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Author Topic: RMM37: Worms Armageddon Mafia (Game over)  (Read 109333 times)

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schadd

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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1100 on: November 10, 2016, 02:55:54 pm »

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Roadrunner7671

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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1101 on: November 10, 2016, 02:56:35 pm »

We'll just use the factional kill and stuff
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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1102 on: November 10, 2016, 03:07:21 pm »

yeah
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schadd

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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1103 on: November 10, 2016, 03:07:38 pm »

jeez ss, lurk much?
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faust

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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1104 on: November 10, 2016, 03:41:04 pm »

Day 4 Final Vote Count

mail-mi (3): Haddock, Roadrunner7671, schadd
Haddock (1): silverspawn

Not Voting (1): mail-mi

With 5 alive, it took 3 to lynch.
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faust

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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1105 on: November 10, 2016, 03:52:23 pm »

silverspawn and mail-mi looked at the squashed bodies of their friends. SpaceAnemone's upper body (as far as they could tell) still was intact, having escaped the concrete donkey partially.

"That means they will live, right?" mail-mi said hopefully. "Like when you cut a worm in half in the middle.

"That's a myth, stupid." Haddock said sharply. "Don't you know your own anatomy? Roadrunner, show them."

Roadrunner7671 drew an ax and slashed right through mail-mi.


mail-mi has been lynched. They were The Tank, of Team Town!

silverspawn has been endgamed. They were The Darksider, of Team Town!

Team Mafia, consisting of chairs, schadd, Roadrunner7671 and Haddock, has won!

Haddock is the worm of the match!
« Last Edit: November 11, 2016, 07:14:56 am by faust »
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Roadrunner7671

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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1106 on: November 10, 2016, 03:56:53 pm »

Good game everyone!
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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1107 on: November 10, 2016, 04:07:39 pm »

Night action overview:

N1
schadd uses Uzi: Dylan32, EFHW (hit)
Dylan uses Pneumatic Drill (hit)
Mail-mi uses Air Strike: SpaceAnemone (hit), Schadd (hit), Silverspawn (hit)
E uses Air Strike: Ghacob (hit), J Reggie (hit) and schadd (hit)
Silverspawn collects Crate
chairs uses Minigun: Dylan32 (hit), silverspawn (miss), EFHW (miss)
JReggie uses Pistol: mail-mi (hit)
EFHW uses Pistol: Ghacob (hit)
SpaceAnemone uses Mine (hit)
Ghacob uses Battle Axe: EFHW (hit)
Roadrunner uses Nightkill: EFHW (hit)

N2
Chairs uses Homing Missile: SpaceAnemone (hit)
schadd uses Factional Kill: e (hit)
schadd uses Cluster Bomb: e (hit)
Roadrunner7671 uses Shotgun: Chairs, SpaceAnemone (hit)
e collects health crate
e collects crate
e uses Grenade: schadd (miss)
Haddock uses Mortar: Chairs (hit)
silverspawn collects crate
silverspawn uses Homing Missile: chairs (hit)
J Reggie uses Battle Axe: e (hit)
mail-mi collects crate
mail-mi uses Longbow: schadd, e (miss)
SpaceAnemone collects crate
SpaceAnemone uses Minigun: e (miss), Haddock (hit), J Reggie (miss)

N3
e uses Kamikaze: J Reggie (hit)
Roadrunner7671 uses Nightkill: SpaceAnemone (hit)
Roadrunner7671 uses Longbow: SpaceAnemone, e (hit)
mail-mi collects crate
mail-mi uses Shotgun SpaceAnemone, silverspawn (hit)
SpaceAnemone uses Napalm Strike: e (hit)
J Reggie collects crate
J Reggie uses Bungee (hit)
schadd collects Weapon Crate
schadd uses Mortar: e (hit)
Haddock collects crate
Haddock uses Indian Nuclear Test (hit)
silverspawn uses Laser Sight
silverspawn uses Prod: SpaceAnemone (hit)
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faust

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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1108 on: November 10, 2016, 04:08:39 pm »

Weapon and Utility overview:

Utilities:
- Jetpack: Collect 2 additional weapons. Does not end turn.
- Low Gravity: +20 accuracy. Does not end turn.
- Fast Walk: The first weapon you use this turn that would end your turn does not.
- Laser Sight: See all players that targeted your target(s) that same night. Does not end turn. Does not decrease accuracy.
- Invisibility: This worm cannot be targeted until they use another weapon. Does not end turn.

(instant effect)
- Crate Shower: Places 5 additional random crates.
- Crate Spy: At the start of the next day, see the contents of all crates on the map.
- Damage x2: Double Damage.
- Double Turn Time: The following night, you may perform twice as many actions.

Weapons:
1 Bazooka: 45 health damage, 80 accuracy.
2 Homing Missile: 35 health damage. Cannot be blocked or redirected. 100 accuracy.
3 Mortar: 20 health damage + 10 health damage to the players directly before and after the targeted player in turn order. 100 accuracy.
4 Homing Pigeon: Mailman for another player. Perfect accuracy.
5 Sheep Launcher: The next day, the target automatically votes for the player the user of the weapon is voting for. 100 accuracy.

6 Grenade: 40 health damage. 90 accuracy
7 Cluster Bomb: 30 health damage + 15 health damage to players directly before and after the targeted player in turn order. 80 accuracy.
8 Banana Bomb: +30 health to target, +10 health to 3 random other players. 70 accuracy.
9 Battle Axe: -50% health. 100 accuracy.

10 Shotgun: Bus Driver. 100 acuracy.
11 Pistol: Find out if target used a health damage weapon during the night. 100 accuracy.
12 Uzi: Target 2 players. Any remaining action targeting one of them targets both instead. 80 accuracy.
13 Minigun: Target 3 players. Any remaining action targeting one of them targets all three instead. 60 accuracy (per player)
14 Longbow: Target 2 players to get neighborized with. 15 health damage to both targets. 100 accuracy.


15 Fire Punch: Rolestopper. 100 accuracy.
16 Dragon Ball: Roleblocker. 100 accuracy.
17 Kamikaze: Target 1 player. You and that player die. Cannot be roleblocked or redirected. Perfect accuracy.
18 Prod: Loud Visitor. Perfect accuracy.

19 Dynamite: 65 health damage; 15 health damage to user. 100 accuracy.
20 Mine: The next player targeting you loses 45 health. Perfect accuracy.
21 Sheep: Target a player. Tomorrow, you will always vote the same way that player does. You receive any weapon they would normally receive. 100 accuracy.

22 Air Strike: Choose 3 players. 30 health damage each. 60 accuracy.
23 Napalm Strike: Choose a player. This player and the players before and after in turn order cannot perform any action tonight.

24 Blow Torch: For the rest of the game, all players targeting you have -30 accuracy. Perfect accuracy.
25 Pneumatic Drill: For the rest of the game, you are immune to all remote weapons. Perfect accuracy.
26 Girder: Choose a player. That player is protected from the next health damage weapon that would normally affect them. 100 accuracy.
27 Baseball Bat: Removes all status changes that the target has received over the course of the game. 100 accuracy.

28 Ninja Rope: Any action you take cannot be detected by other players, and does not trigger effects. Does not end turn.
29 Bungee: You will appear dead at the start of the next day. You will return to the game at the end of the following night. Perfect accuracy.
30 Parachute: All weapons targeting you tonight do only half damage. Does not end turn.
31 Teleport: Commuter. Perfect accuracy.

32 Petrol Bomb: For the next two nights, for each action your target performs, they will take 20 health damage. They will be informed of this. 100 accuracy.
33 Skunk: Pick a player. All players between you and that player (in turn order) are poisoned. 80 accuracy (per player)

34 Select Worm: Choose a turn order for all living player. That turn order will be valid the next night.

Super Weapons:
35 Earthquake (S): All remaining actions target the next player (in turn order) instead. Perfect accuracy.
36 Suicide Bomber (S): Target 1 player to get a neighborhood with. If you die, that player dies as well. Perfect accuracy.
37 Super Sheep (S): Target a player. Tomorrow, you will always vote the same way that player does, and your vote counts double. 80 accuracy.
38 Mole Bomb (S): No action targeting your target that does health damage can be blocked or redirected. 100 accuracy.

39 Mail Strike (S): Choose 4 players. Each of them receives the same message you write. 80 accuracy.
40 Mine Strike (S): If the next player in turn order attempts to perform an action, they lose 40 health instead.
41 Mole Squadron (S): At the end of the night, receive a list of all weapons used that night.
42 Girder Starting Pack (S): Jailkeeper. 100 accuracy.
43 Scales of Justice (S): The remaining health of all living players is summed up and distributed equally among the living players. Perfect accuracy.

44 Super Banana Bomb (S): +50 health to target, +30 health to 3 other random players. 80 accuracy.
45 Holy Hand Grenade (S): 65 health damage to target. If this kills a town player, you are lynchproof the following day. If this kills a scum player, you are bulletproof the following night. 90 accuracy.
46 Flamethrower (S): Pick a player. If they are town, their alignment will be mod-confirmed at the start of the next day. 60 accuracy.
47 Salvation Army (S): Choose a player. +100 health.
48 MB Bomb (S): Pick any number of players. You will learn how many weapons this group used that night.

49 Priceless Ming Vase (S): If you are not targeted this night, you may perform twice as many actions the following night, and will not suffer accuracy loss. Perfect accuracy.
50 French Sheep Strike (S): Pick up to 3 players. The following day, their votes will only count if they vote for the same person you are. 80 accuracy (per player)
51 Mike's Carpet Bomb (S): Pick up to 4 players. At the end of the night, receive a list of all their alignments. 100 accuracy (per player).

52 Mad Cows (S): Pick up to 4 players. For each action one of them takes tonight, it targets a random other player that one of the group targeted. 80 accuracy (per player).
53 Old Woman (S): Jailkeeper + Watcher. Perfect accuracy.
54 Concrete Donkey (S): Pick a player. You will be informed of that player's role power, as well as of those of the players before and after them in turn order. 100 accuracy.
55 Indian Nuclear Test (S): All players are poisoned. Perfect accuracy.
56 Armageddon (S): Each player loses 60 health. 70 accuracy (per player).

57 Freeze (S): All players of your faction that have not performed an action yet are roleblocked, but will not take any health damage tonight.
58 Patsy's Magic Bullet (S): Strong-Willed Tracker. Perfect accuracy.
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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1110 on: November 10, 2016, 04:17:44 pm »

uzi is busted
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Roadrunner7671

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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1111 on: November 10, 2016, 04:18:08 pm »

e uses Kamikaze: J Reggie (hit)

Ouch!
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schadd

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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1112 on: November 10, 2016, 04:18:45 pm »

yeah what the hell, e
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schadd

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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1113 on: November 10, 2016, 04:19:07 pm »

we can double kill by ourselves, we don't need you to do it for us
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Roadrunner7671

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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1114 on: November 10, 2016, 04:24:18 pm »

I really liked my gkrieg fake claim. I think Haddock deserves MVP over me but that might've been my best game ever.
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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1115 on: November 10, 2016, 04:27:27 pm »

oh yeah, i bid perfecly n1 and n2
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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1116 on: November 10, 2016, 04:28:27 pm »

Quote from: QTfaust

Thinking about MVPs is just wondering who fucked up the least.
wholeheartedly agree
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faust

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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1117 on: November 10, 2016, 04:37:10 pm »

I really liked my gkrieg fake claim. I think Haddock deserves MVP over me but that might've been my best game ever.

I did consider you FWIW. Haddock's final coordination to make sure silver couldn't use the small chance to still win is what made me decide for him eventually.
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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1118 on: November 10, 2016, 04:40:54 pm »

Quote from: QTfaust

Thinking about MVPs is just wondering who fucked up the least.
wholeheartedly agree

I tried so hard, so am sad not to have done better :-(

You were the opponent I was scum-reading by far the least, though!
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Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1119 on: November 10, 2016, 04:41:55 pm »

Quote from: QTfaust

Thinking about MVPs is just wondering who fucked up the least.
wholeheartedly agree

I tried so hard, so am sad not to have done better :-(

You were the opponent I was scum-reading by far the least, though!
<3
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Re: RMM37: Worms Armageddon Mafia (Day 4)
« Reply #1120 on: November 10, 2016, 04:42:08 pm »

Haddock is the worm of the match!

Congrats Mr Scummy McScumface! :-)
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Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

faust

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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1121 on: November 10, 2016, 04:43:44 pm »

I have more to say at a later point I think, but for now let me just note that I really liked the way this setup turned out. There are swingy things, but it's so much that in the end it balances out. 4 scum is a lot, but it's much harder for them if everyone is a part-time vig. On another run I would probably nerf Uzi and Minigun.

If there is any interest I think this setup can be run as an open game without any big issues.
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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1122 on: November 10, 2016, 04:44:52 pm »

Quote from: QTfaust

Thinking about MVPs is just wondering who fucked up the least.
wholeheartedly agree

I tried so hard, so am sad not to have done better :-(

You were the opponent I was scum-reading by far the least, though!
You were probably town's MVP if I had to decide that.
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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1123 on: November 10, 2016, 04:45:47 pm »

I have more to say at a later point I think, but for now let me just note that I really liked the way this setup turned out. There are swingy things, but it's so much that in the end it balances out. 4 scum is a lot, but it's much harder for them if everyone is a part-time vig. On another run I would probably nerf Uzi and Minigun.

If there is any interest I think this setup can be run as an open game without any big issues.
I'd be interested but I think scum had an edge here.
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Re: RMM37: Worms Armageddon Mafia (Game over)
« Reply #1124 on: November 10, 2016, 04:56:03 pm »

Well at least I didn't lose the game by using bungee. I was forgetting between that and using kamikaze on e, which would have been funny. But really there was no way for us to win at that point.

I'd like to see this run as an open setup. I think it'd actually add to the game. And I also think pretty much everyone played badly here so I'd like another shot at it sometime. I can't play any more games until after thanksgiving though.
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