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Brickdoctor

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Everything posted by Brickdoctor

  1. I didn't say you were. I just said it was a possibility. The point is that we can't ignore the actions of your character's previous players. Like I said, he was being a sheep. I didn't really think I could get anything out of him.
  2. How would it be "covering up for the mistake"? (assuming I'm thinking of the same "mistake" you are: his stating that I would be a good investigation target) Why should I have kept talking to him? I don't trust him, he sent me a pretty useless and sheepish message, I pointed that out, and he acted even more sheepish as he agreed with me. I don't see how what I could possibly have had to gain by continuing to talk to him. I also don't get how not talking to you makes me suspicious. If anything, I would be more likely to reach out were I Scum, already knowing who wasn't Scum and looking to deceive them. From a metagaming perspective, it's also not a little-known fact that I don't talk a lot in private during these situations.
  3. We can't just ignore any mistakes you might have made with a different personality. The mistakes might be noobish, but that doesn't necessarily mean that that's the only reason they were made. It could just be that you are better at playing Scum than your previous personality.
  4. Um, no, not necessarily. Everyone has a different playing style, and the entire goal of developing a Scum playing style is to play exactly the same as if one is Town. The Scum don't necessarily follow a set playing style laid out by one of their own.
  5. York and I have talked a little in private. I'll restate the conversation here: My read on York based on that is "Sheep who wants to look like he knows what he's doing in private, and was quick to agree with me and brush off his sheepish PM as a some sort of funny and harmless mistake on his part." I 'distanced' myself from York because his argument that he wasn't defending me was obviously flawed. That he came quickly to my defense and then claimed not to be defending me is suspicious, so I pointed out the flaws.
  6. Once the contest reaches the deadline, we'll open a new topic in which you can cast your votes.
  7. Results of Round Seventeen of the Battle of Drakencourt: Imperial Pikemen A vs. Rogue Lion Trebuchet A - Shield ((3*2)-1=5 Damage) Imperial Pikemen B vs. Rogue Lion Trebuchet B - Shield ((3*2)-1=5 Damage) Lion Knights A move one hex north. Lion Knights A move one hex north-west. Lion Crossbowmen A vs. Sir Laurant - Miss Lion Knights B vs. Rogue Lion Pikemen D - Hit ((8*2)-1=15 Damage) Lion Crossbowmen B vs. Sir Laurant - Critical Hit ((3*2*2)-5=7 Damage) Lion Knights C vs. Rogue Lion Knights C - Shield ((4*2)-3=5 Damage) Lion Pikemen B move one hex south-west. Imperial Pikemen D vs. Rogue Lion Crossbowmen B - Critical Hit ((2*2*2)-1=7 Damage) Lion Crossbowmen C move one hex south-west. Rogue Lion Pikemen E does nothing. Rogue Lion Trebuchet C - Free Hit against Lion Knights B. (8-2=6 Damage) Skrall, your men completely destroy the enemy forces to the west and begin to move east. Alexandre, your men move to surround Sir Laurant. Isabella, some of your men pull back, while your imperial pikes continue to battle it out. "Victory is within reach. Finish them!" Enemies: Sir Laurant *On a Hill* Type: Mounted Level: 14 Health: 7/25 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Drops: Rogue Lion Pikemen E Type: Footsoldiers Level: 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: nothing Rogue Lion Crossbowmen B Type: Ranged Level: 2 Health: 3/10 Defense: 1 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away and not also Ranged, they cannot take Damage. Drops: nothing Rogue Lion Trebuchet C *On a Hill* Type: Siege, Ranged Level: 8 Health: 12/15 Defense: 1 Passive Special: Siege units can fire over obstacles or other units to attack enemies up to three hexes away. If their target is two or three hexes away and not also Ranged, they cannot take Damage. Drops: Fire Bomb Allies: Lion Pikeman B, Level 3 Footsoldiers (lead by Dharkan) Power: 3 Health: 5/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen A, Level 2 Footsoldiers (lead by Waterbrick Down) Power: 2 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen B, Level 2 Footsoldiers (lead by Waterbrick Down) Power: 2 Health: 7/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen D, Level 2 Footsoldiers (lead by Dharkan) Power: 2 Health: 3/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Knights A, Level 4 Mounted (lead by Waterbrick Down) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights B, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 2/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights C, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 8/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Crossbowmen A, Level 3 Ranged (lead by Waterbrick Down) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away and not also Ranged, they cannot take Damage. Lion Crossbowmen B, Level 3 Ranged (lead by Capt.JohnPaul) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away and not also Ranged, they cannot take Damage. Lion Crossbowmen C, Level 3 Ranged (lead by Dharkan) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away and not also Ranged, they cannot take Damage. Party Leader, choose the order of actions. All of you, choose what action(s) each of your units will perform. Any enemy not targeted will get a Free Action at the end of the Round.
  8. Same here. I just don't like throwing away anything LEGO. Kept the polybags and used sticker sheets in the boxes, kept the one-page advertisements with the boxes they shipped in, kept the bags from the LEGO Stores and LEGOLAND (back when they used different bags), kept the cardboard envelops that the strings come in, kept the sprues the tools come on, kept all the clips I've broken...
  9. "Indeed. It's so hard to find a place to eat outside of the Hall, and one usually has to settle for simpler foods when the meals aren't free as they are here.""Miss Scheherazade, I'll have the freshly-summoned bigger fish."
  10. Oh, no. I wish I did. one mule for each of the five basic pots, each mule filled with sixteen of one type of pot.
  11. Yes, you did. You agreed with my defense when I said that it was too risky to lynch me just to confirm my information, and then you suggested that I be investigated instead, which is defending me from the lynch, since it's the obvious solution to try to confirm my information without lynching anyone. That's hilarious. You say that you don't think that I'm Scummy, yet you insist that you're not defending me? If you think I'm not Scummy, the only Townie thing to do is to defend me.
  12. Thanks for the review, Masked.
  13. You need to make ten posts to view profiles. You can read more about ranks and their privileges here.
  14. You've got the characters and their players all mixed up. Burbank wasn't Scum in the simulation; I as a player was. York was Scum in the situation; you as a player didn't play.
  15. If you're going to be taking a lot of pictures detailing everything you do and writing a lot about the project, then it would be okay to start a new topic.
  16. "Pleased to meet you, Master Rone. Will you join me for a meal?"
  17. Results of Round Sixteen of the Battle of Drakencourt: Imperial Pikemen A move one hex north-east. Imperial Pikemen B vs. Rogue Lion Trebuchet A - Special Damage (4-1=3 Damage) Lion Knights A vs. Rogue Lion Pikemen B - Hit ((4*2)-1=7 Damage) Lion Knights A vs. Rogue Lion Pikemen B Rogue Lion Trebuchet A - Hit (4-1=3 Damage) Lion Crossbowmen A move one hex north-east. Lion Crossbowmen C vs. Rogue Lion Knights A - Critical Hit ((3*2*2)-3=9 Damage) Lion Knights D vs. Rogue Lion Pikemen F - Damage (8-2=6 Damage) Lion Knights D vs. Rogue Lion Pikemen F - Shield ((8*2*2)-1=31 Damage) Imperial Pikemen D move one hex north. Lion Crossbowmen B vs. Sir Laurant - Special Damage (No Damage) Lion Knights C vs. Rogue Lion Knights C - Critical Hit ((4*2)-3=5 Damage) Lion Knights B vs. Rogue Lion Trebuchet B - Critical Hit ((8*2)-1=15 Damage) Lion Knights B vs. Rogue Lion Pikemen D - Miss Rogue Lion Pikemen E do nothing. Rogue Lion Crossbowmen B - Free Hit against Lion Knights D. ((2*2)-2=2 Damage) Rogue Lion Trebuchet C - Free Hit against Imperial Pikemen D. (8-1=7 Damage) Skrall, your men move in on the trebuchet. Isabella, your knights barely emerge victors of a battle with pikes on a hill, but they and your advancing pikes are hit hard by enemy ranged units. Alexandre, your knights eliminate one of the siege engines. "I told you to get those knights out of there! Now they have been destroyed!" Enemies: Sir Laurant *On a Hill* Type: Mounted Level: 14 Health: 14/25 Defense: 5 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Drops: Rogue Lion Pikemen D Type: Footsoldiers Level: 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: nothing Rogue Lion Pikemen E Type: Footsoldiers Level: 4 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Drops: nothing Rogue Lion Knights C Type: Mounted Level: 3 Health: 5/10 Defense: 3 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Drops: 20 Gold Rogue Lion Crossbowmen B Type: Ranged Level: 2 Health: 10/10 Defense: 1 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away and not also Ranged, they cannot take Damage. Drops: nothing Rogue Lion Trebuchet A Type: Siege, Ranged Level: 4 Health: 9/15 Defense: 1 Passive Special: Siege units can fire over obstacles or other units to attack enemies up to three hexes away. If their target is two or three hexes away and not also Ranged, they cannot take Damage. Drops: Fire Bomb Rogue Lion Trebuchet C *On a Hill* Type: Siege, Ranged Level: 8 Health: 12/15 Defense: 1 Passive Special: Siege units can fire over obstacles or other units to attack enemies up to three hexes away. If their target is two or three hexes away and not also Ranged, they cannot take Damage. Drops: Fire Bomb Allies: Lion Pikeman B, Level 3 Footsoldiers (lead by Dharkan) *Flanking* Power: 4 Health: 5/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen A, Level 2 Footsoldiers (lead by Waterbrick Down) *Flanking* Power: 3 Health: 10/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen B, Level 2 Footsoldiers (lead by Waterbrick Down) *Flanking* Power: 3 Health: 7/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Imperial Pikemen D, Level 2 Footsoldiers (lead by Dharkan) Power: 2 Health: 3/10 Defense: 1 Passive Special: Footsoldiers gain a +1 Power flanking bonus whenever their target is adjacent to one of their allies. Lion Knights A, Level 4 Mounted (lead by Waterbrick Down) Power: 4 Health: 10/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights B, Level 4 Mounted (lead by Capt.JohnPaul) *On a Hill* Power: 8 Health: 8/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Knights C, Level 4 Mounted (lead by Capt.JohnPaul) Power: 4 Health: 8/10 Defense: 2 Passive Special: Mounted units can act twice in a Round. (move two hexes, move one hex and attack, or attack twice) Lion Crossbowmen A, Level 3 Ranged (lead by Waterbrick Down) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away and not also Ranged, they cannot take Damage. Lion Crossbowmen B, Level 3 Ranged (lead by Capt.JohnPaul) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away and not also Ranged, they cannot take Damage. Lion Crossbowmen C, Level 3 Ranged (lead by Dharkan) Power: 3 Health: 10/10 Defense: 0 Passive Special: Ranged units can fire over obstacles or other units to attack enemies up to two hexes away. If their target is two hexes away and not also Ranged, they cannot take Damage. Party Leader, choose the order of actions. All of you, choose what action(s) each of your units will perform. Any enemy not targeted will get a Free Action at the end of the Round.
  18. Discuss the numbers all you want; it's still risky to lynch me just to confirm my information...particularly since I don't see anywhere you could go with that information whether you know it to be true or not. I originally presented it to explain why I didn't think it unusual for the Scum to have a Watcher and why I feared that the Scum might watch Campbell, and there's nothing anyone can do about that now. The information has fulfilled its purpose. It doesn't implicate anyone; it would appear that no one has contradicted it; since it's public information, I doubt that any Scum will slip up in some way that he is suspected based on the information; and you have no idea if the current Scum team has similar roles to the simulation Scum team, so you don't gain that much insight into their strength.
  19. Yeah, the dye... I have enough Gold left over from my char slot purchases to dye one more char, but I think I won't be doing that until I'm confident that I won't be dying anytime soon. As for other classes, well, I can't survive without healing, I can't farm with a wand class, and I can't do much of anything with a melee class, so that leaves me with Necro as my main. Priest only works as a compliment to the Necro. I do already have reserve mules full of the six basic pots, all the necessary equips other than the Elder, and roughly 6.5 Life saved up, so remaxing shouldn't be a problem. I'll probably just take a short break before I do it.
  20. Okay, that does make sense if the Vig was working with Falcon...which in my experience wouldn't be unusual, despite the fact that I don't think it would be a very smart move to trust him that early. I never said it was the best choice - I said at the beginning of Day Two that he wasn't the most obvious choice for a metagame-kill, in fact. I said that it would make sense. Fair enough. If you want to lynch me to confirm my information, I can't really argue with the logic, since at this point there is no way for me to prove that I was telling the truth about the info, given that your theory assumes that Wheeler is Scum, too.
  21. I'm really not sure how to respond to this, since, as you say, you're accusing me with WIFOM, assuming that Mandel was killed by Scum to make it look like he wasn't killed by Scum...I guess. As you say, there's no real good reason for the Scum to kill Mandel, but... That...actually makes sense. It's wrong, but it makes sense. However, I do think that, considering how many Loyalists are dead and how many Purists are(n't) dead, it's a little risky to lynch someone to confirm his information. I also don't see how you can think that my assuming that Mandel was killed by a Vig is misdirection. Not only does it not make sense if Mandel was killed by Scum, but why would the Vig kill Robbins? As you say, there's no reason for the Scum to kill Mandel, and it did make some sense for the Vig to kill him, and we hadn't seen any killing weapons outside of the simulation yet, and Robbins' being killed made sense as a metagame-kill while Mandel's being killed made sense as a Vig-kill based on the votes, so I looked at the reasons that the two could have been killed, and assumed what made the most sense.
  22. What. The. MegaBloks. I'm cruising through a UDL at full HP. Walk over a Lair Burst Trap. Instant death. I had no idea they could do that to a 6/8 wearing Exa HP.
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