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 Post Posted: Wed Sep 15, 2010 1:05 pm 
Has collected at least one unit Here for the 10th Anniversary
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My forces:
Spoiler: show
Code:
Name         Hits   Attack   Def   Move   Spec   Cost
=======================================================================
Decrypted ORLY      1   2   1   5   none   5
Decrypted Archer   5   1   5   1   ranged   12
Dwagon         15   24   3   5   none   71
Decrypted Heavy Archer   5   10   5   1   ranged   30
Decrypted Diwigible   100   86   0   5   ranged   422

Commanders:
Albewt, lvl X      5   10   5   1   ranged   50


Decrypted ORLY - A pigeon... magically decrypted through Wanda's power.
Decrypted Archer - Due to budgetary concerns, these archers are really decrypted infantry with rocks and the archery special.
Dwagon - The signature GB unit. Plush, cuddly, and deadly.
Decrypted Heavy Archer - An actual archer!
Decrypted Diwigible - It is unclear exactly when and how Wanda managed to decrypt these, but they are fearsome leviathans in battle. (Though very poorly defended, due to the fact they're pretty much giant flying bags of air) :P
Albewt - A generic GB warlord who is an actual archer.

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     Post Posted: Wed Sep 15, 2010 4:01 pm 
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    Diwigibles! YAY!

    Now if only they appeared in World of Erfcraft as well *keeps fingers crossed*!

    Ok, the unit reference. If you're new players to TBfGB (spin-offs), it's a table containing the stats for all unit types in the game, as well as information on the Warlords, for all sides. It's purpose is to ease planning, by allowing you a quick glance over what units can do, without having to dig for them who knows where. The Unit Ref should appear in a post on every page in this thread, and I'll probably be the one maintaining it. So here goes:

    Spoiler: show
    Code:
    Gobwin Knob units

    Ground Infantry
    Name                    Hits     Attack     Defense      Move     Special       Cost
    ==================================================================================================

    Ground Archers
    Name                    Hits     Attack     Defense      Move     Special       Cost
    ==================================================================================================
    Decrypted Archer        5        1          5            1        Ranged        12
    Decrypted Heavy Archer  5        10         5            1        Ranged        30

    Flying Infantry
    Name                    Hits     Attack     Defense      Move     Special       Cost
    ==================================================================================================
    Decrypted ORLY          1        2          1            5        none          5
    Dwagon                  15       24         3            5        none          71

    Ranged Fliers
    Name                    Hits     Attack     Defense      Move     Special       Cost
    ==================================================================================================
    Decrypted Diwigible     100      86         0            5        Ranged        422

    Commanders
    Name                    Hits     Attack     Defense      Move     Special       Cost
    ==================================================================================================
    Albewt                  5        10         5            1        L?, Ranged    50


    MCC Units

    Scouts
    Name                    Hits     Attack     Defense      Move     Special       Cost     Side
    ==================================================================================================
    Kitteh                  1        1          0            4        Scout         13       PRLC
    Dothwaki Fawcon         1        1          1            5        Scout         14       Dothwaki Horde
    Fwying Monkey           2        2          0            5        Scout         17       Evil Imaginationland
    Amblypygi               4        5          3            3        Scout         25       Archnida

    Ground Infantry
    Name                    Hits     Attack     Defense      Move     Special       Cost     Side
    ==================================================================================================
    Dothwaki Slave          1        1          0            2        none          2        Dothwaki Horde
    Acarina                 2        4          1            3        none          8        Archnida
    Agelenidae              8        16         3            0        none          25       Archnida
    Scorpiones              10       16         4            1        none          30       Archnida
    Cwismas Cwitter         8        16         3            4        none          38       Evil Imaginationland
    Tarantula               20       14         3            2        none          45       Archnida
    LongCat                 10       19         5            3        none          46       PRLC
    ManBeawPig              25       34         5            4        none          106      Evil Imaginationland

    Ground Archers
    Name                    Hits     Attack     Defense      Move     Special       Cost     Side
    ==================================================================================================
    Stowm Twooper           2        3          1            2        Ranged        9        Evil Imaginationland
    Dothwaki Wife           6        1          5            1        Ranged        12       Dothwaki Horde
    SniperCat               5        10         5            3        Ranged        35       PRLC
    Dothwaki Bwood Rider    6        12         0            4        Ranged        36       Dothwaki Horde
    Cheezburger             30       1          0            3        Ranged        47       PRLC
    LOLCatiusha             10       19         3            3        Ranged        60       PRLC

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

    Ranged Fliers
    Name                    Hits     Attack     Defense      Move     Special       Cost     Side
    ==================================================================================================

    Commanders
    Name                    Hits     Attack     Defense      Move     Special       Cost     Side
    ==================================================================================================
    Commander Crabfist      4        5          3            3        L?, Scout     45       Archnida
    Fweddy Kwueger          6        12         5            4        L?            53       Evil Imaginationland
    Chairman Rofl Mao       5        10         5            3        L?, CW,       55       PRLC
                                                                      Ranged
    Khaw Dwogo              6        12         0            4        L?, Ranged    56       Dothwaki Horde
    Commander Pinser        10       16         4            1        L?            60       Archnida


    And the pop point allocation history is currently empty.

    Notice a few, shall we say, irregularities. Fweddy Krueger is not a commander version of any of Evil Imaginationland's troops; Commander Pinser has 10HP as opposed to the regular maximum of 6.

    HOWEVER, Fweddy Krueger is the fifth unit of Evil Imaginationland's roster. We'll just imagine that the fifth unit exists, and FK is a commander version of that.

    Also, the 6HP limit was referring to humanoid commanders, which the Archnida are not. I understand the purpose of the rules (to prevent a certain Commander Shoggoth from rearing its ugly head, for one), but a mere 10HP for a commander maybe is acceptable, pending GM decision.

    If anyone notices discrepancies, errors etc, please tell me and I'll update this.

    Another mention, all commanders will stay on the list, even after croaking. Fallen heroes live on in legends.

    And seeing as how the enemy fields Diwigibles, we WILL have some legendary fights on our hands. Coupled with the fact that we have few fliers, it will make for some very interesting maneuvers.

    Put it this way. The Battle for Gobwin Bump version 2 started because the Diwigible, a unit from the Battle for Gobwin Bump 1, proved effectively immortal. Just so you know what we're up against.

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    Last edited by BLANDCorporatio on Tue Sep 21, 2010 3:22 pm, edited 2 times in total.
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     Post Posted: Wed Sep 15, 2010 4:15 pm 
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    On the plus side, we have loads of options for territory denial- meaning, cheap units that we can place, all by their lonesome, in empty hexes. They'll die at the first enemy attack of course, but they'll put some stop to fast maneuvering. It's one of the few chances we have, because that Diwigible thing will NOT go down unless epic* firepower is unleashed upon it.

    There may well be two Diwigibles airborne the moment we start (though, they won't be near our base, cause you know, game over).

    *: "epic" is an overused word. But when facing a monster that has four times the hits of your strongest unit, can pelt stuff from a distance, and will regenerate fully on the next morning even from one hitpoint left it begins to apply.

    EDIT: and for added irony I know just the warlord to pilot that decrypted Diwigible. No, not Graf Zeppellin; do that without my consent and I will murderate you. Another warlord.

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    Last edited by BLANDCorporatio on Wed Sep 15, 2010 4:20 pm, edited 1 time in total.
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     Post Posted: Wed Sep 15, 2010 4:19 pm 
    Here for the 10th Anniversary Has collected at least one unit
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    One mistake Khaw Dwogo is ranged. (Also for those who don't know the Dothwaki are inspired by the Dothraki from George R R Martins Song of Ice and Fire series - except rather than being mounted archers, I think of them more as centaurs...)

    I think there's only one decent approach to dealing with Diwigible's, advance war tactics, surround it with hexes of Dothwaki swaves and it won't be able to do more than kill one around... Assuming we can trap it of course.

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     Post Posted: Wed Sep 15, 2010 4:23 pm 
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    Ah, yes, forgot about that. Fixing ...

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     Post Posted: Wed Sep 15, 2010 4:30 pm 
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    Query

    Quote:
    4. Hits are related to size. So a unit with 1 hit is tiny (like a bat or bird), 3 is small (like a Gobwin), 5 is average (like a Human or Elf), 10 is big (Horse or Twoll), 20 is large (Dwagon or Golem), 30 is huge (Giants, etc). A unit may not have more than 30 hits.


    Because I still have a fifth unit slot...

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     Post Posted: Wed Sep 15, 2010 4:33 pm 
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    If you can go above 30HP, please don't chuck them into a 200HP unit or anything like that. There's more interesting ways to deal with this than racing to field a 1000HP unit.

    EDIT: I can't resist anymore. What does the scout say about its hitpoint level?

    IT'S OVER 9000!

    I'm so sorry.

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     Post Posted: Wed Sep 15, 2010 6:38 pm 
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    Just wanted to add a few things:

    First, ManBearPig can be used as a mount by 12 hits of dudes each, and Cwismas Cwitters can carry 4 to help get horde units to the front.

    If you think we can take a dirigible out, we should do it as quick as possible with a massive stack of our strongest units, before it hits one of our important stacks. If we want to try this, we should try to make a massive "column" all in one hex to keep our strong units near eachother, then march on the craft as soon as sited. Otherwise the horde idea should work well.

    Also, storm twoopers can help defend a hex with a lot of stacks from attackers since their cheap range and have to be attacked first.

    The fweddy kwugar issue: I had no units that were "humanoid size", and so I made one. If I create other commanders They'll be different names, but the same stats as fweddy.

    Couple more questions for yall:
    1) If you have a stack of 16 melee attacking enemy range, the enemy gets their attacks first. They kill 8 dudes, would the remaining 8 attack, or would their attacks be ignored since the first 8 were killed?

    2) I mount some slow dudes (move 2) on fliers (move 5), move 5 hexes, then dismount the slow dudes. Can they still move their 2, or is their move "used" during the mounts move?

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     Post Posted: Wed Sep 15, 2010 7:37 pm 
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    HerbieRai wrote:
    1) If you have a stack of 16 melee attacking enemy range, the enemy gets their attacks first. They kill 8 dudes, would the remaining 8 attack, or would their attacks be ignored since the first 8 were killed?I don't really know. It would make sense to use the remaining 8 to attack, but with BLAND's Cheezburgers, this will never become a problem, realistically.

    2) I mount some slow dudes (move 2) on fliers (move 5), move 5 hexes, then dismount the slow dudes. Can they still move their 2, or is their move "used" during the mounts move?The slow units can use their full move. Further research:http://www.erfworld.com/forum/viewtopic.php?f=23&t=1317&start=380#p34323--The Great March
    Okay, as usual, red is me.

    Remember, this is WaterMonkey's game, so my word is not final. I just happen to have a bit of free time now, so I'll try to help.

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     Post Posted: Wed Sep 15, 2010 9:12 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    Nihila is right. :D

    Re: The 10hp Commander - I'm fine with this as there is a reasonable in-char explanation and he doesn't seem OP. A Commander Decrypted Diwigible? Nope. :P

    BLAND, who do you want to pilot the Diwigibles? I'll rename my warlords if needed. Anyway, I'm glad you guys don't think the Diwigible is too OPd.

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     Post Posted: Thu Sep 16, 2010 4:56 am 
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    Well, you know. A certain level 5 (I think, at the time) warlord. That warlord.

    Over there ---->

    EDIT:

    About HerbieRai's question nr. 1.

    The remainder of the infantry stack deals damage. The idea is that ranged vs. melee combat goes like this: ranged pelts the melee units from afar. Some of those may croak, but a stack is a stack, one dies, all remaining move one spot up. Then, what's left of the infantry stack deals damage to the ranged units. And that's it.

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     Post Posted: Thu Sep 16, 2010 5:41 am 
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    The problem with the Diwigible is it can carry other units. I think the 30HP unit cap is important really.

    Scout wise I think we should have enough to be able to cover almost every hex within five hexes of the base camp.

    6 scouts with a move of 5, 2 scouts with a move of 4. My suggested scout orders:

    Kitteh 1: J10 - F10
    Kitteh 2: J10 - J6
    Monkey 1: J10, I9, h9, G9, F9, E8
    Monkey 2: J10, I9, H9, G8, F8, E7
    Monkey 3: J10, I9, I8, H8, G7, F7
    Fawcon 1: J10, I9, h9, G9, F10, E9
    Fawcon 2: J10, I9, I8, I7, H7, G6
    Fawcon 3: J10, I9, I8, I7. I6, H6


    Leaving E10, I5, J5 as scouts we could potentially scout but don't have units to reach


    Last edited by Sihoiba on Sun Sep 19, 2010 3:22 pm, edited 1 time in total.
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     Post Posted: Thu Sep 16, 2010 11:44 am 
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    Don't forget, Crabfist and his 4 Amblypygi are all scouts

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     Post Posted: Thu Sep 16, 2010 12:29 pm 
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    Crovius wrote:
    Don't forget, Crabfist and his 4 Amblypygi are all scouts


    With only three move they can't actually reach anywhere the other scouts don't have to pass through to reach hexes further away. So there's no point them doing any scouting.

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     Post Posted: Thu Sep 16, 2010 4:39 pm 
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    I've got no problem with the scout orders as suggested by Sihoiba, and we can consider them official.

    I've got an inchoate problem with policy. Too tired today to rant coherently today, will do so tomorrow, maybe, after some postings from y'all.

    The topic, so as not to leave anyone guessing, is orders, delivering, and officializing them. I feel that TBfGB 2 had, especially at the latter stages, a problem of having several official players, out of which three provided actual input at any one time. "But BLAND, we're just four players, it should be ok!"

    Yes, we're just four players. And you better play. I'm not going to decide for you. Even though I may voice (OOC) that bad ideas are floating about, I will not insist on a policy of me officialising scout or troop movements.

    Your troops are yours. Use common sense and tactical wisdom when ordering them around, think what would most help the others (assuming they are clever). Just order them around.

    We stand united. One's mistakes or brilliance impact us all. But one is the primary owner of their mistakes and brilliance.

    Oh, and have fun!

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     Post Posted: Sun Sep 19, 2010 3:22 pm 
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    Bland perhaps time to end scout phase in big bold letters?

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     Post Posted: Sun Sep 19, 2010 9:20 pm 
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    By all means.

    End Scout phase

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     Post Posted: Mon Sep 20, 2010 10:58 pm 
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    Map:

    Image

    Forces:

    E8: "Alpha Team"
    Diwigible
    {5 x Heavy archer}
    {Commander Albewt}

    H6: "Beta Team"
    Diwigible
    {1 x Heavy Archer}
    Dwagon
    4 x ORLY

    G8, G9, G10, H8, I7, J7: 1 x ORLY

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     Post Posted: Tue Sep 21, 2010 5:17 am 
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    [Still not happy about not using the 30HP unit limit, it was in there for good reason - it kind of defeats the point of these skirmishes which was a test of the unit cost calculation in comparison the the Gobwin Bump games]

    My initial thoughts are if possible carry all of the slaves, and ideally the Dothwaki to I9, from there the Dothwaki Bwoodwiders can hit and run all the orlies and return to I9, then create a massive wall of Swaves to protect us from retaliatory attacks, I'm thinking 9 individual stacks of Swaves in each of H10, H9, I8, J8, (using 45 Swaves), and the 5 individual stacks of Swaves in each of G10, G9, G8, H8, I7, J7 i.e. in the stacks currently occupied by single Orlies(using the remaining 30).

    With 14 units total remaining on GK's side they could at best clear a route to I9, with individual attacks, but not actually hit any stacks in I9.

    So suggestions I'm sure it can be tweaked slightly to get more commanders XP, but I think with a 166 Attack, 5 move ranged stack (before stacking and warlord bonuses) I want any plan to involve us ending turn with as many of our units behind a 14 stack, 2 hex deep wall of Swaves.

    Looking at the Commanders: Pinser with only one move and 10HP can't really do a hit and run, the only unit that can carry him is a Manbeawpig, and it wouldn't have sufficient move to return to I9. However Mao and Crabfist could be carried to I8, by a ManBeawpig, they could then each do a hit on an orlie and mark back to I9 with their own move, the ManBeawPig would also have enough move to return to I9.

    Quick Force reference (numbers not stats):

    Spoiler: show
    3 fwying monkeys
    7 stwom twoopers
    2 manbeawpig
    3 cwismas cwitters
    Fweddy Kwueger

    5 Scorpiones
    4 Amblypygi
    1 Tarantula
    7 Acraina
    2 Agelenidae
    Commander Pinser
    Commander Crabfist

    7*Dothwaki Bwood Wider
    3*Dothwaki Fawcon
    75*Dothwaki Swave
    1*Khaw Dwogo

    2x Kitteh
    1x Cheezburger
    3x LongCat
    2x LOLCatiusha
    3x SniperCat
    Chairman Rofl Mao


    NOTE: One thing with my plan in order to move all the swaves, and Khaw Dwogo, 3 Bwood Widers, Fweddy Kwueger to I9 and still have a ManBeawPig free to carry Crabist and Mao to I8, we'll need to work as one team. If you don't like this then well need to think of an other option, hopefully you can see the value of the Gweat Wall of Swaves and dusting all those orlies for XP (It's important for all the Orlies to die for the wall to work as intended).

    Note 2: We have enough high hit units for the movement order I'd suggest.
    1 ManBeawPig to carry Crabfist and Mao to I8
    1 ManBeawPig to carry Khaw Dwogo and Fweddy Kwueger to I9
    1 Cheesebuwger to carry 2 Bwoodwiders to I9.

    75 Swaves taken to I9:
    3 on ManBeawPig carrying Khaw Dwogo and Fweddy Kwueger
    3 on CheeseBuwger
    10 on the Tawantula
    15 on the 5 remaining Bwoodwiders (14 of which dropped off at J9 so they can reach the required hex, before the Bwoodwiders carry on to I9)
    15 on the 3 LongCats
    25 on the 5 Scorpiones
    4 on 1 of the Chwistmas Cwitters

    At which point the orders would be for:
    ManBeawPig carries Mao and Crabfist to I8
    Mao attacks Orlie in H8 returns to I9
    Crabfist attacks Orlie in I7 returns to I9
    ManBeawPig carries Dwogo and Fweddy to I9
    Dwogo attacks Orlie in G8 returns to I9.
    Fweddy attacks Orlie in G9 returns to I9.
    1 CheeseBuwger drops 1 BwoodWider at J9 before carrying on to I9
    Bwoodwider at J9 attacks Orlie at J7 returns to J9
    Bwoodwider at I9 attacks Orlie at G10 returns to I9
    5 Bwoodwiders ->J9 drop off 14 Swaves -> I9 drop off remaining Swaves
    All other units carrying Swaves move to I9.
    All the Swaves move into to position
    All remaining units stacks up at I9 and end turn

    On that note Watermonkey can we have levels for the commanders please?


    Last edited by Sihoiba on Tue Sep 21, 2010 6:12 am, edited 1 time in total.
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     Post Posted: Tue Sep 21, 2010 6:11 am 
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    Oh wow, two Diwigibles already near the camp. And there's probably more of them somewhere, because none of those we see is piloted by You Know Who, right Watermonkey314?

    Sihoiba's plan seems all right by me*, but does anyone have other suggestions? Let's leave one more day for any more comments.

    *: you say Crabfist and Mao do a hit and run, or a regular attack, sustain retaliation, then return? This is how they'd get 1XP. Just to be clear.

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