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 Post Posted: Sat Nov 07, 2009 9:41 pm 
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Now this is the map as I see it - but I'm a bit sketchy on where the white, grey, and blue units are.

EDITED AFTER THE BELOW POSTS

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Last edited by LTD on Sat Nov 07, 2009 11:18 pm, edited 1 time in total.
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     Post Posted: Sat Nov 07, 2009 9:46 pm 
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    unfortuanatly yes, when it was moved to D2, but in e3 it had about... 7+ infantry, and was a level 4 city.

    I don't think you updated the map with my turn...

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     Post Posted: Sat Nov 07, 2009 10:28 pm 
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    Image

    Quote:
    Telva - when you lost the battle for the Gee Fresh capital, your remaining units should have retreated back to D6.
    My 0 remaining units? 4 cav, 2 fliers, 7 hits on me = 0 units left.

    I'll take the 4 you gave me though ;)

    EDIT and actually my chart is wrong Telvazeen should be lvl 4. I forgot to update that >.> :mrgreen:

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     Post Posted: Sat Nov 07, 2009 10:52 pm 
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    would anyone like to rate my A-Mancy from turn 2?

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     Post Posted: Sat Nov 07, 2009 11:13 pm 
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    Daemonwelsh - I was working off your map. Sorry, have looked again.
    You popped an Infantry in all your cities, so the level 4 one in d2 (is it Empire?) had at least 1 Infantry in it.

    We shall have to fight.

    COMBAT!
    Battle is joined in hex: d2
    TIME OF POST (minutes and seconds): 1307
    Attacker: 0 Fliers
    1 Cavalry
    1 Infantry
    0 Siege
    Total Combat Factors: 2
    Random Number: 5
    Tactical Bonus Result: 2
    Total Combat: 9
    Combat Result: VICTOR
    Hits Inflicted: 1

    Defender: 0 Fliers
    0 Cavalry
    1 Infantry
    0 Siege
    4 Defence Factor (City Level less Siege - minimum of 1)
    Total Combat Factors: 4
    Random Number: 2
    Tactical Bonus Result: 0
    Total Combat: 6
    Combat Result: LOSER
    Hits Inflicted: 1

    I lose the infantry in d3, but still take the city. Any problems with this?


    I've updated the map accordingly - and removed Telva's excess fliers.

    Still in the dark on most of the rest of the units.

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     Post Posted: Sat Nov 07, 2009 11:16 pm 
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    turbler wrote:
    Garrison units
    Effect: Players can Garrison infantry in their cities, Garrisoned units have 0 move, but give a +1 bonus to combat (unnafected by city multiplier) for each one present.
    Fluff: by Garrisoning their units, SUperbia can ensure the safety of it's cities.


    I rate Garrison units a 3.

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     Post Posted: Sat Nov 07, 2009 11:25 pm 
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    Ive got one more unit in e2.

    and Ill rate Garrison a 6...

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     Post Posted: Mon Nov 09, 2009 1:26 pm 
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    AOL: maxusbrimstone
    Empire: WoD
    Color: White
    Player: White Wulf

    Turn: 2

    Starting Schmuckers: 40
    Total Income from Cities: 210
    Upgrade Costs: None (No new cities, no city can be upgraded)

    Cities
    I1 "Requiem" Level 5
    H2 "Forsaken" Level 4
    I2 "Awakening" Level 4
    H3 "Lost" Level 4

    Units
    Pop 1 Calvalry in every city (I1, I2, H2, H3)

    Before Movement
    I1 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
    I2 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
    H2 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
    H3 0 Flyers, 1 Cavalry, 1 Infantry, 0 Siege.
    I4 0 Flyers, 2 Cavalry, 0 Infantry, 0 Siege.

    Upkeep: -66
    Ending Schmuckers: 144

    Movement:
    2 Calvalry in I4 move to H3
    1 Calvalry in H3 move to H2

    After Movement
    I1 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
    I2 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
    H2 0 Flyers, 2 Cavalry, 3 Infantry, 0 Siege.
    H3 0 Flyers, 2 Cavalry, 1 Infantry, 0 Siege.

    Development:
    Thick Blood only got rated by two people I think. so I'll restate what it does.
    Thickblood
    Effect: When combat has ended, all WoD Infantry take hits first. If there are more Infantry units that hits inflicted, the following effect takes place: WoD only loses 1/2 its Infantry units (rounded down), as long as they were not completely wiped out, but even if they would normally lose fewer, if the enemy scores at least 1 hit, Infantry is stilled reduced by half.
    Fluff: The thick blood in the Ghoul's veins is painful and they go crazy in combat, tearing enemies apart. They often hurt themselves as much as their enemy in this state, but unless completely destroyed their blood will gaurantee that a number of them will survive.

    When a side finishes a development, other sides can develop it, correct?
    If so I want to spend 4 A-mancy points and develop Provisions.

    Ratings:
    Garrison: 3
    Alliance: 1
    Leaf on the Wind: 3
    Stagnancy: 4


    Last edited by Crovius on Tue Nov 10, 2009 11:52 am, edited 1 time in total.
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     Post Posted: Mon Nov 09, 2009 4:44 pm 
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    yup, but I get a +1 A-Mancy point on my next turn :D

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     Post subject: GeeFreshLand Turn 3
     Post Posted: Mon Nov 09, 2009 5:30 pm 
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    Empire: GeeFreshLand
    Colour: Blue
    Player: GeeFresh

    Turn: 3


    Starting Gold: 63

    Total Income from Cities: 160

    Upgrade Costs: -40 Upgrade Fourthium A5 to 4 (40)

    Cities
    Location Name Level
    C5 Firstium 5
    D5 Secondium 4
    E6 Thirdium 4
    A5 Fourthium 4

    Units: Pop 1 Infantry each in C5, D5, E6, A5;

    Units
    Location Cavalry Infantry
    C5 Firstium 0 1
    D5 Secondium 0 3
    E6 Thirdium 0 5
    A5 Fourthium 0 1
    B5 0 3
    B6 1 0

    UPKEEP COSTS: -45

    Ending Gold: 138



    Develop-A-Mancy:
    Steal-A-Mancy-A-Mancy
    Effect: Someone else's A-Mancy, once proposed and voting finalised, and begun to be researched by the proposer, can be begun to be researched prior to the original proposer finishing research.
    researched: 14/14 COMPLETED!

    Hero - using steal-a-mancy-a-mancy
    researched: 1/8


    Last edited by GeeFresh on Mon Nov 09, 2009 5:35 pm, edited 1 time in total.
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     Post subject: movement
     Post Posted: Mon Nov 09, 2009 5:35 pm 
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    Location Cavalry Infantry
    C5 Firstium 0 1
    D5 Secondium 0 3
    E6 Thirdium 0 5
    A5 Fourthium 0 1
    B5 0 3
    B6 1 0

    2 Infantry from B5 move to C5 Firstium
    1 Infantry from B5 move to A5 Fourthium
    1 Cavalry at B6 move to A5 Fourthium
    2 Infantry from E6 Thirdium move to D5 Secondium
    2 Infantry from D5 Secondium move to C5 Firstium

    Ending locations
    Location Cavalry Infantry
    C5 Firstium 0 5
    D5 Secondium 0 3
    E6 Thirdium 0 3
    A5 Fourthium 1 2

    No Combat

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     Post subject: to telva
     Post Posted: Mon Nov 09, 2009 5:41 pm 
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    Telva, mate,
    I don't think you lost seven units attacking me.
    I can't be bothered checking the rules for you,
    But now I did:

    Quote:
    The Victor inflicts a number of hits on the opposing side equal to two-thirds of the number of units (rounded to nearest whole number).

    See the example given, it fleshes out this concept.

    I had two units, so two thirds of two units..... maybe you lost one unit?

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     Post Posted: Mon Nov 09, 2009 8:40 pm 
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    Crovius - you've cheated yourself out of 40 Schmuckers there.

    Gee Fresh - no, the units are multiplied by city defence for casualties. Your 2 Infantry count as 10 for casualty purposes.

    Telva and turbler to go for turn 3.

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     Post Posted: Mon Nov 09, 2009 11:45 pm 
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    I'll try to post tomorrow. Hectic at work lately.

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     Post Posted: Wed Nov 11, 2009 7:28 pm 
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    BUMP

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     Post Posted: Wed Nov 11, 2009 9:27 pm 
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    I cast: Thread resurrection!

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     Post Posted: Wed Nov 11, 2009 9:41 pm 
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    Hey Welsh, for your next map, maybe you could use shape like triangles and circles to indicate unit type, instead of colour, and only use colour to seperate sides? just thinking, since me and crovi have pretty similar colours and whatnot.

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     Post Posted: Wed Nov 11, 2009 9:55 pm 
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    makes sense... ill see what I can do.

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     Post Posted: Wed Nov 11, 2009 9:57 pm 
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    turbler - in about six or seven hours it will be six full days since your last turn, allowing you to post your next turn out of sequence if you wish.

    Cheers

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     Post Posted: Thu Nov 12, 2009 12:48 am 
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    Sorry, work is crazy around this time of year.

    And MW2 just came out >.>

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