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Gobwin Bump Version 2.1
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Author:  LTD [ Wed Apr 21, 2010 9:16 am ]
Post subject:  Gobwin Bump Version 2.1

Hi.

There are some bugs (big and small) in the Gobwin Bump rules.

If you are interested, please check out this link HERE to find a second draft of the second version.

Changes to Scouting, Defence, Unit Creation.

Rules now include some ranged combat (or a version thereof).

Comments, thoughts, feedback?

Author:  bowdagger [ Wed Apr 21, 2010 10:41 am ]
Post subject:  Re: Gobwin Bump Version 2.1

cool I'll make a side tonight sometime.

Author:  BLANDCorporatio [ Wed Apr 21, 2010 10:57 am ]
Post subject:  Re: Gobwin Bump Version 2.1

Here's a comment:

Grezling

Hits: 1
Attack: 1
Defense: 1
Move: 1
Range: 3

"Dammit, how many of these things are there?!"

Guess how many I'll pop.

Author:  turbler [ Wed Apr 21, 2010 11:07 am ]
Post subject:  Re: Gobwin Bump Version 2.1

I'm in, if you'll let me. PS: Bland, whilst it would make them more expensive, maybe make them NON-Garrison units (move of >1)

Author:  BLANDCorporatio [ Wed Apr 21, 2010 11:12 am ]
Post subject:  Re: Gobwin Bump Version 2.1

Move 1 is Move 1. They can move 1 hex per turn. It will be enough.

Oh boy will it be enough.

Author:  turbler [ Wed Apr 21, 2010 11:29 am ]
Post subject:  Re: Gobwin Bump Version 2.1

then can there be a unit with Move of 0? no moving whatsoever?
PS
Cost=([1*1*1]+[{1*1*3}/2])*1=2.5 then rounded to 3. so you can pop exactly 66 with a warlord who has stats of full 1s. Of course if you can't have a leader the size of a bat, then you can pop still 60-ish. off the start.

Author:  Crovius [ Wed Apr 21, 2010 11:37 am ]
Post subject:  Re: Gobwin Bump Version 2.1

I'm still gonan amke a side of Dwawves. The mighty Gwiffon Hammers have all but fallen into extinction, so the dwawves have adapted by focusing on their ground forces. I'm modeling the side on how the Dwawves from Dragon Age: Origins were like (inluding stone warrior Heavies!)

Basic Unit for Bugger'al (keeping the name cause it's awesome, and Commander Dagnabit MIGHT make an appearance!)

Axe Dwawf

Hits: 5
Attack: 4
Defense: 1
Move: 1
Range: 1

"Ready yer axes, last Dwawf to cwoak a gobby owes everyone Ale!"

That's a total cost of What now?

Author:  Crovius [ Wed Apr 21, 2010 11:41 am ]
Post subject:  Re: Gobwin Bump Version 2.1

LTDave wrote:
Hi.

There are some bugs (big and small) in the Gobwin Bump rules.

If you are interested, please check out this link HERE to find a second draft of the second version.

Changes to Scouting, Defence, Unit Creation.

Rules now include some ranged combat (or a version thereof).

Comments, thoughts, feedback?


BTW, are we going with the range combat rules where range can be 1, 1.5, or 2, or is it 1, 2, or 3? And the units still fight in the same hex, but higher range means they get to attack first and they are usually at the bottom of the stack order so they can't easilly be targeted by units with Range 1 if they have defences or other stacks protecting them.

Or are we doing the whole units can fire into other hexes, which, IMO, can be horribly abused, especially when a defender doesn't need to rely on scouts.

Author:  turbler [ Wed Apr 21, 2010 11:42 am ]
Post subject:  Re: Gobwin Bump Version 2.1

it's ([Hits*Move*Defense]+[{Attack*Range*Hits}/2]*special) sepcial is 1 for normal units
so 5*1*1=5
+(4*1*5)/2=10
15*1=15.

Author:  BLANDCorporatio [ Wed Apr 21, 2010 11:43 am ]
Post subject:  Re: Gobwin Bump Version 2.1

turbler wrote:
PS: Cost=([1*1*1]+[{1*1*3}/2])*1=2.5 then rounded to 3. so you can pop exactly 66 with a warlord who has stats of full 1s. Of course if you can't have a leader the size of a bat, then you can pop still 60-ish. off the start.


Close. Cost is actually 1*1*1 + 1*1*3/20 = 2, if rounded up. So try something more like 90.

And that's just one unit. Future turns may bring more units like these, and/or a

Carrier

Hits: 30
Defense: 1
Attack: 1
Range: 1
Move: 5

for obvious purposes.

Crovius wrote:
Or are we doing the whole units can fire into other hexes, which, IMO, can be horribly abused, especially when a defender doesn't need to rely on scouts.


No, battles are contained in one hex only. No multi-hex range.

Author:  BLANDCorporatio [ Wed Apr 21, 2010 11:45 am ]
Post subject:  Re: Gobwin Bump Version 2.1

turbler wrote:
it's ([Hits*Move*Defense]+[{Attack*Range*Hits}/2]*special) sepcial is 1 for normal units
so 5*1*1=5
+(4*1*5)/2=10
15*1=15.


Again, that's 20, not 2, so the cost is a mere 6.

Nice work, Crovius!

Author:  turbler [ Wed Apr 21, 2010 11:46 am ]
Post subject:  Re: Gobwin Bump Version 2.1

my question still stands, can a unit have 0 move? Also, I hafta go to school, (only for the latter half of a day XP) so I'll be back for this little discussion later.

Author:  BLANDCorporatio [ Wed Apr 21, 2010 11:47 am ]
Post subject:  Re: Gobwin Bump Version 2.1

No. At least 1 Move, or else the multiplicative formula fails, obviously.

Author:  Crovius [ Wed Apr 21, 2010 11:49 am ]
Post subject:  Re: Gobwin Bump Version 2.1

We had units with Move 0 in last game...

Author:  Crovius [ Wed Apr 21, 2010 11:53 am ]
Post subject:  Re: Gobwin Bump Version 2.1

BLANDCorporatio wrote:
turbler wrote:
it's ([Hits*Move*Defense]+[{Attack*Range*Hits}/2]*special) sepcial is 1 for normal units
so 5*1*1=5
+(4*1*5)/2=10
15*1=15.


Again, that's 20, not 2, so the cost is a mere 6.

Nice work, Crovius!


Thanks, I was aiming for them to be by bread and butter guys, kinda like my Foddermen from last game.

Plans on unit types include:

short-range hammer throwers (range 2 maybe, lower attack but otherwise same everything else)
elite warriors (calling them Clan Champions, they'll be human-sized death machines, maybe a tiny bit larger)
stone guardians (lots of health and strong fighters, with siege special)
And bringing back the Delver, but only in name. The flying beasts the Dwawves used as scouts died out around the same time as the Gwiffons, but several dwawf clans now call some Dwawves "Delvers" who act as scouts.

Author:  BLANDCorporatio [ Wed Apr 21, 2010 11:59 am ]
Post subject:  Re: Gobwin Bump Version 2.1

Round-up is a thorn in my side, but let's try this again-

Grezling, v2:

Hits: 2
Def: 1
Att: 2
Move: 1
Range: 3

(Cost, 3)

Better, as less value-cost is lost to round-up.

Crovius wrote:
Thanks, I was aiming for them to be by bread and butter guys, kinda like my Foddermen from last game.


Yeah, what attracted my eye was that for a mere cost of 6 they could deliver quite a punch, even though not at range.

So I looked back on the Grezling concept. The Foddermen don't waste ANY unit value to cost; the cost does not round up it's already integer.

The original Grezling had a cost of 1.x, so it "wastes" value. The current version still does, but less.

Author:  Crovius [ Wed Apr 21, 2010 12:04 pm ]
Post subject:  Re: Gobwin Bump Version 2.1

They're Dwawves. They waste nothing when it comes to battle or mathematics. I might at some point make a random steam-powered war-machine for the Dwawves, but that idea is still being thrown around by the various creative parts of my mind.

Author:  Sihoiba [ Wed Apr 21, 2010 12:20 pm ]
Post subject:  Re: Gobwin Bump Version 2.1

Question as it was answered in the rules discussion. If a units mount dies what happens to that unit?

Author:  The Black Hand [ Wed Apr 21, 2010 12:31 pm ]
Post subject:  Re: Gobwin Bump Version 2.1

I'll take part, but the Kanite Legion will remain a v1.0 side.

Instead, we shall have the mighty forces of Encom, led by Commander Sark of Mainframe 511!

(Consider this a trial run for their planned appearance in War of the Arkentools, Part Deux.)

Author:  Azgrut [ Wed Apr 21, 2010 5:37 pm ]
Post subject:  Re: Gobwin Bump Version 2.1

The Golmon barbarians will return.

Does my warlord Lokarat remain a level 5 with 3 exp though? :P

I'll make side right away. Units become expansive...

Golmon Knight-Archers.
These units are the knight class archers of the golmon force. They wield short battle bows in battle and shoot their opponents from close. While they do fight from range, these bows are unable to be used to fire from one side of the hex to another. When forced to melee, the knights wield mighty spears in battle and trample opponents under the mighty hooves of the Golmon bred horses.
Hits 7,
Attack 7,
Defence 1,
Move 4,
Range 2,
Point 32,9=>33

Prince Lokarat
Hits 5,
Attack 5,
Defence 1,
Move 2,
Range 2,
Commander
Points 25

Golmon Battle horse
Hits, 10
Attack, 10
Defence, 1
Move, 4
Range, 2
Points 50

Hawks
Hits 1,
Attack 1,
Move 5,
Range 1,
Scout,
Points: 7,9 =>8

Force will consist out of:
Lokarat 25
Golmon Battle Horse 50
3 Golmon Knight-Archers 99
3 Hawks 24

Points left: 2.

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