S-FM Fableblood II: The Wrath of Haloden
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    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by ika View Post
    the ohter thing that will be done is just make a town bloc of 4 players and then lynch from outside it.

    once you do that scums have no power whatsoever
    And how exactly are the Haloden Followers going to make sure they didn't invite Armadyus into their bloc?
    Quote Originally Posted by Arrow View Post
    What. You got me. Stop unvoting and stretch my neck, dammit.

  3. ISO #3

    Re: S-FM Fableblood II: The Wrath of Haloden

    Quote Originally Posted by MattZed View Post
    And how exactly are the Haloden Followers going to make sure they didn't invite Armadyus into their bloc?
    There's a thing called trust. The longer the game goes on the better it gets for scum due to apathy.

    Ideal play is to just lynch with 0 discussion or spend like 24-48 discussion and then make a town bloc of 4 ppl that everyone (or majority) can agree on. There there are a set amount of overlaps of a town read person they are probably town and then can be used as POE. If a scum is playing to such a way that they get there then they deserve an MVP. But technically speaking unless if its the main person himself it would be moot point.

    I have played games like these to know what the ideal and optimal play is. I played nightless wither it was 13p(?) with 4 scums and the optimal play there is to litarly make a town block and POE lynch.

    Scums dont have probally the most powerful tool to them in this setup: the nk, therfor if you set up a POE bloc that they cant break its a town roll over.

    There has been some diccussion about allowing a follower to have a vengekill if lynch to give scums a little more power

 

 

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