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 Post Posted: Sun Oct 17, 2010 5:14 am 
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LTDave wrote:
My question is about terrain and scouting - it costs 2 to scout woods for infantry, yes?

I did not see anything about that in the rules, and I'm fairly certain it was not the case in tBfGB2.

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     Post Posted: Sun Oct 17, 2010 5:40 am 
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    Twoy wrote:
    LTDave wrote:
    My question is about terrain and scouting - it costs 2 to scout woods for infantry, yes?

    I did not see anything about that in the rules, and I'm fairly certain it was not the case in tBfGB2.
    Twoy is correct. There are no scouting penalties, just movement.

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     Post Posted: Sun Oct 17, 2010 1:33 pm 
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    Okay, Turn 1 Scout Findings:
    @A2:
    a. Decrypted Fawie; 3 Attack, 0 Defense, Ranged, Flying.
    b. Decrypted Fawie; 3 Attack, 0 Defense, Ranged, Flying.
    c. Decrypted Fawie; 3 Attack, 0 Defense, Ranged, Flying.
    d. Decrypted Fawie; 3 Attack, 0 Defense, Ranged, Flying.
    e. Decrypted Fawie; 3 Attack, 0 Defense, Ranged, Flying.
    f. Decrypted Fawie; 3 Attack, 0 Defense, Ranged, Flying.
    g. Decrypted Infantry; 4 Attack, 4 Defense.

    @ C3:
    Fortification--Tower; 50 Hits; Defense Bonus=+1
    a. 8 Machine Guns; 152 Attack, 1 Defense (w/o Terrain bonus), Ranged.

    Move/Combat Phase starts now.

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     Post Posted: Mon Oct 18, 2010 12:59 pm 
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    The machine guns would completely destroy my Faun stack, and my Fauns would probably destroy 7 of the machine guns. That's not a bad trade off. 350 of their points for 238 of ours.

    Or I could swithc out my extra faun and one of my badgers for the two moles. Same combat result, but the cost to us decreases by 26 points.

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     Post Posted: Mon Oct 18, 2010 2:47 pm 
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    Hmm. Those machine guns are tough. But they are alone at C3, so no units to engage our attackers with special retaliation. This might be a good opportunity to take that tower. They'll probably move more units there next turn, making it very hard for us to take.

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    I was hoping we could debate the meaning of "agent" in the the Declaration of Non-Aggression again. It totally hasn't been argued to death already.

    You know... at this point you boops aren't beating dead horses any more. You're making glue.

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     Post Posted: Mon Oct 18, 2010 8:55 pm 
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    Ok, so it will pretty much kill a stack to take that fort, but the machine guns will die easily because of their low defence. Who wants to volunteer?

    Also, I've been thinking about these Fawies on the flank - but there is no Commander there, so presumably they can't move? Unless GK have a magic item that allows them to issue orders to units not int he same hex as a commander?

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     Post Posted: Mon Oct 18, 2010 9:01 pm 
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    LTDave wrote:
    Ok, so it will pretty much kill a stack to take that fort, but the machine guns will die easily because of their low defence. Who wants to volunteer?

    Also, I've been thinking about these Fawies on the flank - but there is no Commander there, so presumably they can't move? Unless GK have a magic item that allows them to issue orders to units not int he same hex as a commander?
    The Fawies on the road cannot move. Unless I send a Commander to tell them to. You are quite correct.

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     Post Posted: Mon Oct 18, 2010 11:02 pm 
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    Enough dilly-dally and shilly-shally.

    Generics, Clear that Road!

    Archer 1 of 10, move to A2. Engage enemy stack a.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: A2
    TIME OF POST (in minutes and seconds): 209
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 4.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 100%
    Total Damage: 6

    Hits Inflicted on the Defender: 6

    Defender
    Total Attack Value: 3
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 100%
    Total Damage: 3

    Hits Inflicted on the Attacker: 2

    Stack a is twoast.
    Archer 1 of 10 has 2 hits remaining.

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     Post Posted: Mon Oct 18, 2010 11:04 pm 
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    Archer 2 of 10, move to A2. Engage enemy stack b.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: A2
    TIME OF POST (in minutes and seconds): 443
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 4.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 80%
    Total Damage: 5

    Hits Inflicted on the Defender: 5

    Defender
    Total Attack Value: 3
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 65%
    Total Damage: 2


    Stack b is twoast.
    Hits Inflicted on the Attacker: 1

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     Post Posted: Mon Oct 18, 2010 11:06 pm 
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    Archer 3 of 10, move to A2. Engage enemy stack c.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: A2
    TIME OF POST (in minutes and seconds): 619
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 4.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 65%
    Total Damage: 4

    Hits Inflicted on the Defender: 4

    Defender
    Total Attack Value: 3
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 80%
    Total Damage: 2


    Stack C re-cwoaked.
    Hits Inflicted on the Attacker: 1

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     Post Posted: Mon Oct 18, 2010 11:07 pm 
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    Archer 4 of 10, move to A2. Engage enemy stack d.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: A2
    TIME OF POST (in minutes and seconds): 745
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 4.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 80%
    Total Damage: 5

    Hits Inflicted on the Defender: 5

    Defender
    Total Attack Value: 3
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 80%
    Total Damage: 2


    Stack d is ded.
    Hits Inflicted on the Attacker: 1

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    Last edited by LTD on Mon Oct 18, 2010 11:29 pm, edited 1 time in total.
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     Post Posted: Mon Oct 18, 2010 11:09 pm 
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    Archer 5 of 10, move to A2. Engage enemy stack e.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: A2
    TIME OF POST (in minutes and seconds): 905
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 4.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 70%
    Total Damage: 4

    Hits Inflicted on the Defender: 4

    Defender
    Total Attack Value: 3
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 55%
    Total Damage: 2


    Stack e is e-liminated.
    Hits Inflicted on the Attacker: 1

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     Post Posted: Mon Oct 18, 2010 11:11 pm 
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    Archer 6 of 10, move to A2. Engage enemy stack f.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: A2
    TIME OF POST (in minutes and seconds): 1116
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 4.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 75%
    Total Damage: 5

    Hits Inflicted on the Defender: 5

    Defender
    Total Attack Value: 3
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 65%
    Total Damage: 2


    Stack f is finished.
    Hits Inflicted on the Attacker: 1

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     Post Posted: Mon Oct 18, 2010 11:13 pm 
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    Captain Ordinarius and archer 7 of 10, enter A2 and engage stack g.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: A2
    TIME OF POST (in minutes and seconds): 1354
    Attacker:
    Total Attack Value: 14
    Level of Highest Commander: 2
    Number of Units: 2
    Stacking Bonus: 1.2
    Average Defence: 4.5
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 100%
    Total Damage: 20

    Hits Inflicted on the Defender: 10

    Defender
    Total Attack Value: 4
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 4.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 70%
    Total Damage: 3


    Stack g is gone.
    Hits Inflicted on the Attacker: 1

    Ordinarius is now level 2.1

    All units in A2 restack - 7 Archers (with some hits on each), 1 Captain.
    Ordinarius Stack has 1 (2 on road) move remaining, ready to advance to Fort One when it is taken.

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     Post Posted: Mon Oct 18, 2010 11:27 pm 
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    By my calcs, if I send in 3 Gun Ogres and the remaining 3 archers, we will be wiped out and destroy 4 of the Machine Guns. Cost to me 216 points, and still 4 machine guns in the tower. But the remaining 4 should be easier to kill for remaining units.

    If I send in everything I have left, all of mine die, and 7 of the machine guns.
    But I don't want to wasted Genericus in that battle.

    The Generics will wait further instructions, but are happy to march Ogres and archers into machine gun fire for the greater good. After all, what are Generics for?

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     Post Posted: Tue Oct 19, 2010 10:11 am 
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    LTDave, your archers probably suffered more damage because of Special Retaliation. But i think we'll have to wait for Nihila to confirm it.
    Also, what would be the outcome if 7 x Cownugons and Agrach(he has mirror sword shield) charged at machine guns? But i think it would be kinda bad since machine guns are ranged and in a fortification.

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    JadedDragoon wrote:
    I was hoping we could debate the meaning of "agent" in the the Declaration of Non-Aggression again. It totally hasn't been argued to death already.

    You know... at this point you boops aren't beating dead horses any more. You're making glue.

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     Post Posted: Tue Oct 19, 2010 12:05 pm 
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    Cownungon attack will not work very well. Most of them die before they get to do any damage.

    The generic archers should be safe: "There must be a Warlord in the hex to use Special Retaliation."

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     Post Posted: Tue Oct 19, 2010 2:21 pm 
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    Turn 1 Attack Phase 2.
    Nawnian Forces restack
    Stack 1: Faun Archers x 6, Badger x 1, King Edmund.

    Stack 2: Minotaurs x 1, Badger x 3, Mole x 2, Sir Badger.

    Stack 1 moves to A2, B2, C3 and attacks Machine Gun Tower.

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     Post Posted: Tue Oct 19, 2010 2:26 pm 
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    COMBAT!
    Battle is joined in hex: C3
    Spoiler: show
    TIME OF POST (in minutes and seconds): 2157
    Attacker:
    Total Attack Value: 64
    Level of Highest Commander: 5
    Number of Units: 8
    Stacking Bonus: 1.8
    Average Defence: 5.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 85%
    Total Damage: 147

    Hits Inflicted on the Enemy: 110

    Defender
    Total Attack Value: 152
    Level of Highest Commander: 0
    Number of Units: 8
    Stacking Bonus: 1.5
    Average Defence: 1.0
    Terrain Bonus of Hex: 1.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 65%
    Total Damage: 148

    Hits Inflicted on the Enemy: 56

    Machine Gun stack has total hits of 104. King Edmund inflicts 110 hits destroying machine gun stack. King Edmund's stack has 40 hits. Machine Guns retaliate for 56 hits destroying King Edmund and his entire stack.

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     Post Posted: Tue Oct 19, 2010 2:28 pm 
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    All allied units in A1 and A2 advance to C3 via B2 and occupy the tower. Except Abyssal Cannon which does not have enough move.

    Proposed Turn 1 final unit disposition:

    C3:
    A. Minotaurs x 1, Badger x 3, Mole x 2, Sir Badger.
    B. Cownugon x 7, Commander Agrach.
    C. Archers x 7, CPT Genericus
    D. Gun Ogre x 3, Archer 2, Scout x 2, CPT Ordinarius.
    E. Archer x 1.
    F. Imp x 1.

    B2:
    Abyssal Cannon x 1.


    Last edited by Twoy on Tue Oct 19, 2010 2:48 pm, edited 1 time in total.
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