:

Celestia to 1,10, hide in forest and wait for us rejects
Wolf to 12,2.
Magali to dance Wolf.
Wolf to 14,3 , try to kill Fighter C.
Declan and Vale can move to 9,1 and 12,1 to get out of range (fighter with forged Hand Axe is in range).
Everyone else (Taima, Peter, Diana) can do what they want, but they may want to stay out of range because these enemies are pretty much everywhere.

Someone might want to go on the forest at 5,3 but that archer hurts.

If people want to go ahead with this, they can.

Edited by Tryhard
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psshh clipsey you can't go to 13,1, Artemis is there, it would be fine just waiting just where you are unless you have objections.

also I said Wolf should go to 15,2 to attack, he also can't, so 14,3 it is.

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Wolf to 17-4, attack archer D

If Wolf hits
Lugos to 17-5, attack Monk D
Artemis to 16-5, attack Monk D
Mel to 15-5, attack Monk D

If Wolf misses,
Mel to 15-4, attack archer D
Artemis to 16-5, attack Monk D
Lugos to 17-5, attack Monk D

Vale to 11-5, finish Merc B
Ivan to 12-4, attack Merc C
Peter to 9-3, attack Bandit A
Mag to 10-3, dance Peter
Peter attack Bandit A, swap to Iron Axe

If Ivan doesn't kill
Declan to 11-3, attack Merc C with Iron Sword

If Ivan does kill
Declan to 9-4, attack Bandit A with Iron Sword

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1. Artemis to 15,8 , attack Myrm B with Thunder, canto to 18,8.(can also be 17,8 if you want to counterchip fighter D)

2. Lugos to 13,6 , finish off myrm B with fire/thunder, canto to 11,6.(This will allow lugos to counter chip monk C if that guy moves)

3. Vale moves to 8,4 , chips myrm A.

4. Magali moves to 8,5 , dance for Vale.

5. Vale moves to 6,2 , chips Archer A.

6. Diana moves to 7,3 , finishes off Archer A.

7. Declan moves to 8,4 , chips myrm A with a sword.

8 Ivan moves to 9,3 , finishes off Myrm A.


I think I did the math right and we have enough manpower to clear nearby enemies but if the left side has trouble with that you might want Magali to dance for Wolfgang instead of Vale.

Edited by Bluedoom
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1. Artemis to 15,8 , attack Myrm B with Thunder, canto to 18,8.(can also be 17,8 if you want to counterchip fighter D)

2. Lugos to 13,6 , finish off myrm B with fire/thunder, canto to 11,6.(This will allow lugos to counter chip monk C if that guy moves)

3. Vale moves to 8,4 , chips myrm A.

4. Magali moves to 8,5 , dance for Vale.

5. Vale moves to 6,2 , chips Archer A.

6. Diana moves to 7,3 , finishes off Archer A.

7. Declan moves to 8,4 , chips myrm A with a sword.

8 Ivan moves to 9,3 , finishes off Myrm A.

1. 78%

2. 83% (fire) / 73% (thunder)

3. 80%

5. 88%

6. 87%

7. 86%

8. 75%

hit rates don't look great ;_;

Edited by Tryhard
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  • 1 month later...
Alright here's the plan


1. Taima stabs the archer

2. Lugos kills the archer and retreats to get danced

3. Artemis flies up and attacks quick axe fighter with thunder

4. Magali dances Lugos

5. Lugos kills the fighter and gtfos

6. Wolf chips merc

7. Ivan kills merc

8. Diana heal Artemis

9. Peter can do what he wants

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going to ask a dumb question since i don't have skype rn

why was vale doubled by a merc with 10 speed.

edit: yeah okay i am dumb. quick sword

Edited by Curly Brace
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I will wait until everyone else does their thing before doing anything. Until then, it'll be flavor posts. This is mostly so I don't disrupt whatever plan there is.

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I suggest Peter move close to where Wolfgang is moving so that both of them get support bonuses.

Yeah one of 13,4 / 13,3. You can chip either the merc or the monk, but that's up to you.

Edited by Bluedoom
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  • 3 weeks later...

If signing up is still an option, I would be interesting in joining this, if I may. But I also need to ask two questions: are knives available? It's not specified that they aren't, but as no one has chosen knives for a weapon I was curious. Also, will anything in the order or recruitable enemies be done?

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  • 2 weeks later...

darn.... to bad its full.... it would of been nice to use thany in a roleplay... but nothing can be done... besides.... i dont think she would of been added anyway being only 16...

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  • 3 weeks later...

So at level 10 we decided units can get special bonuses, like a mini-promotion! At level 10 can:

+4 points distributed to any stat, no more than 2 in a given stat, no Constitution.

+Adjust every growth by 10% while maintaining the same growth total and also not dropping below the minimum (10% for strength or magic, 15% for every other stat). Constitution cannot be edited directly but other growths can affect it. You may revert this on promotion to what you had before, but otherwise this is the only normal opportunity change growths.

+1 skill point that can be invested as seen on page 1, but cannot be placed in a Weaponfaire skill or weapon rank up. If a unit already has 2 weapon types a third cannot be taken either. Also fliers can't take Armor. Also you can't take staves.

When a unit gets to level 10 these choices should be posted here. For example, Sheikah is taking 2 points in HP, 1 in defense, 1 in resistance, and an E-rank in Lances. She is also going +10 HP growth, +5 strength growth, and -5 to speed, skill, and luck growths.

That's all!

EDIT: Also, there will be skills for attaining S-rank in any given weapon type. For staves, this is Staff Mastery, which gives +5 magic when using a staff. Others will be revealed later.

EDIT2: added more limitations.

EDIT3: added more stuff

Edited by Reinfleche
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So current move for Peter is (7,12) so Wolfgang will be in range of his support and can try to ORKO the archer from the hill. You can attack the archer if you want, eclipse(with any of your weapons really)

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[10:18:50 PM] Manix: we have enough people west already. we don't need more

[10:18:57 PM] Bluedoom: ok

[10:19:08 PM] Manix: there's what, 6 of us there?

[10:19:10 PM] Polydooces: so Declan goes... east?

[10:19:11 PM] Manix: think about it.

[10:19:17 PM] Bluedoom: no no

[10:19:21 PM] Bluedoom: he's going south

[10:19:27 PM] Bluedoom: but like a couple of squares

[10:19:31 PM] Bluedoom: that should do

[10:19:32 PM] Manix: but not too far south, etc

[10:19:51 PM] Bluedoom: if you go east you'll be fish to the peggies

[10:20:57 PM] Bluedoom: Declan 12,6

[10:21:00 PM] Bluedoom: Magali 11, 7

[10:21:03 PM] Bluedoom: that should work

[10:21:20 PM] Bluedoom: Vale to 9,8


Yes this

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