We could use...some of those. If we spend all our money on them, we might beat someone's first attempt, but then they'll know where all our traps are for their second.
If they go through the tile we place the fireball on, otherwise it'd just be 10 damage...and the trap activates when they're adjacent to the tile we put it on. So we'd have to find a way to make sure they land on the fireball trap directly. Maybe using catapults? Those would do 10 damage, and we can make sure the catapult lands directly on the fireball trap, and if there's also oil there they'll get doused and burned and die instantly.
[ Looking at the trap list for a while, then the map. Tactical stuff is sort of her thing. ]
Am I reading this right that any trap being set off on them causes a pillar to fall or a hatch to open? If that's the case, and we use most of our traps next to hatches and pillars, we can create choke points and double the effectiveness by limiting their options for movement on the next turn.
[ The shit you learn playing worldwide real-life Risk ]
Oh, yes! If we put a tray on each side of the entrance, and then oil after the tray, and then a fireball after that...I think that means it's impossible for them to make it anywhere at all? Unless they fall into the pit on purpose...
That's very elegant, yes...I think we might be going for a more brute force option, using trays to dump them into oil and fireball traps right out the gate. But even if we seal off a chokepoint or the entrance like that, they can move diagonally to avoid it. Two trays, fireballs, and oil traps will cost 430, which leaves 270 for blocking things off to funnel them into that.
Well, whatever works. [ She's a finesse fighter, so not her first inclination, but it's sure effective. ]
Probably with the rest of the points we should get the cheapest traps that will do the job, and place as many of them as possible on hatches, especially hatches next to pillars, and then in the choke point on the other side. Since theoretically most of their health will be gone by then it won't take much.
Quite. The strongest advantage our opponents will have is that in subsequent runs, they'll have foreknowledge of where previous traps were.
Our strongest counter advantage is that we can make changes to the "board" that will last through subsequent runs. Thus, we can force our foes to go in a certain direction.
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