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 Post Posted: Sun Apr 03, 2011 3:31 am 
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I think moving up the pikers to D3 and stacking Saruham with them is the best choice. I am fairly certain you can spend the points from their attack on your turn. What you can't do is spend points earned this during your attack on this turn.

I have a good chance to serioulsy damage whichever stack I attack, barring a really bad roll.

Steam Gentlemen, are you planning to attack this turn? If yes, which stack would you prefer to attack? The only way I can attack the archers is if you hit the stabber stack first.

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     Post Posted: Sun Apr 03, 2011 10:20 am 
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    You mean the Commander stack, X, right? With Twoll Stabber etc? Because I think that's the only other stack in that hex, apart from the Archers. And why not, looks meaty enough.

    Well, now I can use my 2 Steam Planes, I suppose, right?

    Wait a minute ... who's Commanding our base? The one our stack F (commanderless) left from?

    In any case, we have until Wednesday to decide what to do about that. I'd rather use my now available 60+13 pop points to pop two more Steam Planes, for extra D, rather than a commander and a token Wion Hunter to leave at the camp. But if nobody has a commander at our base, that's the only popping that would make moving unled troops away from our base and into the front possible.

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     Post Posted: Sun Apr 03, 2011 11:20 am 
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    Yes, the one with the twoll stabber.

    I am planning to hit the archers, if I can, and then move Jadis back to the base camp and upgrade her with Rockin' Out. After she is at the base camp, she can send any loose units forward.

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     Post Posted: Sun Apr 03, 2011 12:30 pm 
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    That's nice, however- I can't move troops before there's some commander at our base (and neither can stack F ... unless there is a commander at our base already and I'm just not paying attention). So I couldn't use the Steam Planes.

    ... OTOH, that might be ok. I see that, even if a unit is badly damaged- which the Diwi will be- it can still move on the same turn. It's the next turn that it's frozen. Since you retreat to base, I think the wise course of action would be for Wivingston to do the same.

    So I'll be waiting a little more for the situation at the camp to clear up, and send orders soon.

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     Post Posted: Mon Apr 04, 2011 12:43 am 
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    That's funny! I've been thinking Cdr Livingston was at the base camp this entire time.

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     Post Posted: Mon Apr 04, 2011 11:39 am 
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    Pop High King Peter for 50 points (Shall I use the time from this post to generate a level?)

    Stack High King Peter (level X.x), Centaur x 3.

    Now everyone can give orders to units at the base camp, and a change of plan for Jadis. She will stay at D3 after she destroys the archers.

    Waiting for Cdr Wivingstone to hit the twoll stabber stack.

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     Post Posted: Mon Apr 04, 2011 1:27 pm 
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    Sending saruham's stack to c4, the solo unled baconrog to c3, then popping the following:

    1 dirtamancer commander for mu pikers, named Lardz the Uruk Ham Captain. 7 archers a worg hog and a stabber as mentioned earlier.

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     Post Posted: Mon Apr 04, 2011 4:40 pm 
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    Twoy wrote:
    Waiting for Cdr Wivingstone to hit the twoll stabber stack.


    Consider it done.

    Meaning, orders are:

    SG has 73 pop points at the start of this turn. Pops 2 Steam Planes (cost 2*35 = 70; 3 points remaining).

    However, 2 Steam Planes were already popped last turn, so I can bring those to the Diwi stack, which now is:

    Diwi, 3x Steam Plane, L1 Scout, Cmdr. Wivingston (Rocking out, Croakamancy). Stack has 43 Attack (*2 = 86 from Rocking Out), 29 Defense, 72 Hits.

    Attacks the Twoll stabber stack at E4, and survivors will return to D3 (or wherever Queen Jadis is).

    Calcs to follow.

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     Post Posted: Mon Apr 04, 2011 4:56 pm 
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    Results (!!!Warning)

    Random seed was 4034. Resulting in the Diwi stack dealing 27 damage to the Twoll Stabber stack which I think is enough to croak the Twoll, leaving the next stabber, a Gobwin, with 2 Hits remaining. (This part is ok.)

    Wivingston levels, whatever the next line is resolved as.

    The Diwi stack sustains -8 damage as in none, it all got soaked in Defenses. !!! This result was obtained by fiddling with the spreadsheet because I think there's an error in it: the rules doc leaves the impression that combat damage formula is mostly symmetric. However, the Attacker gets damage*random - defense, whereas the defender gets to do (damage - defense)*random(of the attacker, surely an error).

    I made the formula symmetric, in the sense that both attacker and defender inflict a damage*(appropriate)random- opposing defense. (Defense for the Defender stack includes walls and terrain bonus, one of the few aspects of asymmetry in the formula). With the symmetric, -8 damage the Diwi sustains.

    With the sheet as I downloaded it just now, the Diwi sustains 7 damage. Correcting the formula so that the Defender stack uses the proper random number, it goes down to 5.

    Anyway, having obtained a level, and a nice Twoll trophy worth 53 points, Wivingston retreats to Queen Jadis' location.

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     Post Posted: Mon Apr 04, 2011 7:19 pm 
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    BLAND makes an excellent point on the spreadsheet. Quite an error, that.
    I have fixed the sheet and put it on the site. You will need to download it again to get the combats right.

    About 25 hours to the end of the turn.

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     Post Posted: Tue Apr 05, 2011 12:41 pm 
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    Jadis and her Dwarf Siege x 8 bombard the 7 Gobwin Archers (Stack R) at E4 (aka Gobwin Hollow).

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     Post Posted: Tue Apr 05, 2011 12:47 pm 
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    71 points of damage to the archers cwoaks the whole stack. 84 pop points.
    Spoiler: show
    COMBAT!
    Battle is joined in hex: E4
    TIME OF POST (in minutes and seconds): 4137
    Attacker:
    Total Attack Value: 88
    Total Defence of Top 8 Units: 40
    Level of Highest Commander: 5
    Special Bonus: 0.0
    Trump Bonus: 0.0
    Random Percentage: 70%

    Hits Inflicted on Defender: 71

    Defender:
    Total Attack Value: 0
    Total Defence of Top 8 Units: 21
    Total Terrain & Walls Defence: 0
    Level of Highest Commander: 0
    Special Bonus: 0.0
    Trump Bonus: 0.0
    Random Percentage: 110%

    Hits Inflicted on Attacker: -40


    Nawnia:
    D3: Dwarf Siege x 8, Jadis the Cwoakamancer (L5.3), Scout 2.
    B2: Centaur x 3, High King Peter (L3).

    Question: If I upgrade a commander at the base camp, can he move on the same turn after he is upgraded?

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     Post Posted: Tue Apr 05, 2011 7:18 pm 
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    On the whole popping thing, I think that as of next turn I'll let units that pop move and use their functions. Just to make life easier. That's next turn, remember.

    About one hour till the end of the Alliance Turn.

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     Post Posted: Tue Apr 05, 2011 10:28 pm 
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    Ferrr-Durrrp!

    The Alliance turn has come to an end. The Gobwin Bump turn will begin shortly.

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     Post Posted: Wed Apr 06, 2011 2:26 am 
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    Alliance Units and Stacks
    Spoiler: show
    Isenlard
    Stack B
    1 Uruk-Ham Archers
    Scout Lvl 1
    Stack A
    1 Bacon-rog
    Stack G
    Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3
    8 Uruk-Ham Pikers
    Stack I
    Lardz the Uruk Ham Captain(Dirtamancy) Lvl Lvl 2
    7 Uruk-ham Archers
    Stack J
    Worg-hog
    Stack K
    Uruk-ham Stabber

    Steam Gentlemen
    Stack C
    Stack: Diwigible, 3 Steam plane, (Scout Lvl 1, Wivingston Lvl 2.0)
    Stack I
    2 Steam Planes

    Evil Imagination Land
    Stack E
    3 Manbearpig
    1 Christmas Critter
    commander Freddy Creuger Lvl 2
    level 4 scout - 160
    Stack F
    4 Christmas Critters


    Nawnia
    Stack D
    8 x Dwarf Siege Cost 272
    Scout 2 Cost
    Queen Jadis the Cwoakamancer Cost Lvl 5.2

    Stack H
    High King Peter Lvl 3
    6 Centaurs



    The Gobwin Bump Turn Passes without incident.

    Ferrr-durrrp!
    Scout Report Turn 4:
    Spoiler: show
    Image


    Gobwin Bump Units:
    M 8 Gobwin Stabbers 64 Hits, 32 Attack, 32 Defence

    T 2 Twoll Stabbers 30 Hits, 20 Attack, 10 Defence

    X 6 Gobwin Stabbers, Commander Lv 2 48 Hits, 24 Attack, 24 Defence

    Gobwins' Hollow is a level 1 City with a 0 point wall.

    The Alliance Turn begins now. Each Player receives 70 points + cwoakamancy + left from last turn.
    A reminder of a rules change from this turn on: Newly Popped or Upgraded units may move and fight in the same turn.

    The Alliance has 92 hours to enter their orders. The turn will end at 12:30pm on Sunday the 10th of April Australia Eastern Time (0230 GMT).

    {The early end is so that I can process orders before going out Sunday night}
    {Also, please be aware, my wife is currently 9months pregnant, so there may be a delay if the child decides to pop on or near Sunday}

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     Post Posted: Wed Apr 06, 2011 4:54 am 
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    Ordering my archers to Move to C4 to merge with Saruham's battered unit.

    Upgrading Lardz and his pikers with a rank 3 scout (60 points), and will store my remaining 10 + 4 = 14 points for future use.

    Moving Lardz to C3, ordering the Baconrog to take Gobwins Hollow (E4) then Lardz will continue to to D3.

    EDIT: just noticed that Saruham is with the Pikers...which is what someone else suggested I do and not what my final orders were. Final orders are located here

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     Post Posted: Wed Apr 06, 2011 3:57 pm 
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    Will we be able to pop units from Gobwin Hollow?

    If yes, can we pop them there this turn?

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     Post Posted: Wed Apr 06, 2011 7:13 pm 
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    tigerusthegreat wrote:
    EDIT: just noticed that Saruham is with the Pikers...which is what someone else suggested I do and not what my final orders were. Final orders are located here


    Yep, sorry. Ignore that.


    Quote:
    Will we be able to pop units from Gobwin Hollow?

    If yes, can we pop them there this turn?


    The Baconrog notices that Gobwin Hollow will make an excellent spawn point for the Alliance.
    However, it will take an entire turn to transfer the Spawn Point, and the Alliance will forfeit any pop-points (not cwoakamancy) in order to move the Point.
    (ie, if you move the spawn point, the Alliance earns no income in that turn, and may not pop units in that turn)

    I'll ask for a consensus of Players before the spawn point is moved - it doesn't have to be next turn (it can't be this turn).

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     Post Posted: Thu Apr 07, 2011 10:31 am 
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    We still keep stored pop points, correct?
    If we do keep stored pop points, then can we use them next turn?

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     Post Posted: Thu Apr 07, 2011 1:55 pm 
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    I'm pretty sure we get to keep stored points.

    "...the Alliance will forfeit any pop-points (not cwoakamancy)..."

    BTW, I only have 3 centaurs at the beginning of this turn, not 6.

    Also, I am certain that Jadis is level 5.3.

    I have 180 pop points=26 stored, 84 cwoaked and 70 new.

    Pop Centaurs x 5 for 175 pop points. 5 remaining.


    Stack D moves to Gobwin Hollow:
    8 x Dwarf Siege, Scout 2, Queen Jadis the Cwoakamancer Cost Lvl 5.3
    Stack H moves to Gobwin Hollow:
    8 x Centaurs, High King Peter Lvl 3

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