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 Post Posted: Tue Mar 29, 2011 5:54 pm 
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Twoy wrote:
Before any one does anything hasty, let me knock down the walls.

If I use my whole stack I have 100 percent chance to destroy the walls.

6 units=97 percent
5 units=91.5 percent.

If I use the three units that are left to bombard an archer stack, on a roll of 7, I do 11 points of damage.


Well, don't just stand there thinking! Knock down those walls!

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     Post Posted: Tue Mar 29, 2011 7:34 pm 
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    Spending 144 point (5 points left over) to raise a unit of 8 uruk-ham pikers.

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     Post Posted: Wed Mar 30, 2011 12:26 pm 
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    Queen Jadis restacks.

    Queen Jadis, Cherry Blossom Scout, Dwarf Siege x 3.

    Dwarf Siege x 5.

    Order Dwarf Siege x 5 to attack the walls of Gobwin Hollow at E4.

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     Post Posted: Wed Mar 30, 2011 12:28 pm 
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    Just barely enough. The walls are down, men. Have at them.
    Spoiler: show
    COMBAT!
    Battle is joined in hex: E4
    TIME OF POST (in minutes and seconds): 2650
    Attacker:
    Total Attack Value: 55
    Total Defence of Top 8 Units: 32
    Level of Highest Commander: 0
    Special Bonus: 1.0
    Trump Bonus: 0.0
    Random Percentage: 40%

    Hits Inflicted on Defender: 44

    Defender:
    Total Attack Value: 0
    Total Defence of Top 8 Units: 0
    Total Terrain & Walls Defence: 0
    Level of Highest Commander: 0
    Special Bonus: 0.0
    Trump Bonus: 0.0
    Random Percentage: 70%

    Hits Inflicted on Attacker: -13

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     Post Posted: Wed Mar 30, 2011 12:36 pm 
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    Perhaps I should save my last three siege for cleanup if a stack barely survives getting attacked. Or does someone need me to soften up a stack before they go in? Keep in mind I only do average 35 hits before defense is subtracted, so I won't be able to soften them up too much.

    Also keep in mind that at the end of this turn I will still be sitting at D3, because I cannot move and attack on the same turn.

    My pop points are 109 = 70 + 8 (from last turn) + 31 (for croaking the Twoll Stabber). I can loan (or give) the points to Freddy's side so he can pop a cwoakamancer. (What is the name of your side Freddy?)

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     Post Posted: Wed Mar 30, 2011 1:32 pm 
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    Saruham and his archers will attack Goblin Stack Q. Combat Calculations forthcoming.

    Combat:
    Spoiler: show
    COMBAT!
    Battle is joined in hex: E4
    TIME OF POST (in minutes and seconds): 3227
    Attacker: Saruham the White Meat
    Total Attack Value: 40
    Total Defence of Top 8 Units: 40
    Level of Highest Commander: 2
    Special Bonus: 1.0
    Trump Bonus: 0.0
    Random Percentage: 100%

    Hits Inflicted on Defender: 64

    Defender: Gobwin Archers (Q)
    Total Attack Value: 32
    Total Defence of Top 8 Units: 24
    Total Terrain & Walls Defence: 0
    Level of Highest Commander: 0
    Special Bonus: 0.0
    Trump Bonus: 0.0
    Random Percentage: 80%

    Hits Inflicted on Attacker: -8


    (Hope I did that right)

    So unless I missed something, Saruham the White Meat's stack wipes out the defending archers without a retaliatory strike.

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    Last edited by tigerusthegreat on Wed Mar 30, 2011 1:44 pm, edited 1 time in total.
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     Post Posted: Wed Mar 30, 2011 1:43 pm 
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    We are Evil Imagination Land

    Are we able to upgrade out commanders with specials, or do we have to pop new ones?

    Use the points to get yourself another stack. If I can't upgrade my commander than I'm going to finish out the manbearpig stack with critters.

    We need to take out that spider stack, and I think that should be the number 1 priority now. It is the only thing able to attack out base and is the strongest stack in sight. Tiger, I think your archers should be the first wave, I think you should be able to attack and take few to no casualties plus doing some damage.

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     Post Posted: Wed Mar 30, 2011 1:51 pm 
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    I'll also move my new Uruk-Ham Pikers stack (80 hits, 40 attack, 40 defense, 2 move) to D2 to help prevent any spidew attacks on our base camp.

    Just realized how beastly my Uruk-hams are compared to gobwins.

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     Post Posted: Wed Mar 30, 2011 2:52 pm 
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    Tigerusthegreat has mostly moved already, I think. So the Spidew stack won't be attacked by him.

    The Diwi stack will not go against Archers, but I'm all right with attacking either the Twoll Stabber stack or the Spidew Rider stack. What say y'all? I need to make sure someone takes out the other archer stack, then I'd try a Diwi run on the fort, then retreat to where Queen Jadis is.

    70+13 = 83 pop points. Which I'll spend now on 2 Steam Planes (2*35 = 70, 13 left-over).

    Currently, Steam Gentlemen (at the base camp) have: 1 Diwigible, 3 Steam planes, 1 Lvl1 Scout and 1 Commander L1.1 (Rocking out, Croakamancy): Lord Wivingston. Stack has a total of 72 Hits, 86 Attack (after Rock-out), 29 Defense, 4 Move (Flier).

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     Post Posted: Wed Mar 30, 2011 3:02 pm 
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    tigerusthegreat: Special bonus should be 0. Which means you only did 24 damage.

    Also, "Units that have been popped may not move in that turn."

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     Post Posted: Wed Mar 30, 2011 3:15 pm 
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    Twoy wrote:
    tigerusthegreat: Special bonus should be 0. Which means you only did 24 damage.

    Also, "Units that have been popped may not move in that turn."


    Special Bonus is 1 from dittomancy, I copied that from the earlier combat they were in (run by the DM I think).

    And I forgot about the movement thing. Guess the uruk-ham will stay in the base camp for now.

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     Post Posted: Thu Mar 31, 2011 12:47 am 
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    tigerusthegreat wrote:
    Special Bonus is 1 from dittomancy, I copied that from the earlier combat they were in (run by the DM I think).

    Excellent. I was confusing special and trump bonus.

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     Post Posted: Thu Mar 31, 2011 8:05 am 
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    Ok, I'm not going to lead an attack. The only damage I could do is to take out one of the archers in the archer stack, and thats only on a random number of 1.1 or 1.2. Since I can upgrade my commander already I'm not going to need any spare points.

    I think I'm going to pop another manbearpig and then stack it with my lone christmas critter.

    80 + 10 from last turn = 90

    1 manbearpig = 84

    6 left over

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     Post Posted: Thu Mar 31, 2011 9:24 am 
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    How much time left?

    And anyone going to take care of those archers?

    I'll send some orders for this turn tomorrow, please. There'll surely be something left to attack in the fort, but I'd rather not have a visible archer stack near fliers, because who knows what stacks there are out there that we cannot see.

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     Post Posted: Thu Mar 31, 2011 11:37 am 
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    One stack of archers are gone and the walls are gone. I don't think we can do any more real damage to them this turn. The cav stack and twoll stack are too strong and we can only attack the archers with one of our 3 stacks (we have to attack each stack once before attacking another one twice). I think your stack would be the best shot at taking out the archers, plus your croakamancy gets us more men afterward.

    Remember they are going to have a trump bonus against you (36 attack total), so if we follow this plan they could croak your diwi on their turn.

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     Post Posted: Thu Mar 31, 2011 12:26 pm 
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    I will lead the Dwarf Siege x 3 in a bombardment of the archer stack at E4, since they have the lowest defense, and I can do the most damage to them.

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     Post Posted: Thu Mar 31, 2011 12:30 pm 
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    One archer cwoaked and one at 4/7 hits.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: E4
    TIME OF POST (in minutes and seconds): 2600
    Attacker:
    Total Attack Value: 33
    Total Defence of Top 8 Units: 12
    Level of Highest Commander: 5
    Special Bonus: 0.0
    Trump Bonus: 0.0
    Random Percentage: 70%

    Hits Inflicted on Defender: 10

    Defender:
    Total Attack Value: 0
    Total Defence of Top 8 Units: 24
    Total Terrain & Walls Defence: 0
    Level of Highest Commander: 2
    Special Bonus: 0.0
    Trump Bonus: 0.0
    Random Percentage: 80%

    Hits Inflicted on Attacker: -9


    Restack Dwarf Siege x 8, Cherry Blossom Scout 2, Queen Jadis (5.2).

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     Post Posted: Thu Mar 31, 2011 12:41 pm 
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    This turn I will pop three Centaurs for 105:
    3 Centaurs 45 Hits, 36 Attack, 9 Defense.

    That leaves me with 4 points plus 12 that I earned this turn equals 16.

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     Post Posted: Thu Mar 31, 2011 6:27 pm 
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    Just under 24 hours until the end of the turn.

    Some folk have asked questions, which I've answered in the second page of this thread.

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     Post Posted: Thu Mar 31, 2011 11:56 pm 
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    I should have 96 points from killing + 5 left over...can I spend those now or do I have to wait until next turn.

    If I don't have to wait, I'm going to upgrade my pikers with a commander (please roll for me DM) with Dirtamancy. (100 points total)

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