Erfworld Forums
http://forums.erfworld.com/

Battle for Gobwin Knoll - IC - Game Play
http://forums.erfworld.com/viewtopic.php?f=23&t=13562
Page 2 of 6

Author:  Deck of Cards [ Thu Jan 12, 2017 1:45 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

[If Dogetown wanted to keep 2440, he wouldn't have pulled out all his troops.]

Author:  LTD [ Thu Jan 12, 2017 4:32 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

Deck of Cards wrote:
[If no one else wants to, I could claim 2440 to start cranking out units for our conquest.]


{You don't have any schmuckers to build on this city site - nor do you have permission from Dogton - you would have to ask your ruler to check the terms of the contract}

Author:  WurmD [ Thu Jan 12, 2017 5:36 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

"huh, I see we've started on the wrong foot."

"Super Sayan Parsnap!"

"Have you looked at this rough map?!"

"The enemy capital is on the other side of this lake. I intend to find it right away! What greater glory can there be than to TAKE the capital of the enemy?!"

"Will all the Sayans come with me?!"

{If we overrun 1941, let all your Sayans be transported to attack 2038, and then after-combat-movement to 2436 the far side of the lake?
If we don't overrun 1941, let all your Sayans be transported by after-combat-movement to 2436 the far side of the lake?}

Author:  Stryke [ Thu Jan 12, 2017 6:33 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

EDIT: all actions cancelled, my orders will be in the mass order post.

Author:  Stryke [ Thu Jan 12, 2017 6:57 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

"i like you style little bug man, i shall join your attack on the capital" - Parsnap

Author:  Deck of Cards [ Thu Jan 12, 2017 11:16 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

LTD wrote:
Deck of Cards wrote:
[If no one else wants to, I could claim 2440 to start cranking out units for our conquest.]


{You don't have any schmuckers to build on this city site - nor do you have permission from Dogton - you would have to ask your ruler to check the terms of the contract}

[Considering Brutus probably checked over and signed the contract when he made his way through Dogeton territory, he'll review the sections on city claiming.]

Author:  GJC [ Thu Jan 12, 2017 11:38 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

((Hey, Deck, could you hop over onto the pad to verify your orders? Specifically, that you're sending your Command and Second stack at 2038, and your third stack at 1941 on Leviathan-back.))

Author:  Deck of Cards [ Thu Jan 12, 2017 11:40 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

Not if the Leviathan is blitzing the enemy capital. Brutus will want to be there.

Author:  RocketSeraph [ Thu Jan 12, 2017 6:58 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

The Doommobile (Starting on hex 2343)
Spoiler: show
Seraph:
1x Rocket Executive Warlord (17/70/6/6, Warlord, Tunneling, 140 Siege)
13x Rocket Grunt (15/14/5/6, Piker, Tunneling)
2x Magic Schoul Bus (45/26/6/34, Flying, Piker, Mount 7)
Stack 1 (Warlord, Bus, 6 Grunts): 152/268/5.25/34, 140 Siege
Stack 2 (Bus, 7 Grunts): 150/196/5.125/34

WurmD:
1x Leviathan (200/200/7/48 Siege, Fly, Stealth, Mount 43)
1x Leader Ant (6/3/6/8)
Stack 3: 206 / 213 / 6.5 / 48 Heavy, 400 Siege

Wiz:
1x Hawkmen Warlord (37/35/6/20, Warlord, Flying)
7x Hawkmen Piker (35/33/6/20, Piker, Flying)
Stack 4: 280/354/6/20

Shadow:
1x Dwy Bones Warlord "Minion" (15/17/6/8, Warlord, Ground)
7x Dwy Bones Pikers (13/15/6/8, Piker, Ground)
1x Spine Coaster (29/4/6/27, Piker, Flying, Mount 8)
8x Dwy Bones Heavies (15/15/5/8, Heavy, Ground)
Stack 5(Warlord, Pikers, Coaster): 135/207/6/27 Flying
Stack 6 (Heavies): 120/192/5/8

Rev:
Stack 7: 142/210/4.875/38, Stabber

GJC:
Headmistress, Walpurgis, 6 Witchknights
Stack 8 : 187/451/6.1/52,



Stack 1: 8 units - Seraph - Piker - Chief Warlord - Rocket Stack 152,260,5.25, 140 Siege
Stack 2: 8 units - Seraph - Piker - Rocket Stack 150/188/5.125
Stack 3: 2 units - Wurm's - Heavy - Warlord - 206/213/6.5
Stack 4: 8 units - Wiz - Piker - Warlord - Hawkmen stack 280/346/6
Stack 5: 9 units - Shadow - Piker - Warlord - Dry Bones - 135/207/6
Stack 6: 8 units - Shadow - Heavy - Drybones - 120/192/5
Stack 7: 8 units - Rev - Stabber - Warlord - 142/210/4.875, Stealth
Stack 8: 8 units - GJC - Stabber - Warlord - Witch Knights - 187/451/6.1


ORDERS1: Move Doommobile to hex 1941. Obliterate the heretics. Movement after combat in After

Combat Orders

Pikeslayer
Spoiler: show
Assaulting 16 Pikers in hex 2038:

Atrius:
1 Pixie Heir w/7 Pixie Pikers
Stack 1: 34/138/6/22, Flying, Piker)

Deck of Cards: 1 CWL Brutus, 23x Brutes
Stack 2 (CWL, 7 Brutes): 122/154/6/8 Chief Warlord of side Brutus
Stack 3 (8 Brutes): 120/128/6/8
Stack 4 (8 Brutes): 120/128/6/8

Revanchist:
1 Slippery Devil, 7 Skulkers
Stack 5: 112/154/4.75/38, Stabber, Stealth, Unled)

Requiem:
8x Gnodwicks (10/8/1/8)
Stack 6: 80/128/1 Stabber

Stryke: (To start in 2441)

x1 SuperSaiyan with 7 Saiyan Swordsmen
Stack 7: 50/176/4.124/28 Stabbers

x3 Saiyans Stabbers}
Stack 8: 18/45/5/28 Stabbers

WurmD: If 1941 is Overrun, move Leviathan+Warlord to 2038 afterwards, displacing the previous

stack 8.
Stack 8(alternate): 206 / 211 / 6.5 / 48 Heavy


ORDERS2: Move Pikeslayer to 2038. Fight Gobwins.

Strategic Reserve (i.e. units that ain't doing much this turn):
Silver's Force
Spoiler: show
Silver:
1x Hobnobber Warlord (75/72/6/8, )
39x Piniantas (17 / 8 / 3 / 6, Piker, Tunneling)

Stack 1: Pinianta (136 / 128 / 3)
Stack 2: Pinianta (136 / 128 / 3)
Stack 3: Pinianta (136 / 128 / 3)
Stack 4: Pinianta (136 / 128 / 3)
Stack 5: (194 / 208 / 3.5, Siege 144)

ORDERS3: Have Silver's Force start in 2440 and move all units up to 2139.

Requiem's Force
Spoiler: show
Requiem:
1x Gnoroad (30/4/5/22 Fly Mount 9)
1x Royal Heir 'Gno Man' (?)
8x Gnome Pikers (8/22/6/6 Tunnel)
2x Bad Gear (30/4/6/17 Mount 1)
2x Sobolds (5/14/6/6 Tunnel)
8x Gnodwick (10/8/1/8)
Stack 1: ??
Stack 2: 90 / 21 / 6 / 17 Tunnel, Stealth.
Stack 3: 80 / 128 / 1 / 8

ORDERS4: Start Requiem's force in 2341, move to 2440.

ORDERS5: Doombats Scouting:
Order Stack 1 of PicoFlies to Hex 2239.
Order Stack 2 of PicoFlies to Hex 2239.
Order Stack 3 of PicoFlies to Hex 1942.
Order Stack 4 of PicoFlies to Hex 2741. [can't reach if starting at 2343; lets make this stack

start at 2342]
Order Stack 5 of PicoFlies to Hex 2040.
Order Stack 6 of PicoFlies to Hex 2439.
Order Stack 7 of PicoFlies to Hex 2540.
x25 Frieza Force to 2438
x10 Frieza Force to 2640
x1 Frieza Force to 2039
x1 Frieza Force to 2338
x1 Frieza Force to 2638
x1 Frieza Force to 2739
x1 Frieza Force to 2740
x2 Skulkers to 2639

General combat tactics:
If possible, prioritize engagements in such a way that we:
1: Engage to maximize our type advantage.
2: Protect our low-defense stacks from enemy high-combat stacks.
3: Spread out enemy attacks across our stacks, so no one stack tanks much more than the others.

Protect warlords when allocating casualties. In stacks with >35-hit units (excluding the Hawkmen), have those high-hit units take damage first.


Post Combat Movement
ORDERS6: Leviathan to 2239, picks up 3 pixies, drops 1 at 2237, 1 at 2436, and 1 at 2537, before

returning to city site 2440

Additional Orders
Warlord Parsnap demands everyone take a talker because he hates using hats
Talker: Think-a-mancy/Doll-o-mancy item that allows low cost long rang think-a-grams
Geo will take one, although he gets enough Weirdness in his ear from these devices and insists it be kept non-Weird.
Brutus will take one, but probably only pull it out occasionally.
The Ant Men receives one.
The Headmistress takes one. The Witch-Knights take one, but break it by accident.
---------------

Author:  GJC [ Thu Jan 12, 2017 8:08 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

"Enough talk." Snapped the Headmistress, with uncharacteristic sharpness. "We've agreed, I think, on most points. The capital will fall in time, but for now, we have armies to croak. Well, stacks. Girls!" Ashura turned suddenly, to face the Witch-Knights who were still arrayed behind her. Witch-Knights who, seeming almost precognitive, had snapped to attention an instant before they entered her field of view. "It is time we encountered the inhabitants of this strange new land." The headmistress grinned. That is to say, her lips pulled back and all her teeth were visible. They were filed to points - or did they grow that way naturally? "Let us earn our keep."

"And as for communications..." Ashura glanced over her shoulder briefly, holding up a Talker in one hand, now speaking to the assembled officers. "I shall take one of these, with thanks to Super Saiyan Parsnap. In addition, I've asked my ruler to dispatch a liasion, to represent us at this table. Just a diplomat. She will be arriving shortly. I wish you all good hunting." With those words, the Headmistress followed her soldiers out of the war room. A minute later, the scream of a Walpurgis was heard overhead, as her stack moved to rendezvous with the strike force. Field trips were fun!

Author:  LTD [ Thu Jan 12, 2017 8:12 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

Battle in 1941 -
A lone (but stealthed) Gobwin Piker stands in a cactus patch, watching the surrounding desert, minding her own business as she has these many turns.

SPLAT!

A creature of unimaginable size lands on her hex, croaking her instantly.

Dozens of heavily armed warriors leap from the creature, screaming incoherently.

The Leviathan takes off and flies away.

It is the very definition of over-kill.





Battle in 2038
Two stacks of Gobwin Pikes are engaged by eight stacks of Alliance forces. They have no leadership, and are quickly out-matched (though there are no ranged units present, allowing the Pikes some light relief).

After two rounds of combat, the Gobwins are destroyed, with one taken prisoner, heavily wounded.

One Saiyan Stabber has succumbed to wounds (almost two! 11 hits inflicted and they take 6 each!).

The battle phase has come to an end - all non-combat movement occurs - Alliance turn 1 ends.

Author:  LTD [ Thu Jan 12, 2017 8:18 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

Ferrr-Durrrp!

The Gobwin Knoll turn has begun.

In hex 2739, Frieza Force is over-run and destroyed.


Ferrr-Durrrp!

The Alliance turn 2 has begun.
Attachment:
Gobwin Knoll 002.jpg
Gobwin Knoll 002.jpg [ 124.54 KiB | Viewed 1100 times ]

{2840 &2841 should be shown as heavy mountains}

{72 hours for orders to be due}
**** BEGIN SCOUT REPORT ****
1737 - UNKNOWN - STEALTH UNITS PRESENT
2334 - UNKNOWN - STEALTH UNITS PRESENT
2938 - UNKNOWN - STEALTH UNITS PRESENT
**** END SCOUT REPORT ****

Alliance Unit Locations at Start of Turn
Spoiler: show
Start-of-turn Positions

Hex 1941
1x Suit Warlord (17/20/6/8, Warlord, Stealth, Ground)
3x Suits (15/20/5/8, Stabber, Stealth, Ground)
4x Skulker (8/10/5/20, Stabber, Tunneling)
1x Slippery Devil (56/20/3/38, Mount 9, Heavy, Stealth)

1x Rocket Executive Warlord (17/70/6/6, Warlord, Tunneling, 140 Siege)
13x Rocket Grunt (15/14/5/6, Piker, Tunneling)
2x Magic Schoul Bus (45/26/6/34, Flying, Piker, Mount 7)

1x Hawkmen Warlord (37/35/6/20, Warlord, Flying)
7x Hawkmen Piker (35/33/6/20, Piker, Flying)

1x Headmistress (17/48/6/6, Warlady, Tunneling)
6x Witch-Knights (15/46/6/6, Stabber, Tunneling)
1x Greater Walpurgis (80/39/7/52, Piker, Flying, Mount 12)

1x Dwy Bones Warlord "Minion" (15/17/6/8, Warlord, Ground)
7x Dwy Bones Pikers (13/15/6/8, Piker, Ground)
8x Dwy Bones Heavies (15/15/5/8, Heavy, Ground)
1x Spine Coaster (29/4/6/27, Piker, Flying, Mount 8)



Hex 2038
7x Skulker (8/10/5/20, Stabber, Tunneling)
1x Slippery Devil (56/20/3/38, Mount 9, Heavy, Stealth)

8x Gnodwick (10/8/1/8)

23x Brutes (15/7/6/8, Piker, Ground)
1x Heir Chief Warlord Brutus the Brutal of the side of Brutal Beaters (17/9/6/8)

1x Pixie Heir (6/8/6/22)
7x Pixie Piker (4/6/6/22)

1x Super Saiyan (8/12/5/28 Fly)
6x Saiyan Swordsmen (6/12/4/28 Fly)


2440:
1x Gnoroad (30/4/5/22 Fly Mount 9)
1x Royal Heir 'Gno Man' (?)
8x Gnome Pikers (8/22/6/6 Tunnel)
2x Bad Gear (30/4/6/17 Mount 1)
2x Sobolds (5/14/6/6 Tunnel)

1x Leviathan (200/200/7/48 Siege, Fly, Stealth, Mount 43)
1x Leader Ant (6/3/6/8)

3x Saiyan Swordsmen (6/12/4/28 Fly)


2139:
1x Hobnobber Warlord (75/72/6/8, )
39x Piniantas (17 / 8 / 3 / 6, Piker, Tunneling)


Scouting:
2239: 16 Picoflies, 1 Frieza Force
1942: 8 Picoflies
2741: 8 Picoflies
2040: 5 Picoflies
2439: 8 Picoflies
2540: 8 Picoflies
2438: 25 Frieze Force
2640: 10 Frieza Force 
2338: 1 Frieza Force
2638: 1 Frieza Force
2740: 1 Frieza Force
2639: 2 Skulkers

Author:  WurmD [ Fri Jan 13, 2017 3:08 am ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

{Ok, double-checking.

The 3 Saiyans in the city stayed there bc 2038 was full with the Leviathan joining the battle.

And there are no pixies scouting the lake, because I forgot to delete from the pad my presence in the Pikeslayers and the CWL did not look at the beautiful map I drew at http://prezi.com/6uwcf9nanfb6/?utm_camp ... edium=copy and thus with the conflicting orders Dave chose to have the Leviathan join the Pikeslayers instead of scout carry.
Ah, and also because of fog-of-war possibly containing enemies, you cannot skim it, because of zone of control.

It's fine :) We try things. Onwards! :D


Dave? by "In hex 2639, 2 Skulkers are over-run and destroyed."
I believe you meant "In hex 2739, 1 Frieza Force was over-run and destroyed."
or both

Also, hex 2840 and 2841 should be revealed right? and they are both heavy mountains correct?

Cheers!}

"Hmm, I wonder who overrun our scouts, and if those stealthed forces are scouts as well..

Well, I could take the Leviathan to overrun those two (North and East) allowing our scouts to move forward"


{Map updated with force dispositions and Leviathan suggested flight path http://prezi.com/6uwcf9nanfb6/?utm_camp ... edium=copy}

Author:  Deck of Cards [ Fri Jan 13, 2017 12:08 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

Brutus puts on the head mounted talky screen.
"Attention Parsnip of side Vegita; CC All other allied commanders;

I believe their has been some miscommunication among the troops as to the chain of command extension in this alliance of alliterative assaulter and assassins. Had your stack disengaged from the combat when I ordered them to, there would not have been as great of a risk of you losing multiple of your soldiers.

Given that we do not know how long we'll be fighting here before we manage to bring in or pop reinforcements and that we do not have intel on the size of Roget's forces, I propose we unilaterally implement a policy that helped me win in previous campaigns. Should we, as commanders, notice that a singular stack is taking the brunt of damage, as your Saiyans were when they charged in to in between those piker stacks, and that damage is looking like it would probably croak units within our stack, we will order that stack to disengage for one phase of the combat. We let another stack become the front line, and let the wounded stack rejoin the combat after they've repositioned.

It it through tactics like this that I held on to my troops when I was marching against the now defunct Inehsha side."

Author:  Dark Shadow [ Fri Jan 13, 2017 1:10 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

"Objection. The (*clickity clack*) point of troops is to just overwhelm the enemies through sheer tenacity. And (*click clack*) numbers. How are we supposed to win if we aren't having the weapons of the opponents stuck in our troops' bodies?"

"No, it doesn't matter that your troops have (*click clackity*) vital organs that aren't protected by shells. Or protected by a, erm, lack of vital organs. It turns out Stabber spears get (*clickity clackity*) stuck in empty rib cages very easily. Titans, do you all have no equivalent to Goomba Boot Camp? Barbaric."

Author:  RocketSeraph [ Fri Jan 13, 2017 1:31 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

Geo von E: "… do any of you have a Water Type? It'd sure make things a lot easier. Do hold on while I use this device to help organize everyone's orders without too much disarray. I'm not used to being a Chief."

Author:  Deck of Cards [ Fri Jan 13, 2017 1:38 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

"Attention: Geo von E;

Should we capture a coastal city, I could have it pop Hippocampers, an aquatic mount unit which are good for hit and run tactics against naval vessels."

Author:  Stryke [ Fri Jan 13, 2017 5:03 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

Parsnap hovered over the Colum impatiently waiting for the collected leaders to make their plans, well at least some of them had taken talkers although that hadn’t gone a well as he had hoped.
Parsnap had been around for a while he’d lived a full and dangerous life, he did not fear croaking, he would face the titans and regale them of the time he had soloed a dragon mounted warlord or single handedly captured entire cities. But now for the first time in a long time he felt fear, to deep genuine fear.
“Commander Parsnap”, the headmistress had addressed him by talker link, “i have some unfortunate news”
Parsnap rolled his eyes “oh titans what this campaign has barely started”,
“My witch-knights appropriated one of your talkers an” the headmistress was immediately interupted
“Was i not clear that they are for commanders only”
“Apparently not, i’m afraid they broke it accidentally i hope your think-a-mancer won’t be too mad”

This was unfortunate for several reasons
1)His think-a-mancer WAS going to be very angry
2)If not handled correctly this situation could lead to very grave consequences for all involved and
3)Talkers did not actually make the like themselves they just allowed his think-a-mancer to form the link for a greatly reduced juice cost, meaning he had heard the entire conversation and immediately reacted

https://www.youtube.com/watch?v=WLyiHHE ... u.be&t=14s

Parsnap had removed his talker half way though receiving the news and held it at arms length, his understanding was that the headmistress was still struggling to hear out one side… yes, that would have to be dealt with upon his return to the capital

Other than that things were going ocean capably. Upon receiving his instructions from the newly elected alliance leader Parsnap had leapt into action.
“Frieza force scouting screen north and east!!!, stack two and reserves assume support and reinforcement positions!!! command stack WITH ME!!!"
The forces of vegeta who had thus far been hovering in a semi tight cluster exploded outwards and dropped into a deep dive to gain speed forming and restacking in freefall. Pulling up at the last second they rattled the Pikes of the troops below and flew out to meet the enemy.
The fight had been fierce brutal and devastating, it had been a saiyan fight. The enemy pikers lines were broken within minutes. Reacting to some base stack instinct they started clumping up and the most inopportune time forcing the saiyans to attack with draw and attack again. Too eager for battle and distracted by the joys of combat Parsnap had allowed one group of pikers to achieve a critical mass, they then charged on lone saiyan and overwhelmed him, his death sent the remaining warriors into a rage finally broke pikers moral, the fled in quite the wrong direction and were crushed under the boots of the alliances reinforcement stacks as the entered the hex.
As the last piker fell silence descended over the hex, a warlord by the name of Brutus approached, “is it...”, parsnaps hand shot up in front of Brutus's face his first finger pointed straight up cutting his sentence short. They waited

https://www.youtube.com/watch?v=rlGF5ma3gdA

“Yes it’s over”, Parsnap relied and turned away.
Standing over his fallen comrade a single tear fell down his cheek “oh Gine” he sighed placing his hand on the shoulder of the croaked saiyan, “give the titans hell”
"I'm sure he was a fine unit
"his rank was Ober"
Another saiyan approached, “Sir two of the Frieza force were ambushed and croaked as well”
Parsnap stood for a moment “...meh”

Author:  WurmD [ Fri Jan 13, 2017 8:05 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

"Damon Dameen,

The first battle has been fought and won, but the first warriors have fallen.

We plan on taking Hafville in the next two turns, and replenishment of our forces before striking the capital is a tactical necessity.

How shall the replenishment take place? Will we be allowed to produce out of Hafville, or should we be contacting our rulers asking for reinforcements?"

Author:  LTD [ Fri Jan 13, 2017 9:10 pm ]
Post subject:  Re: Battle for Gobwin Knoll - IC - Game Play

"It is my understanding that only two of your units have croaked. This can hardly be regarded as substantial loss."

"The Dominant Doge is paying your respective sides handsomely for your services. If casualties warrant reinforcements, your sides will need to make appropriate arrangements."

"In the event that you capture Rouge Rogue Cities, they will be the property of the Dominant Doge of Dogton, as per the contract your sides have signed."

Page 2 of 6 All times are UTC-04:00
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/