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 Post Posted: Sat Jun 18, 2011 7:05 am 
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Twoy wrote:
Johel,
The combined score of Attack and Defence may not exceed hits.


Arf... How did I miss that line ?
Ok, will adapt this.

EDIT : Post edited.
Please notify if there's any other mistakes.
viewtopic.php?p=57385#p57385

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     Post Posted: Sun Jun 19, 2011 2:42 am 
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    Just a reminder that turn 1 is due to end in 19 hours or so.

    Cheers

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     Post Posted: Sun Jun 19, 2011 9:03 am 
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    Can anyone do my forage for me? Not going to be at my computer proper for the rest of the day, and my phone doesn't run excel.

    Full stack of 8 units foraging

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     Post Posted: Sun Jun 19, 2011 6:41 pm 
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    Code:
    335      _________________   2
    533      _________________   1
    632      _________________   2
    830      _________________   5
    1325      _________________   1
    1424      _________________   2
    1622      _________________   5
    2117      _________________   3


    So that's 21, giving you a total 61 foraging income.

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     Post Posted: Mon Jun 20, 2011 8:34 am 
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    Ferrr-Durp!

    The Kingdom of Narnia and Allied Powers' Turn has come to an end.

    Ferrr-Durp!

    The Opposing Forces Turn(s) have come to an end.

    Alliance Units and Locations:
    Spoiler: show
    Isenlard
    G9 Saruham the White Meat *Shockamancer* Lvl 3
    6 (a)Uruk-Ham Archers
    3 (a)Uruk-Ham Rangers

    The Dothwaki
    C5a Khal Dwogo Foolamancer Lvl 2
    Scout Jhogo (Rating 4)
    4 (c)Dothwaki Riders

    C5b 8 (p)Dothwaki Swaves

    C5c Khalessi Daenewys Lvl 2 Guard C5a
    5 (s)Dothwaki Wives

    The Zerglings
    D6a Cmdr. Alpha Lvl 4
    Cmdr. Delta Lvl 3
    2 (a)Turtle

    D6b 8 (p)Forager Guard D6a

    D6c 1 (p)Forager

    D6d 1 (p)Forager

    D6e 1 (p)Forager

    F5 Cmdr. Gamma Lvl 2
    1 (a)Turtle

    H4 Cmdr. Beta Lvl 2
    1 (a)Turtle

    H4 8 (p)Forager

    Kingdom of Narnia
    G6 King Edmund, Cwoakamancer, cost 100. Lvl 3
    8 (c)Centaur Cavalry

    G6 Diplomat Stefan *Rocker* Lvl 4
    8 (f)Imperial Eagew
    G6 Sir Konrad Lvl 2
    2 (st)Imperial Stabber

    E4 Freddy the Defender *dirtamancy* Lvl 2
    6 (a)Conscript Archer

    E4 25 peasant pikers (175)
    25 (p)Peasant Piker

    G6 El Flatulissimo (Dirtamancy) Lvl 2
    15 (a)Eww Archer

    The Scarlet
    B3 Flanchan Da Scary (Rockin' Out) Lvl 2
    1 Big Zeker
    4 Baby Zeker

    B3 1 Doow Puppy

    Gobwin Bump is a level 5 City with 100 points of walls
    Gobwins' Hollow is a level 2 City with 65 points of walls


    Scout Report:
    Spoiler: show
    Image
    Red Splotches are "Barren" hexes. They cannot be used to forage or to earn income from cities. Grey stars indicate that a hex has been "ravaged" - three grey stars are replaced with one red splotch (and yes, splotch is a technical term).


    Opposing Units and Locations:
    Spoiler: show
    Gobwinarians
    C2a 8 (st) Gobwin 64H 32A 32D +20D from Woods Guards C2b
    C2b 8 (a) Gobbow 64H 64A 0D +20D from Woods
    D1a 8 (st) Gobwin 64H 32A 32D +20D from Woods Guards D1b
    D1b 8 (a) Gobbow 64H 64A 0D +20D from Woods
    i8a 8 (c) Spidew 80H 48A 32D +20D from Woods
    i8b 8 (c) Spidew 80H 48A 32D +20D from Woods
    A2a 8 (st) Gobwin 64H 32A 32D Guards A2b
    A2b 8 (a) Gobbow 64H 64A 0D
    A2c 8 (c) Spidew 80H 48A 32D

    Arthurians
    D2a 4 (st) Baxta 4 (st) Artharens 72H 40A 32D
    D2b 4 (st) Baxta 4 (st) Artharens 72H 40A 32D
    D2c 4 (st) Baxta 4 (st) Artharens 72H 40A 32D
    E2a 3 (st)DW, 5 (st)Baxta, Commander Blinky *Dancefighting*, Lvl 3. 94H 94A 0D
    E2b 8 (st) Brain 64H 32A 43D Guard E2a
    E2c 8 (st) Brain 64H 32A 43D


    The C-Elfs
    i5a 8 (p) C-SpearElf 80H 32A 48D
    {Scouts are unable to gain reports on hexes coloured light grey}


    The Grennen
    A6 8 (f)Fox 104H 72A 32D
    D7 8 (f)Fox, Commander Frootee Lvl 2 104H 72A 32D
    B7a 8 (p)Bearit 144H 32A 112D Guards B7b
    B7b 8 (p)Lilted 96H 96A 0D
    B7c 8 (p)Begted, Commander Beren, Lvl 3 224H 144A 80D Guards B7d
    B7d 8 (p)Lilted 96H 96A 0D

    The Grennen
    With the fall of the Gobwin Nation, other powers have emerged to fill the vaccuum. The Grennen are large and peace loving, but can become furious if enraged. Whatever you do, don't walk between one and its young.
    (p)Bearit 18 Hits 4 Attack 14 Defence 2 Move Cost Per 98
    (p)Lilted 12 Hits 12 Attack 0 Defence 2 Move Cost Per 34
    (p)Begted 28 Hits 18 Attack 10 Defence 2 Move Cost Per 145
    (f)Fox 13 Hits 9 Attack 4 Defence 4 Move Cost Per 51

    Grenton is a Level 2 City with 60 points of walls.


    The Kingdom and Allied Turn begins now, and will end in 96 hours - that is, 10:30pm Friday AET (12:30pm GMT).

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     Post Posted: Mon Jun 20, 2011 9:53 am 
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    LTDave there were two foraging actions at C5 and one foraging action at G9.

    Looks like priority should be dealing with the barbarians to the south.

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     Post Posted: Mon Jun 20, 2011 9:56 am 
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    LTDave - Can you go through the math real quick to tell us how much we can spend this turn? We were having some disscussion about it and we think it's 929, but since this is the first turn with this method of point generation your help will be appreciated.

    On a second note,

    Nobles of Nawnia,

    We will be needing either money for units or reinforcements from the capitol. The Arthurians are encroaching on our territory, and while we can hold the hollow, we will not be able to push them out with our current forces.

    -Freddy

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     Post Posted: Mon Jun 20, 2011 10:09 am 
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    Dothwaki:

    Starting purse: 177.8 pop points.
    Upkeep: 66.2 pop points
    Remaining purse: 111.6

    Upgrade Daenawys with Foolamancy 100 points
    Remaining purse 11.6.
    Upkeep 66.2

    Pop 1 Swave
    Remaining Purse 4.6
    Upkeep 67.6

    Dothwaki restack:
    8 Swaves
    1 Swave
    5 Wives, Khalessi Daenawys L2 Foolamancy
    4 Dothwaki Riders, Jhogo S4, Khal Dwogo L2 Foolamancy

    The single Swave moves to D5 and forages

    906 is a 3:
    So that's 40+3 = 43 points.
    Purse is now 47.6
    Upkeep 67.6

    He has the following orders for the next few turns:
    +1 Turn1: Forage
    +2 Turns: Move to E6 Forage <-corrected as E5 was a mountain hex
    +3 Turns: Forage
    +4 Turns: Move to F5 Forage
    +5 Turns: Forage
    +6 Turns: Move to F4 Forage
    +7 Turns: Forage
    +8 Turns: Move to F3 Forage
    +9 Turns: Forage
    +10 Turns: Move to E3 Forage
    +11 Turns: Forage


    Last edited by Sihoiba on Fri Jul 01, 2011 5:33 pm, edited 2 times in total.
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     Post Posted: Mon Jun 20, 2011 10:10 am 
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    The rest of the Dothwaki move to C4.

    The Wives Forage.

    SSERNG on 1058 gives:

    Code:
    1058      _________________   3
    1355      _________________   3
    1652      _________________   5
    2147      _________________   1
    2246      _________________   2


    So that's 40+3+3+5+1+2 = 54
    Purse is now 101.6
    Upkeep 67.6


    Last edited by Sihoiba on Mon Jun 20, 2011 10:15 am, edited 1 time in total.
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     Post Posted: Mon Jun 20, 2011 10:11 am 
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    The Swaves forage.

    SSERNG on 1119 gives:

    Code:
    1119      _________________   5
    1614      _________________   5
    2109      _________________   2
    2307      _________________   3
    2604      _________________   1
    2703      _________________   1
    2802      _________________   3
    3099      _________________   5


    40+5+5+2+3+1+1+3+5 = 65

    Purse is now 166.6
    Upkeep 67.6

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     Post Posted: Mon Jun 20, 2011 10:17 am 
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    The Dothwaki Wives guard the Dothwaki Riders.

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     Post Posted: Mon Jun 20, 2011 2:26 pm 
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    Ferrr-Durp!
    And another day began, with the sun shining as always on this beautiful world !!

    Rubbing her eyes, Flanchan Da Scary slipped out of her bedroll, extending her arms wide as she stretched.
    Not far away, the Big Zeker and her little brethren were still snoring...
    This didn't go well with Flanchan, who decided it was time to wake them up "gently".
    The kicks didn't work well. The seering rays of multicolor burning light did.

    "-Goooooood Morning, Zekers !! Time to play !! Wanna play ?! I wanna play !! Play aaaaaaaall day long and even after !! I'm playful !! I'm full of playfulness !!"

    The Zekers, still half-asleep and dressed in pajamas full of clouds and bunnies, barely muttered an answer to their overenthusiastic mistress.
    The gurgle that rose from their stomachs was much more explicit.
    In response, rations popped : large plates of steaming bloody meats. Not what you would expect for what looked like anorexic teens.
    But they surely did needed the proteins to carry those over-sized swords in battle.

    Flanchan got one too :
    It looked like a milk gable top, only without any picture, topped with a straw.
    The girl drank it whole before carelessly discarding the useless package and belching.
    She appreciated how the sound startled the birds, smiling alone as her minions finished eating.
    She then turned to the East, where the tower of Gobwin's Hollow lied.

    If she was to trust the weight of her purse, she would need some Schmuckers soon... or she would lose her toys. Again.
    Time to ask the grown-up for a "tribute" to her Greatness. After all, being so awesome as herself was surely worth something.

    ----------------

    "-HEY !!! HEY, YOU !!!"

    Sitting on the shoulder of the Big Zeker, Flanchan was screaming with all her lungs to attract the attention of the Conscript Archer waiting on the wall of the city.
    To naught : the garrison of Gobwin's Hollow was disciplined enough not to pay attention to what could have been a rather obvious foolamancy distraction.
    As merely screaming was not enough, she ordered the Zekers to start making acrobatic figures, flying like some kind of mad orlys on steroids while she fired rainbow rays like fireworks.
    In broad daylight, the spectacle wasn't exactly great but it did the trick : one of the archer turns to them.

    "-AAAAAH !! FINALLY !! YES, YES, I AM TAKING TO YOU, YOU DEAF PIECE OF DOOK !! COME OVER HERE !! OR BETTER YET, GO SEEK YOUR BOSS !! I GOT A PROPOSAL FOR HIM THAT HE CAN'T REFUSE !! GO !! DON'T MAKE ME COME OVER THERE !!"

    ----------------

    The Scarlet Tribe

    Order 1 :
    Who : All 6 units
    Action : Forage
    Where : Hex B3
    Result : 40 + 6d5

    Order 2
    Who :
    Flanchan Da Scary (Rockin' Out) Lvl 2
    1 Big Zeker
    4 Baby Zekers
    Action : Form stack (A)
    Where : Hex B3
    Result : Stack (A)

    Order 3 :
    Who : Stack (A)
    Action : Move
    Where : Hex C4, D3, E3
    Result : Stack (A) is standing in Hex E3

    OOC :
    Not sure if we can talk freely IC for strategies and stuff so... I'm moving my Commander to talk.
    Given the stack's movement (4), this position allows for my flyers to go most enemies in the South next turn and even the C-Elfs in the East if I can pass by H4.
    Also, don't spend everything, please : I will need some Schmuckers or I will have to forage a lot next turn.

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     Post Posted: Mon Jun 20, 2011 3:16 pm 
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    Our warlords can talk to each other without moving to the same hex.

    Priorites:
    1. Defend our cities.
    2. Destroy units that are ravaging our hexes.
    3. Capture new cities.

    We had 929 points from last turn minus 151 upkeep.That leaves us 778 points. Diplomat Stefan, Freddy the Defender and El Flatulissimo each get 200 points. Don't forget to keep track of the points you have left from Turn 0.

    I will take the remaining 178 points plus 8 points from last turn which equals 186 points and pop 2 x centaurs (2 x 49=98 points) and Queen Susan (50 points). That's 148 points from my 186 leaving me 18 points for next turn.

    For pop points earned this turn, I count 17 open hexes under our control giving us an additional 680 pop points for the treasury.

    King Edmund the Cwoakamancer Lvl 3 and his 8 centaurs will advance to Gobwin's Hollow (E4).

    E4 King Edmund, Cwoakamancer, Lvl 3
    8 (c)Centaur Cavalry

    G6 Queen Susan, Lvl ?
    2 (c)Centaur Cavalry

    I will be gone to the Black Forest from Tuesday until Sunday. Not sure if I will be able to get online or not.

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     Post Posted: Tue Jun 21, 2011 7:23 am 
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    Location: Probably totally lost.
    Diplomat Stefan's popping orders:
    6 Imperial Stabbers--attach to Sir Konrad's stack.
    6 Beaver Pikers--unled for now.

    Diplomat Stefan advances to E3.

    E3 Diplomat Stefan, Rocker, Lvl 4
    8 (f) Imperial Eagew

    G6 Sir Konrad, Lvl 2
    8 (s) Imperial Stabber

    G6 [unled]
    6 (p) Beaver Pikers

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     Post Posted: Tue Jun 21, 2011 8:23 am 
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    Another question for you Dave,

    Whats the stats of a DW and brain? The only units we know about are the baxta and artharens. I'm kinda interested in how those 8 brains get 43 defense.

    nihilia - What do you want me to do to help protect your egews in E3? I was thinking of moving up the majority of my force into that hex, which may be able to do the trick.

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     Post Posted: Tue Jun 21, 2011 12:18 pm 
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    Twoy I count 21 open hexes within two hexes of your cities, two of them ravaged by hostile barbarian forces, and 1 currently held by the C-elfs leaves you with 18 hexes so 720 income. The requirements for you to gain income from a hex are from my reading of the rules:

    1)Within 2 hexes of a city you control.
    2)Open.
    3)Not ravaged.
    4)Doesn't contain any non allied units

    Secondly 186-148 is 38 not 18 left over.

    ---

    Khal Dwogo sends a thinkagram to Queen Jadis.

    "The Dothwaki expect tribute if you wish us to fight for your cause. We are your only eyes away from the city, you would do well to remember this when you make your offer."

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     Post Posted: Tue Jun 21, 2011 12:31 pm 
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    LTDave do Barbarians count as seperate factions when it comes to spending money given to them from the Kingdom treasurey? I.e. is there effectively one turn funding delay when getting money from Kingdom?

    Also the Kingdom has an accouting issue, there were two open hexes within in range of the Kingdom cities that were hidden by the mountain scouting shadow, should they have recieved funds for them turn one?

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     Post Posted: Tue Jun 21, 2011 2:11 pm 
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    Sihoiba wrote:
    Khal Dwogo sends a thinkagram to Queen Jadis.

    "The Dothwaki expect tribute if you wish us to fight for your cause. We are your only eyes away from the city, you would do well to remember this when you make your offer."


    Freddy Responds

    "Do not think you are in any position to threaten us, although we will pay if you do work for us. We will offer you a bounty for each enemy you kill in D2 this turn. This will be 20 for each Baxta and 30 for each Artharen, up to 145 total. This offer goes to all barbarian allies, and the maximum may increase if the other commanders wish to add to it. The payment will go out on a first come first serve basis."


    Popping orders: pop 2 conscripsts :70

    total 200 + 15 (left over) - 70 = 145 (to be kept for bounty if any takers)

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     Post Posted: Tue Jun 21, 2011 2:36 pm 
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    Saruham & Company will move to E9 and forage again.

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     Post Posted: Tue Jun 21, 2011 3:03 pm 
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    Ok, some responses:
    @Sihoiba - Thanks for noticing the map errors with foraging - I'll add these to the next map.
    @Herbierae - Players need to keep track of their own funds - Twoy will do this for the Kingdom (with some help from his friends)
    @Sihoiba - Thanks for listing future orders for that Swave - please remember to list the relevant one for each turn again as we proceed.
    @Johel3007 - You can talk to other players without being in the same hex - We assume a natural thinkamancy link to explain away real world communication. Also, your units cannot forage and then move. They can move (and fight) and then move and then forage. Foraging is the last thing they do each turn. You might like to edit your orders to reflect this.

    @Herbierae - yes, sorry about that. Other Arthuraian Stats:
    (st) DW 18 Hits 18 Attack 0 Defence 2 Move Cost Per 63
    (st) Brain 8 Hits 4 Attack 4 Defence 2 Move Cost Per 20

    Also, the Brain stacks include a typo. Should be 32 Defence, not 43.

    If you are looking for a list of stats for oppfor units, click on the link in my signature.

    @Sihoiba - your list of conditions for city revenue is correct - I'll add condition 5 - must have been scouted this turn - so that clears up your other question - no, there would have been no income from those open hexes on turn 1 - blocked by the mountains.
    @Sihoiba - Yes - there is a one turn delay for income given to Barbarians. So any cash recieved this turn from the Kingdom can't be used by the Barbarians until the next turn.
    Given that last answer, and the fact that Twoy is absent for a few days and won't be back until after the end of turn, perhaps one of the other Kingdom players might like to distribute some schmuckers to allied Barbarians?

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