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 Post Posted: Mon May 16, 2011 12:57 pm 
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I am about out of time. I have to leave in the morning for a military exercise. Will be back on Friday.

If I don not get any more input in the next 12 hours, I will make a decision and make my move for this turn.

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     Post Posted: Mon May 16, 2011 5:13 pm 
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    LTDave wrote:
    The Alliance Turn begins now. Each player has 40 points to spend. The Alliance turn will end in 96 hours, that is, Wednesday, 11am AET (1am GMT).


    This is great. I also am away for the duration of Tuesday, and will not make it in time for orders to be sent. I ask either for a one-day extension of the turn, or for HerbieRai to carefully plan the turn orders.

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     Post Posted: Mon May 16, 2011 5:57 pm 
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    I am also having an interesting week, and am therefore very happy to extend the turn deadline until 4pm Saturday AET (which is 6am Saturday GMT).

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     Post Posted: Wed May 18, 2011 4:52 pm 
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    Are congratulations in order?

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     Post Posted: Wed May 18, 2011 7:11 pm 
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    BLANDCorporatio wrote:
    Are congratulations in order?


    Well, yes, but from about 6 weeks ago. We had a little boy to add to our brood.

    No, the busyness this week is work related.

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     Post Posted: Fri May 20, 2011 2:22 am 
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    The Alliance turn will end in just under 24 hours.

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     Post Posted: Fri May 20, 2011 1:45 pm 
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    I have 121 pop points
    Pop 9 Mouse stabbers=63 points
    Pop warlord, Queen Lucy (Level based on this post)=50 points
    121-113=8

    Queen Lucy stacks with 9 mice and begins tearing down the walls of Gobwin's Hollow.

    Queen Lucy orders the stack of 3 Centaurs to move to Gobwin Bump.

    King Peter upgrades Gobwin Bump Walls to 32 points then advances to G8.

    Queen Jadis, King Edmund and the stack of 3 dwarf siege advance to G8.

    Nawnia
    Stack H [g8]
    8 Centaurs
    Queen Jadis the Cwoakamancer (Rockin' Out) Lvl 6.2

    Stack F [g8]
    8 Dwarf Siege 120H 88A 32D
    King Edmund Lvl 4

    Stack K [g8]
    3 Dwarf Siege

    Stack P [g8]
    8 Beaver Pikers
    High King Peter (Dirtamancy) Lvl 3.1
    Scout 2

    Stack Q [i5]
    1 Dwarf Siege

    Stack R [G6]
    3 Centaurs

    Stack ? [E4]
    9 Mouse Stabbers
    Queen Lucy Lvl 5


    Last edited by Twoy on Sat May 21, 2011 7:57 am, edited 2 times in total.
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     Post Posted: Fri May 20, 2011 2:47 pm 
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    Check out 45:24 on a d10 in the Random Number Generator . I've had more luck on warlord levels than can be imagined.

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     Post Posted: Fri May 20, 2011 4:28 pm 
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    As far as I understand, Foolamancy (Defense bonus) is valid until "one shot wonder" expires. That is, if Wivingston casts it now, attacks a stack (and even takes damage), the defense bonus will only expire once a GB stack, [i]on GB's turn[/b], attacks Wivingston.

    If (and only if) this is the case, then: SG stack attacks Commander Buzket's stack (U) then goes to G8.

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    Last edited by BLANDCorporatio on Fri May 20, 2011 4:46 pm, edited 1 time in total.
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     Post Posted: Fri May 20, 2011 4:37 pm 
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    Meh, could've been worse.

    Random seed 2839.

    SG gets 60% random number, GB gets 70%.

    GB inflicts -3 damage on Wivingston's stack.

    Wivingston inflicts 88 damage, almost entirely croaking Buzket's stack. However, 1 Gobwin Stabber is left with 2H, so Buzket and the scout live another day.

    Wivingston earns 1XP and 53*2+5*13=106+65=171 pop points, and goes to G8*.

    SG stack is: 2 Ottow Motor, Diwigible, 4 Steam plane, Diwigible, Scout Lvl 1, Lord Wivingston (Rockin' Out, Cwoakamancy, Foolamancy) Lvl 3.1, and has a 20Defense bonus from Foolamancy.

    SG have 49+40+70+40+171=49+150+171=199+171= 370pop points (it's been a while since I last tallied. After my last recruitment spree, which left 49 points, we received via turn allocation 40, 70, 40, and finally there were the points of this battle).

    EDIT: *: hm. My original idea was to return to H8, but seeing the mass of Nawnian stacks at G8, I think that's a safer haven for the Diwi.

    And I suspect, a safer haven for HerbieRai's stack as well. If I may be so bold, I'd say that if at the end of turn HerbieRai's H8 stack is alone, and HerbieRai didn't get around tp explicitly order it yet, then it be automatically moved to G8 to enjoy the protection of the other stacks.

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     Post Posted: Sat May 21, 2011 4:50 am 
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    One more extension - turn will end 24 hours from this post


    (and hopefully be processed a few hours later)

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     Post Posted: Sat May 21, 2011 11:23 am 
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    Thanks for the extension, almost couldn't make it.

    Yes, I will move my stack to G8.

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     Post Posted: Mon May 23, 2011 3:56 am 
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    Ferrr-Durrrp!

    The Alliance Turn has come to an end (finally. Whew. The month of May is one of the busiest times for my job. Things should calm down again in about a week).

    The Gobwin Turn will begin now.

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     Post Posted: Mon May 23, 2011 5:20 am 
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    Ferrr-Durrrp!

    The Gobwin Bump turn has passed without incident.

    The Alliance Turn 15 begins now.

    Map:
    Spoiler: show
    Image


    Gobwin Bump Units and Locations:
    Spoiler: show
    K [f9] 8 Spidew Riders 72H 40A 32D
    M [f9] 8 Gobwin Archers 56H 32A 24D
    O [f9] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
    P [f9] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
    S [f9] 9 Twoll Siege Guns 134H, 112A, 8D
    T [f9] 2 Twoll Stabbers, 6 Gobwin Stabbers, Commander Tuzki (lookamancer) Lvl 3 58H, 48A, 10D
    U [f9] 9 Gobwin Stabbers, Commander Buzket: Lvl 3, Scout 3 72H, 32A, 32D
    Y [f9] 2 Twoll Stabber, 6 Gobwin Stabbers, Commander Pozka Lvl 2 (Dancefighting) 90H, 64A, 26D

    Little Bump is a level 2 city with 40 points of walls. Little Bump is the capital of the Gobwin Nation.


    Alliance Units and Locations:
    Spoiler: show
    Isenlard
    Stack B [g6]
    Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3.3
    9 Uruk-Ham Archers
    Scout Lvl 1

    Stack A [g6]
    6 Bacon-rog
    Commander Hamwise Hamgee Lvl 3.1
    Stack G [g6]
    Lardz the Uruk Ham Captain(Dirtamancy) Lvl 2.1
    8 Uruk-Ham Pikers
    Scout Lvl 3

    Steam Gentlemen
    Stack C [g8]
    Stack: 2 Ottow Motor, Diwigible, 4 Steam plane, Diwigible, Scout Lvl 1, Lord Wivingston (Rockin' Out, Cwoakamancy, Foolamancy) Lvl 3

    Evil Imagination Land
    Stack E [g8]
    3 Manbearpig
    5 Christmas Critter
    Commander Freddy Creuger (Dancefighting, Cwoakamancy) Lvl 2.1
    level 4 scout - 160

    Stack D [g5]
    8 Storm Troopers
    Commander Darth Vader (Dittomancy, Lookamancy) Lvl 2

    Stack L [g6]
    4 Christmas Critter

    Nawnia
    Stack H [g8]
    8 Centaurs
    Queen Jadis the Cwoakamancer (Rockin' Out) Lvl 6.1

    Stack F [g8]
    8 Dwarf Siege (1st is 4/15 hits) 120H 88A 32D
    King Edmund Lvl 4

    Stack K [g8]
    3 Dwarf Siege

    Stack P [g8]
    8 Beaver Pikers
    High King Peter (Dirtamancy) Lvl 3.1
    Scout 2

    Stack Q [i5]
    1 Dwarf Siege

    Stack R [g6]
    3 Centaurs

    Fort Beaver [g5] has 36 point walls
    Gobwin Bump has 48 point walls
    Gobwins' Hollow is a level 1 city, with 70 points of walls.



    And before anyone says "hey, where are the units I popped last turn?" remember that you moved your spawn point, and can't pop and move the point in the same turn.

    The Alliance turn begins now, and will end at 7pm Friday AET.
    Each player receives: 40 pop points.

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     Post Posted: Mon May 23, 2011 6:22 am 
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    Hmmph.

    Well, it's pretty clear what needs done. Our Siege needs to move to the walls of Little Bump, in preparation to shell it next turn ...

    But that puts it in range of the enemy siege. Which must be taken out. It's obvious which stack of ours needs to do this, but first I must see where our pop point is. First some units will be popped, then an attack will follow. I kinda expect to lose the new recruits, but hopefully it will be worth it.

    Incidentally, the SG have 410 pop points.

    Also, we left GH defenseless. And still existing. This is not the best idea, I think. We may want to hold on to some cities, or at least leave a token presence there.

    PS: something's fishy about the Twoll Siege Gun stack numbers. As far as I can tell, Twoll Siege Guns are 15H 14A 1D 2M (Type 5) (and cost 34).

    This means a stack of 9 of them should have 135H, 113A, 8D, 2M.

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     Post Posted: Mon May 23, 2011 7:02 am 
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    Ok, here goes.

    Pop 3 Steam Planes, 1 Diwigible. New units cost 3*35 + 205 = 310 points (leaving 100 in the treasury).

    The three Steam Planes and Diwigible move to G8. The new Diwigible and one of the Steam Planes will stop there for the time being.

    Stack:

    2x Steam Plane, Diwigible, 4x Steam Plane, Diwigible, 2x Otto Motor, L1 Scout, Wivingston L3.1

    Wivingston uses the Foolamancy ability to buff Defense of this stack by 20. (Stack defense is now 20 + 6*9 + 2*2 = 78. Total Attack is 2*40+6*1+2*1 (last 2 points from the 2 Ottos).


    Wivingston's stack attacks the Twoll Siege Guns.

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     Post Posted: Mon May 23, 2011 7:07 am 
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    Not the best roll ever, but almost serviceable.

    Random seed 200. SG get 70%, GB get 80%.

    SG inflicts 124 damage. 8 of the Twoll Siege Guns are croaked, the ninth remains at 11 Hits.

    GB inflicts 12 Damage. 1 Steam Plane is destroyed, a second Steam Plane is left with 8 Hits.

    Wivingston gains 1XP and 8*34 = 272 pop points.

    Restack: the 8H Steam Plane is left to its fate above Little Bump, as it has run out of move. The remainder of the stack: Diwigible, 4x Steam Plane, Diwigible, 2x Otto Motor, L1 Scout, Wivingston L3.2 retreats to G8.

    Once at G8, restack: Steam Plane, Diwigible, 4x Steam Plane, Diwigible, Diwigible, 2x Otto Motor, L1 Scout, Wivingston L3.2.

    SG now have 100+272 = 372 pop points in the treasury.

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     Post Posted: Mon May 23, 2011 8:01 am 
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    We left it existing for the mysterious pop point potential issue. But perhaps the walls should be destroyed to make retaking it a piece of cake. That close to our pop point means it won't be hard to hold, but that huge defensive bonus could be a problem.

    So popping: 40 this turn + 40 last turn + 6 stored = 86

    Burn 60 to give Hamwise a lvl 3 scout, storing 26 remaining points.

    Then I'll move the Baconrogs to GH. They can't do anything to it yet, since they aren't a full 8 stack, but they are a good defensive stack behind huge walls.

    Rest of my movement will wait for now.

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     Post Posted: Mon May 23, 2011 8:51 am 
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    I vote we move the siege column to E9, that should help cut off escape.

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     Post Posted: Mon May 23, 2011 8:54 am 
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    Do whatever, but I'd like 2 stacks to stick around at G8 (besides the Diwi stack that is; maybe bring 2 stacks from Gobwin Bump to the front and park them at G8?) OR block both of G9 and F8 with stacks of our own.

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