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 Post Posted: Thu Jun 01, 2017 12:39 am 
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Turn 12 Summary

Weather Light blow with no real damage

Battles- Some minor fights, but real losses

Current ships on the high seas- Galleons, Frigates, Bombardment ships, Schooners, Sloops, Brigs, Cogs, and Qualish.

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     Post Posted: Thu Jun 01, 2017 3:33 am 
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    Print Book 2 & Draw Book 3 Supporter Shiny Red Star Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    Cyper, can non-allied, non-NAPed players park led ships in each others led Ports/Coves if allowed without attacking? (if no, what about NAPed players?)
    For communication and repairs

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     Post Posted: Sat Jun 03, 2017 2:42 am 
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    allied units can share coves for repairs and avoid weather.

    Non allied can share coves to avoid weather and repairs if the owner allows it.

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     Post Posted: Sun Jun 04, 2017 5:05 pm 
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    Turn 13 summary

    Weather no real damage

    Battles
    The first real sea battle. Between Best Fareasta and Sea of Wonder. Four total frigates, 2 sloops, and 4 captains were lost to the deep.

    Sea of wonder took a level 1 barbarian port.

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     Post Posted: Sun Jun 11, 2017 5:46 pm 
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    Turn 14 Summary

    Weather in area 5 light blow

    Battles Two major battles

    Spoiler: show
    Port battle in inlaid

    Da Green tide Vs. Inlaid
    Da Green Tide: 2 schooners, 13 sloops, 4 captains, 1 heir, 2 casters
    Inlaid: 6 defense batteries, 2 Glass Cannons

    Da green tide goes first
    (This is just the highlights not every hit)

    Round 1 Da Green tide
    Da Green tide caster casts lighting rod on Wolf
    Da Green Tide caster uses scroll of contact high "success"
    "Butch" deals 11 damage to glass cannon 1 1 crew croaked

    Round 1 Inlaid
    Inlaid tower send 10 charges from tower at Flagship Wolf. 4 charges absorbed by lighting rod the other 10 hit dealing 43 damage and croaking 2 crew.
    "Deff bane" takes 10 damage from D.B. 3 croaking 1 crew
    "Hornet" takes a critical hit losing 1 yard and taking 8 damage (can fire again in round 4 when brings other broadside to bear
    "Brick" takes 12 damage losing 1 crew
    "Dave Smells" takes 18 damage from 2 hits losing 1 crew and 1 yard critical hit

    Round 2 Da Green Tide
    Da Green tide caster casts fiery blast of Glass cannon 2 9 damage and the Cannon catches fire 1 crew croaked
    Da Green tide caster Casts scroll of hobokin on Glass cannon 1
    Da Green tide captain activates figure head on wolf (Lighting Rod)
    Iron Keel critical on D.B.#2 1 crew lost 7 damage

    Round 2 Inlaid
    "We see you" takes a critical hit and a regular hit for 17 damage 1 yard lost 2 crew croaked
    "Hey no I don't" takes 19 damage from 2 hits 2 crew lost

    Round 3 Da Green Tide
    "Wolf" Deals 17 damage to D.B.1 1 crew croaked
    "Butch" Deals 10 damage to D.B. 4 1 crew croaked
    "Harbinger of Smacking" Deals 10 damage to G.C. 1 1 crew croaked

    Round 3 Inlaid
    none
    Round 4 Da Green Tide
    None
    Round 4 Inlaid
    "Lamb" takes 9 damage from D.B. 3 1 crew croaked
    Lighting rod absorbs two hits for "wolf"

    Round 5 Da Green Tide
    "Wolf" destroys G.C. 1
    "Lamb" Destroys G.C. 2
    "Deff Bane" destroys D.B. 5
    "Brick" Destroys D.B. 6

    Round 5 Inlaid
    None

    Round 6 Da Green Tide
    "Wolf" Destroys D.B. 1
    "Brick" Destroys D.B. 2

    Round 6 Inlaid
    None

    Round 7
    Boomer destroys D.B.2
    "Hey no I Don't" destroys D.B. 3

    End combat

    Bombardment
    Port reduced to level 1 2 buildings destroyed
    4 infantry croaked

    Level 1 port "Inlaid" 1 ruler, 1 captain, 4 infantry Tower level 2 0/10, Dockyard


    Inlaid Blockaded
    Production reduced to half (1), No upkeep from fishing, all ships entering port hex must pass though the blockade first ( This mean any ship that can reach Inlaid this turn may help break the blockade) You may not upgrade or build any building in Inlaid.


    After the battle Inlaids ruler Lord Erin decided to surrender. This made all his field units Barbarians.

    Inlaid had a Heir the heir orders all the units he could back to the capital to try and save his side. which lead to another battle

    Spoiler: show
    Breaking blockade
     
    Inlaid 2 brigs, 4 sloops, 2 captains, 2 casters, 2 cogs, 8 infantry
    Da Green tide: 2 schooners, 13 sloops, 5 captains, 1 heir, 2 casters
     
     
    Fleet pairings
    Inlaid vs Da Green Tide
    A dune (Brig) vs Rowdy(Sloop), Butch (Sloop), and Wolf (Schooner)
    A Deer (Brig) vs Shimmy Kazzy (Sloop), Lamb (Schooner), and Dave Smells (Sloop)
    Hotspur (Sloop) vs Iron Keel (Sloop),  Hornet (Sloop), and We See you (Sloop)
    Sheet (Sloop) Vs Brick (Sloop), Sloop Doggy dogg (Sloop)
    Cable (Sloop) Vs Deff Bane (Sloop) and Boomer (Sloop)
    Winch(Sloop) vs Harbinger (Sloop) and Hey no I dont (Sloop)

    Da Green tide goes first
     
    Round 1 casting green tide
    Caster 1 uses scroll of lightning rod on sloop Boomer
    Caster two uses scroll of harden on Sloop Boomer
     
    Round 1 casting Inlaid barbarians
    Figure head activated on hot spur (Lighting Rod)
    Caster 1 uses scroll of suped up on Hot spur success
    Caster 2 uses scroll of fiery blast on Schooner Wolf 10 damage schooner on fire
     
    Round 1 ships Da Green Tide
    Wolf Critical hit on A Dune 1 yard destroyed 3 crew croaked
    Dave Smells critical hit on A Deer 2 crew croaked
    Lighting rod spell blocks 3 attacks on Hot spur
     
    Round 1 Inlaid
    A Deer deals 8 damage to Shimmy Kazzy
     
    Round 2 casting Da Green Tide
    Caster 1 scroll of Firey blast on A Deer no fire
    Caster 2 casts Hobokin on a Deer
     
    Round 2 casting Inlaid
    Caster 1 casts Hobkin on Wolf. Schooner wolf hit and sunk
    Caster 2 Scroll of Firey blast on Lamb 3 damage no fire
     
    Round 2 Da Green Tide
    Rowdy and Butch close on A dune per orders
    Shimmy Kazzy and Dave smells close on A Deer per standing orders
    Lamb switches to target Sheet
    Lighting Rod Takes one hit for Hot Spur
    Harbinger deals 10 Damage to Winch 1 crew lost
     
    Round 2 Inlaid
    Damage dealt
     
    Round 3 casting Da Green Tide
    Caster 1 uses scroll of Fiery blast on Sloop cable no fire
    Caster 2 fails to use scroll of Fiery blast
     
    Round 3 casting Inlaid
    Caster 1 casts Hobokin on Lamb 11 damage
    Caster 2 casts Lighting rod on Hot Spur
     
    Round 3 Da green Tide
    Boarding action on A dune and A Deer
    Lighting rod take s 3 hits for Hot Spur
    Lamb deals 11 Damage to Sheet 1 crew croaked
     
    Round 3 Inlaid
    Damage dealt now firing both broad sides
     
    Round 4 casting Da Green tide
    None
     
    Round 4 casting Inlaid
    Caster 1 Scroll of  Fiery blast fail
    Caster 2 fiery blast on Lamb 10 damage ship on fire
     
    Round 4 Da Green tide
    Lambs captain attempts to put fire out fail
    Brick and Sloop Doggy Dogg close for boarding action per orders
     
    Round 4 Inlaid
    Hout spur deal 12 damage to Iron Keel
     
     
    Round 5 Da Green Tide
    A Dear and A Dune Captured sloops moving back to battle
    Brick and Sloop Doggy Dogg start boarding actions
    Lambs captain puts out fire
     
    Round 5 Da Green Tide Harbinger takes 11 Damage and is destroyed
     
     
    Round 6 Da Green Tide
     
    Critical hit from Rowdy on Hot Spur Croaks Inlaid caster 1 crew croaked
     
    Round 6 Inlaid
    Damage dealt
     
    Round 7 Da Green Tide
    Critical Hit to Hot Spur Captain croaked 1 crew croaked
     
    Round 7 Inlaid
    Lamb takes 8 Damage and is destroyed captain croaked
     
    Round 8 Da Green Tide
    Cable and Winch destroyed, Closing on hot spur per Standing Orders
     
    End combat

    The following unit were captured after the battle.

    2 Brigs
    2 sloops
    1 caster


    Da Green Tide takes the level 1 capital of Inlaid ending the side.

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     Post Posted: Sat Jun 17, 2017 10:45 pm 
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    Turn 15 summary

    Weather non this turn

    Battles

    major battle this turn
    New Thundermark Vs. a Quacken

    The Quacken was fierce destroying a ship every round, but New Thundermark was victorious.

    A few other minor battles with no real problems.

    New ships on the seas. Armed cogs and Ships of the line

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     Post Posted: Sun Jun 18, 2017 4:19 am 
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    Is it possible to join the game at this point?

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     Post Posted: Sun Jun 18, 2017 5:32 am 
    Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    This is ((NOT A GM)) speaking.. But when I see a neat game I know I get psyched for it and am eager to find out if I can or can;t play...
    But this particular bount seems to be ramping up towards, if not the end, then likely the final third...
    There have been numerous comments towards running another one afterwards by various folks though.

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     Post Posted: Mon Jun 19, 2017 3:14 am 
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    Wurrm D is planning on running one and I have another game im planning on running afterwords.

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     Post Posted: Wed Jun 21, 2017 11:38 am 
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    Cool, keep me in the loop!

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     Post Posted: Thu Jun 22, 2017 7:03 pm 
    Here for the 10th Anniversary
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    Same here, sad i was too busy at game start!

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