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 Post Posted: Sun Aug 01, 2010 6:39 pm 
Has collected at least one unit Here for the 10th Anniversary
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Sihoiba wrote:
Also I'm finding a lack of a decent unit location reference is making the planning really hard, WaterMonkey's graphic is good, but doesn't match with Lt_Dave's at all, and is a bit too cluttered to know what units are where when there are multiple units in a hex.


Sorry about the clutter - it was mostly to show broad troop disposition, not individual unit placement. I'll try and keep mine a bit more readable on both fronts from now on. :D

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     Post Posted: Mon Aug 02, 2010 8:31 am 
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    Sihoiba wrote:
    I don't see the need for mists at A10 and C10, I'd rather have a bigger shield around Kettwey, I've tried to make the walls we're defending 2 mist thick generally, the extra mist at B8 is incase of flyers travelling over mountain attacks.


    Noted, and will proceed as indicated.

    However, it should be said that Kettwey's stack also included a Skirmisher (on the Fly) and Dixon (on a Copperhead). In order to allow your suggested number of Mists I will do some changes and maybe send Dixon and/or the Skirmisher to join with the Field Gun in bringing forth our first wave of reinforcements. Also, it's possible to have the Twain stop at C8 (Kettwey's position) so that Mists do not waste move. PS: I understand you want the Twain at C5. We'll see about it.

    That said, let's start orders:

    Mist x1 D9 -> E8 Shouted by Megaphone - has 1 move remaining
    Mist x1 D9 (by Megaphone) D9->D10, where it relays orders for the Mist there, then -> E9
    Mist x1 D10 -> E10 by relay, has 1 Move remaining
    Mist x1 B10 -> D9 - has 1 move remaining
    Mist x1 B9 -> A9 relay orders -> A8 relay orders Shouted by Megaphone
    Mist x1 A9 -> B8 on relayed orders, do not stack up with other mist, relay orders
    Mist x1 A8 -> C7 on relayed orders
    Mist x10 B10 mount Twain.


    Unmount Dixon from Coppehead. (both Copperheads now free to carry Mists).
    Twain, with Mists on-board, B10->C9. Unload the 10 Mists from Twain, mount these on the Twain at C9, then the now empty Twain returns to B10. Twain with Mists on board moves to C8, where the Mists dismount and board the Copperheads in Kettwey's stack.
    Kettwey's stack is {SteamFly{2xFusiliers, 1xSkirmisher}, 2x{Copperhead{5xMist}}, Kettwey, Viper APU, Gyroscope}.
    Kettwey's stack proceeds to E5.

    Next orders are a sequence of ifs. LtDave, we'll need your replies on this.

    1 Mist: E5->F6. If hex is clear, 1Mist: E5->F5, if hex is clear, 1Mist E5->E4.

    (Further orders for Mists stored until we get the answers).

    (Daimyo and his Aimursas will probably join Kettwey at E5; they may take some Kanites along with them, we'll see what the Mists can locate.)

    Troop locations (not including Mists):

    B10: 3x GMinotaurs, High King Peter, 2 Twains.
    C8: Twain (1 move used on road), Dixon, Blunderbuss the Siege Tank, 5x DwakonKnights, Lord Dwakvir.
    C7: Field Gun, Heavy Aimursa.
    C6: Ewephant.
    B5:
    Spoiler: show
    4 x Demonowith
    5x Minotaurs
    2x Huwwicane
    Ewephant
    Dwaconian
    Siege Tank
    2x Light Aimursas
    3 x Heavy Aimursa
    7x Axe Dwarf
    2x Dwarf Champion
    10x Kanite Militant
    2x Mehian Crossbowman
    4x Mehian Spearman
    King Edward
    Confessor Delacroix
    Daimyo Gegagny
    Bob the Guy
    Graf Zeppellin
    Flonne
    General Dagnabit


    Mist locations:

    Spoiler: show
    initial: A8, A9, B8, B9, D8, D9 x2, D10, B10 (11 of them)
    order1: A8, A9, B8, B9, D8, D9, D10, B10 x11, E8.
    order2: A8, A9, B8, B9, D8, D10, B10 x11, E8, E9.
    order3: A8, A9, B8, B9, D8, B10 x11, E8, E9, E10.
    order4: A8, A9, B8, B9, D8, D9, B10 x10, E8, E9, E10.
    order5: A8x2, A9, B8, D8, D9, B10 x10, E8, E9, E10.
    order6: A8x2, B8x2, D8, D9, B10 x10, E8, E9, E10.
    order7: A8, B8x2, C7, D8, D9, B10 x10, E8, E9, E10.

    final: A8, B8 x2, C7, D8, D9, E8, E9, E10, E5 x7 + x2 (pending exploration), F6.

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     Post Posted: Mon Aug 02, 2010 8:41 am 
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    Unit ref:

    Spoiler: show
    Code:
    Gobwin Bump units

    Ground Infantry
    Name                    Hits            Attack          Defense         Move            Special
    ==================================================================================================
    Garrison Twoll          14              4               5               0.5
    Gobwin                  3               4               3               2
    Field Twoll             15              5               5               2      
    Gowem                   30              30              5               1

    Ground Archers
    Name                    Hits            Attack          Defense         Move            Special
    ==================================================================================================
    Gobwin Archer           3               4               3               2               Ranged
    Golmon Knight           5               8               5               4               Ranged         

    Flying Infantry
    Name                    Hits            Attack          Defense         Move            Special
    ==================================================================================================
    Golmon Battle Hawk      1               1               1               5               Ranged, Scout         
    Wessew Dwagon           10              15              5               5
    Gweat Dwagon            30              5               5               5

    Ranged Fliers
    Name                    Hits            Attack          Defense         Move            Special
    ==================================================================================================
    Fire Dwagon             7               11              0               5               Ranged

    Commanders
    Name                    Hits            Attack          Defense         Move            Special
    ==================================================================================================
    Prince Lokarat          4               5               1               4               Ranged, Lv6     
    Twevow                  3               4               3               2               Lv2, Croaked
    Wobin                   3               4               3               2               Lv1
    Wussel                  3               4               3               2               Lv2, Croaked
    Wayne                   3               4               3               2               Lv2
    Gowdon                  3               4               3               2               Lv4, Croaked



    MCC Units

    Scouts
    Name                    Hits            Attack          Defense         Move            Special         Side
    =========================================================================================================================
    Bweeze                  1               1               0               5               Ranged, Scout   Weather Toffs
    Gyro Scope              1               1               0               5               Scout           Steam Gentlemen
    Spoiler                 1               1               1               2               Scout           Kingdom of Meh
    Viper APU               4               4               2               5               Ranged, Scout   Kanite Legion
    Light Aimursa           3               2               2               4               Scout           Empire of Risun

    Ground Infantry
    Name                    Hits            Attack          Defense         Move            Special         Side
    =========================================================================================================================
    Demonolith              30              45              5               1                               Nether-Erf
    Elephant                30              45              5               1                               Kingdom of Nawnia
    Garrison Minotaur       15              20              5               0.5                             Kingdom of Nawnia
    Minotaur                15              20              5               1                               Kingdom of Nawnia
    Mist                    1               1               0               2                               Weather Toffs
    Rolling Scorpion        10              15              5               3                               Steam Gentlemen
    Axe Dwarf               5               4               1               2                               Bugger'al
    Dwarf Champion          7               9               2               2                               Bugger'al
    Mehian Spearman         4               4               4               2                               Kingdom of Meh
    Nerb Ranger             10              12              3               2                               Kingdom of Meh
    Dwagonknight            3               5               2               1                               Dwacon
    Dwaconian               30              15              5               3                               Dwacon
    Kanite Militant         2               2               2               2                               Kanite Legion
    Heavy Aimursa           5               7               2               4                               Empire of Risun

    Ground Archers
    Name                    Hits            Attack          Defense         Move            Special         Side
    =========================================================================================================================
    Huwwicance              30              45              5               1               Ranged          Weather Toffs
    Wion Hunter             5               8               5               2               Ranged          Steam Gentlemen
    Twain                   30              1               1               4               Ranged          Steam Gentlemen
    Hammer Dwarf            4               3               1               2               Ranged          Bugger'al
    Dwarven Siege Tank      25              30              5               1               Ranged (Siege)  Bugger'al
    Mehian Crossbower       3               5               3               2               Ranged          Kingdom of Meh
    Kanite Rocketman        6               4               4               2               Ranged          Kanite Legion
    Fussilier               5               5               5               1               Ranged          Commonwealth of Escotia
    Skirmisher              5               5               5               2               Ranged          Commonwealth of Escotia
    Field Gun               30              45              5               2               Ranged          Commonwealth of Escotia

    Flying Infantry
    Name                    Hits            Attack          Defense         Move            Special         Side
    =========================================================================================================================

    Ranged Fliers
    Name                    Hits            Attack          Defense         Move            Special         Side
    =========================================================================================================================
    Shower                  3               3               0               5               Ranged          Weather Toffs
    Steam Fly               30              1               1               5               Ranged          Steam Gentlemen
    Copperhead ACU          10              15              5               5               Ranged          Kanite Legion

    Commanders
    Name                    Hits            Attack          Defense         Move            Special         Side
    =========================================================================================================================
    Peter                   6               9               5               1               Lv3(1)          Kingdom of Nawnia
    Edmund                  6               9               5               1               Lv3(3)          Kingdom of Nawnia
    Duke Kettwey            6               4               0               5               Ranged, Lv4     Weather Toffs
    General Dagnabbit       6               5               3               2               Lv3(2)          Bugger'al
    Bob the Guy             5               8               5               2               Lv4(1)          Kingdom of Meh
    Lord Dwakvir            3               5               2               1               Lv3(2)          Dwacon
    Confessor Marcion
    Delacroix               6               9               5               2               Lv3(1)          Kanite Legion
    Daimyo Gejagny          6               9               4               4               Lv3(1)          Empire of Risun
    Flonne                  6               9               5               2               Lv2(1)          Nether-Erf
    Capt. Alistair Dixon    5               1               5               1               Lv?             Commonwealth of Escotia
    Graf Zeppellin          5               8               5               2               Ranged, Lv4(2), Steam Gentlemen
                                                                                            Chief Warlord


    Now let's see. Daimyo and co will go to E5, but the remaining question is how many Kanites should they carry? Because if the Mists find nothing, then we'll especially need those Kanites fanned out near GB. *cough*. Right. Dwarven Axemen are even better gurads for that purpose however, so there's some room for maneuvering here.

    Apart from that, there's Dixon and the other reinforcements. On this turn, Dixon, Blunderbuss and Field Gun can make it to where the Ewephant is. Maybe they can move 1 more hex, but that we'll order after the battles.

    The Twain at C8, I'm thinking it can either go back to B10, or advance a bit more so that we can get a Twain relay for 15Hits worth of units all the way to GB.

    Speaking of designing units. Some survivability is never too bad. Consider:

    Hits: 15; Attack: 23; Defense: 0; Move: 1. Cost, 19. With 2 defense, it jumps to 20. Not too tough, but relayable, and good attack to cost ratio.

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     Post Posted: Mon Aug 02, 2010 9:45 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    I'm sorely tempted to switch back with Nihila and make the new mid-size unit a cavalry unit... named a "Dwagoon". :P 'Tmight make things mighty interesting when discussing things - dwagoons and dwagons!

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     Post Posted: Tue Aug 03, 2010 6:59 am 
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    Well, as cavalry, it would cost 57-60 points. Pretty high, but it could move, with Twain support, from camp to Bump in one turn, so it might be worth the cost. Supported by a swarm of small units, like Militants or Peasant-types, it could be quite dangerous.

    Let's wait for BLAND's opinion on the dwagoons, anyhow. Sadly, it is not likely for the Bump to pop any more dwagons, as Gowems and Twolls are more dangerous on the defense.

    Edited:
    If the dwagoons are approved, I would recommend for future turns, assuming a pop point ration of 140, to give 60 points to Escotia to pop one Dwagoon, and 20 to the WeatherToffs for Mists and 20 for the Peasants, then there would be 40 other points to work with.

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     Post Posted: Tue Aug 03, 2010 11:53 pm 
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    Apologies on the delay. Please do send through a PM if you need me to respond quickly.

    Those hexes (F6, F5, E4) are clear of Gobwin Bump Forces.

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     Post Posted: Wed Aug 04, 2010 1:52 pm 
    Here for the 10th Anniversary Has collected at least one unit
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    Mist x1 E5 ->F6 form separate stack
    Mist x1 E5 ->F5 form separate stack
    Mist x1 E5 ->E4 form separate stack
    Mists x2 E5-> D5 form separate stacks
    Mists x2 E5-> D6 form separate stacks

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     Post Posted: Wed Aug 04, 2010 4:19 pm 
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    Uhm, I don't think I'll have the time to run battle calcs right now, so if anyone wants to do those, go right ahead. Here's what my plan is about.

    - One reasonably strong stack, with Zep's leadership, attacks one of the 6GTwoll 2Gowem stacks. Our forces should be strong enough to ensure a Twoll is croaked, but no more. Let's call the stack we attacked now The Mark.
    - Suicide attacks, most likely with 1 Kanite each, against the other GB stacks so that we can attack the Mark again.
    - An attack comprised of most remaining heavies and leaders, with the exception of Daimyo.
    - More suicide attacks with Kanites. If we run out, use either Nerb rangers or Axe Dwarves, whichever seems less tough. I'd keep Axe Dwarves for later.
    - A final attack against the Mark. Our stack should include ALL our remaining units, except Risun units and maybe small units that Aimursas could carry, if you think we can spare these.

    See, there is a requirement on this last attack. I'd like several small units to remain available when it is over, and those units should have move left (so they should be mounted on other units on their trip to GB). I'd prefer if these small units are Axe Dwarves.

    We'll need some small units to stack spam GB itself, but these don't need move because they won't leave the hex.

    The reason is, I'd like to have some moveable Axe Dwarves in the GB hex, so that they can fan east in three-four hexes, and populate these with one or two Axe Dwarves, before we end turn.

    I trust it's obvious why I'm planning this.

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     Post Posted: Wed Aug 04, 2010 4:31 pm 
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    What's the word on WaterMonkey's dwagoons, BLAND?

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     Post Posted: Wed Aug 04, 2010 4:42 pm 
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    Oh, those.

    What are the stats? I take it they have high move. Eh. Not enthused to be honest. If we want a high-move unit, how about-

    15Hits, 1 Attack, 5 Defense, 4 Move; for a cost of 42. The answer to our prayers?

    The reason behind THAT is that I was going to arrange defensive stacking on our heavies so that the Minotaurs will bear the brunt of the casualties (because, they are easier to replace).

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     Post Posted: Wed Aug 04, 2010 9:02 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    If we're going to have high-ish move units, I'd go with 2 or 3. We have no need for a 4 move unit, as it would take 2 turns to reach the Bump under its own power and 1 turn on a Twain - the same as a move 3 unit.

    When I said "cavalry", I was actually thinking in-character; I was actually thinking 1-2 move anyway. :P

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     Post Posted: Thu Aug 05, 2010 4:06 pm 
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    I won't be running the battle calcs, if anyone can pick up the slack there, that'd be great. But I'll issue the orders.

    One thing: don't run battle calcs on the suicide attacks. The stacks we send in those are croaked in their entirety, and can be assumed to inflict no damage.

    After some more consideration, I thought we should try to croak the enemy warlord anyways. No xp for 'im that way.

    So, team Sniper {2x Huwwicane, Siege Tank{2x Mehian Crossbowman}, Graf Zeppellin} attacks Team Warlord, ranged attack, targeted against the warlord. Remaining damage dealt normally.

    (If Crossbowmen can't fit on the Siege Tank, redistribute them.)

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     Post Posted: Thu Aug 05, 2010 4:10 pm 
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    Send 1 Kanite against each of the other stacks in GB (4 Kanites are expended).

    Then,

    Team Demonic {4xDemonowith, Bob the Guy} attacks Team Warlord.

    (Send 4 more Kanites, 1 against each of the other stacks in GB).

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     Post Posted: Thu Aug 05, 2010 4:16 pm 
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    Team Insertion {Ewephant{3x Axe Dwarf}, Dwaconian{3x AxeDwarf}, Minotaur{Axe Dwarf, Kanite Militant}, Minotaur{Dwarf Champion}, Minotaur{Dwarf Champion}, Minotaur{Kanite Militant, Mehian Spearman}, Minotaur{Mehian Spearman, Mehian Crossbower}, Mehian Spearman, King Edward (Leads), Confessor Delacroix, Flonne, General Dagnabit} attacks Team Warlord.

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     Post Posted: Thu Aug 05, 2010 6:53 pm 
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    Code:
    COMBAT!      
    Battle is joined in hex:   C10   
    TIME OF POST (in minutes and seconds):   635   
    Attacker:      
    Total Attack Value:   138   
    Level of Highest Commander:   5   
    Total Defence of  Stack:   26   
    Number of Units:   6   
    Average Defence:   4   
    Terrain Bonus of Hex:   0.0   
    Special Bonus:   1.0   {Default is 1.0}
    Random Percentage:   90%   
    Total Damage:   186   
          
    Hits Inflicted on the Enemy:   23   


    12 damage dealt to Commandew Wobin in targetted attack, cwoaked
    11 damage dealt to Garrison Twoll, 3 hits left
    Stack remaining 1 injured Garrison Twoll, 3 uninjured Garrison Twoll, 2 Gowem

    Code:
    Defender         
    Total Attack Value:   106      
    Number of Units:   2      
    Level of Highest Commander:   0      
    Total Defence of  Stack:   10      
    Number of Units:   2      
    Average Defence:   5      
    Terrain Bonus of Hex:   2.0      
    Special Bonus:   1.0   {Default is 1.0}   
    Ambush Bonus:   1.0   {Default is 1.0 - Ambush is 2.0}   
    Random Percentage:   100%      
    Total Damage:   60      
             
    Hits Inflicted on the Enemy:   49


    Huwwicane takes 30 damage DIES!
    Huwwicane takes 19 damage, 11 hits left.
    NO XP for Gwaff!

    (Originally I made a mistake and forgot the 2 terrain bonus for forts, if not for this the first attack would have killed everything except the Gowems!)


    Last edited by Sihoiba on Thu Aug 05, 2010 7:16 pm, edited 2 times in total.
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     Post Posted: Thu Aug 05, 2010 7:01 pm 
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    The Kannites aren't actually capable of dealing 1 hit, but I'm still going to calculate the battles.

    Note only 4 stacks total in Gobwin Bump so I see only a need for 3 kamikazi attacks?

    Kannite Suicide attack 1 against Enemy Stack A

    Code:
    COMBAT!      
    Battle is joined in hex:   C10   
    TIME OF POST (in minutes and seconds):   130   
    Attacker:      
    Total Attack Value:   2   
    Level of Highest Commander:   1   
    Total Defence of  Stack:   2   
    Number of Units:   1   
    Average Defence:   2   
    Terrain Bonus of Hex:   0.0   
    Special Bonus:   1.0   {Default is 1.0}
    Random Percentage:   70%   
    Total Damage:   2   
          
    Hits Inflicted on the Enemy:   0   
          
    Defender      
    Total Attack Value:   84   
    Number of Units:   7   
    Level of Highest Commander:   0   
    Total Defence of  Stack:   35   
    Number of Units:   7   
    Average Defence:   5   
    Terrain Bonus of Hex:   2.0   
    Special Bonus:   1.0   {Default is 1.0}
    Ambush Bonus:   1.0   {Default is 1.0 - Ambush is 2.0}
    Random Percentage:   70%   
    Total Damage:   59   
          
    Hits Inflicted on the Enemy:   44   


    Kannite get's stepped on.
    Garrison Twoll takes no damage


    Last edited by Sihoiba on Thu Aug 05, 2010 7:14 pm, edited 2 times in total.
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     Post Posted: Thu Aug 05, 2010 7:03 pm 
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    Kannite Suicide attack 2 against Enemy Stack C

    Code:
    COMBAT!      
    Battle is joined in hex:   C10   
    TIME OF POST (in minutes and seconds):   331   
    Attacker:      
    Total Attack Value:   2   
    Level of Highest Commander:   1   
    Total Defence of  Stack:   2   
    Number of Units:   1   
    Average Defence:   2   
    Terrain Bonus of Hex:   0.0   
    Special Bonus:   1.0   {Default is 1.0}
    Random Percentage:   95%   
    Total Damage:   2   
          
    Hits Inflicted on the Enemy:   0   
          
    Defender      
    Total Attack Value:   84   
    Number of Units:   7   
    Level of Highest Commander:   0   
    Total Defence of  Stack:   35   
    Number of Units:   7   
    Average Defence:   5   
    Terrain Bonus of Hex:   2.0   
    Special Bonus:   1.0   {Default is 1.0}
    Ambush Bonus:   1.0   {Default is 1.0 - Ambush is 2.0}
    Random Percentage:   80%   
    Total Damage:   67   
          
    Hits Inflicted on the Enemy:   50   


    Kannite get's torn to pieces.
    Garrison Twoll undamaged

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     Post Posted: Thu Aug 05, 2010 7:12 pm 
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    Kannite Suicide attack 3 against Enemy Stack D

    Code:
    COMBAT!   
    Battle is joined in hex:   C10
    TIME OF POST (in minutes and seconds):   1258
    Attacker:   
    Total Attack Value:   2
    Level of Highest Commander:   1
    Total Defence of  Stack:   2
    Number of Units:   1
    Average Defence:   2
    Terrain Bonus of Hex:   0.0
    Special Bonus:   1.0
    Random Percentage:   65%
    Total Damage:   1
       
    Hits Inflicted on the Enemy:   0
       
    Defender   
    Total Attack Value:   106
    Number of Units:   7
    Level of Highest Commander:   0
    Total Defence of  Stack:   35
    Number of Units:   7
    Average Defence:   5
    Terrain Bonus of Hex:   2.0
    Special Bonus:   1.0
    Ambush Bonus:   1.0
    Random Percentage:   65%
    Total Damage:   69
       
    Hits Inflicted on the Enemy:   52


    Kannite smooshed by Gowems
    Garrison Twoll Uninjured.

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     Post Posted: Thu Aug 05, 2010 7:18 pm 
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    Team Demonic {4xDemonowith, Bob the Guy} attacks Team Warlord.

    Code:
    COMBAT!   
    Battle is joined in hex:   C10
    TIME OF POST (in minutes and seconds):   1010
    Attacker:   
    Total Attack Value:   188
    Level of Highest Commander:   5
    Total Defence of  Stack:   25
    Number of Units:   5
    Average Defence:   5
    Terrain Bonus of Hex:   0.0
    Special Bonus:   1.0
    Random Percentage:   100%
    Total Damage:   282
       
    Hits Inflicted on the Enemy:   35
       
    Defender   
    Total Attack Value:   106
    Number of Units:   7
    Level of Highest Commander:   0
    Total Defence of  Stack:   35
    Number of Units:   7
    Average Defence:   5
    Terrain Bonus of Hex:   2.0
    Special Bonus:   0.5
    Ambush Bonus:   1.0
    Random Percentage:   90%
    Total Damage:   48
       
    Hits Inflicted on the Enemy:   18


    Garrison Twoll takes 3 hits dies.
    Garrison Twoll takes 14 hits dies.
    Garrison Twoll takes 14 hits dies.
    Gawwison Twoll takes 4 damage, 10 hits left.

    Demonwith takes 18 damage, 12 hits left.

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     Post Posted: Thu Aug 05, 2010 7:19 pm 
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    3 more kannites suicide and take more than 25x their hits in damage

    Stacks A, C & D take no damage.

    Someone else can do the final attack.

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