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 Post subject: diplomatic response
 Post Posted: Tue Nov 24, 2009 5:43 pm 
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Posts: 28
GeeFreshLand recalls their High Commissioner & embassy staff from Ounce in protest.

But, being men of Issachar, who understood the times and knew what Gee FreshLand should do,
they have switched sides, pledging loyalty to 28.35 grams.

Splitters!

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     Post Posted: Tue Nov 24, 2009 7:50 pm 
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    Posts: 282
    Empire: Tribble
    Colour: Yellow
    Player: Gorf

    Turn: 6

    Starting Schmuckers: 68
    Total Income from Cities: 210
    Upgrade Costs: 0

    Cities
    E1 [Tribble level 5]
    E2 [Mercenary level 4]
    F1 [shlock Level 4]
    G1 [Shwarm level 4]
    F3 [Rush level 4]

    Units
    Pop 1 flier in e1, f1, e2, g1, f3

    Before Movement
    Location :
    e1: (1 flier)
    e2: (1 flier)
    f1: (3 infantry)(1 flier)
    f3: (1 flier)
    g1: (4 infantry)(1 flier)
    g2: (15 infantry)

    Movement
    e1->b1 (1 flier)
    e2->h2 (1 flier)
    f1->f2 (3 infantry)
    g1->g2 (4 infantry)
    f1->h2 (1 flier)
    f3->h2 (1 flier)
    g2->h2 (15 infantry)
    g1->h2 (1 flier)

    Location After Movement:
    b1: (1 flier)
    e1: 0 units
    e2: 0 units
    f1: 0 units
    f2: (3 infantry)
    f3: 0 units
    g1: 0 units
    g2: (4 infantry)
    h2: (15 infantry, 4 fliers)
    UPKEEP COSTS: -81

    Ending Schmuckers: 197

    Develop-A-Mancy

    5 points into Rush a-mancy: total to completion: 23/42
    turns to completion: 4
    Alliance: completed (targeting LTDave)
    0 point into Budget a-mancy: total to completion: 1/25
    Turns to completion: 5

    Proposal: none this round.

    Rating other Players:
    Daemonwelsh: Budget-a-mancy 6+4=5... 5*5=25
    telva: NA
    turbler: NA
    GeeFresh:
    Crovius: NA
    LTDave: studied insult 8

    COMBAT (YAY!)

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     Post Posted: Tue Nov 24, 2009 7:52 pm 
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    Battle is joined in hex: H2
    TIME OF POST (in U seconds): 1750
    Attacker: 4 Fliers
    0 Cavalry
    15 Infantry
    0 Siege
    Total Combat Factors: 19
    Random Number: 10
    Tactical Bonus Result: 4
    Total Combat: 33
    Combat Result: VICTOR
    Hits Inflicted: 13

    Defender: 3 Fliers
    0 Cavalry
    3 Infantry
    0 Siege
    4 Defence Factor (City Level less Siege - minimum of 1)
    Total Combat Factors: 24
    Random Number: 2
    Tactical Bonus Result: 0
    Total Combat: 26
    Combat Result: LOSER
    Hits Inflicted: 8



    I lose 8 infantry.
    thus I have 7 infantry and 4 fliers in h2.

    *edit**
    Location After Combat:
    b1: (1 flier)
    e1: 0 units
    e2: 0 units
    f1: 0 units
    f2: (3 infantry)
    f3: 0 units
    g1: 0 units
    g2: (4 infantry)
    h2: (7 infantry, 4 fliers)

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     Post Posted: Wed Nov 25, 2009 2:28 pm 
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    Posts: 682
    AOL: maxusbrimstone
    Isn't H2 mine? I only have calvalry and infantry. No fliers. Also, you get no bonus from your fliers anyway thanks to my Cover-A-Mancy. So yeah, you might want to redo it, cause you are 7 points less and I have an extra 5 points.

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     Post Posted: Wed Nov 25, 2009 4:42 pm 
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    Crovius wrote:
    Isn't H2 mine? I only have calvalry and infantry. No fliers. Also, you get no bonus from your fliers anyway thanks to my Cover-A-Mancy. So yeah, you might want to redo it, cause you are 7 points less and I have an extra 5 points.


    well then someone else is going to have to deal with the combat, because I can no longer access my computer due to viral infections.

    Right now I am using a school computer.

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     Post Posted: Thu Nov 26, 2009 12:24 am 
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    Posts: 28
    Empire: GeeFreshLand
    Colour: Blue
    Player: GeeFresh

    Turn: 6

    Starting Gold: 240
    Total Income from Cities: 170
    Upgrade Costs: 0

    Cities
    Location Name Level
    C5 Firstium 5
    E6 Thirdium 4
    A5 Fourthium 4
    B6 Fifthium 4

    Units: Pop 1 Calvalry each in C5, E6, A5, B6;

    Units
    Location Cavalry Infantry
    C5 Firstium 2 5
    D5 Secondium CAPTURED!
    E6 Thirdium 2 4
    A5 Fourthium 2 3
    B6 Fifthium 2 1

    UPKEEP COSTS: -87
    Ending Gold: 323

    Develop-A-Mancy:
    Steal-A-Mancy-A-Mancy: COMPLETED
    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.

    Hero - using steal-a-mancy-a-mancy
    researched: 7/8

    spare points from last time: 4 + 5 this turn…
    Cover-A-Mancy: COMPLETED!
    Progress: 9/9
    All cities Lv 3 or higher now count as forest squares during combat, so Fliers can not fight.

    Rank other tech proposals:
    LTDave: Studied Insult: 1

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     Post subject: combat
     Post Posted: Thu Nov 26, 2009 12:27 am 
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    no combat. too hard to work out where LT is. And whether I might win.
    probably not.

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     Post Posted: Thu Nov 26, 2009 7:28 pm 
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    Due to Crovius' Cover-A-Mancy, the Flyers in the attach on H2 don't count.

    Here's my calculation of how that battle went:

    COMBAT!
    Battle is joined in hex: H2
    TIME OF POST (in U seconds): 1750
    Attacker: 0 Fliers
    0 Cavalry
    15 Infantry
    0 Siege
    Total Combat Factors: 15
    Random Number: 10
    Tactical Bonus Result: 1
    Total Combat: 26
    Combat Result: LOSER
    Hits Inflicted: 5

    Defender: 0 Fliers
    3 Cavalry
    3 Infantry
    0 Siege
    4 Defence Factor (City Level less Siege - minimum of 1)
    Total Combat Factors: 24
    Random Number: 2
    Tactical Bonus Result: 2
    Total Combat: 28
    Combat Result: VICTOR
    Hits Inflicted: 16


    So Daemonwelsh came pretty close to winning it, but Crovius' cavalry added their +2 bonus, and tipped it to their favour.

    It's really dangerous to attack a high level city without siege, especially if the opponent has Cover-A-Mancy.

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     Post Posted: Sun Nov 29, 2009 10:56 am 
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    Posts: 262
    Heya Dave. Couldya maybe... get a new map? tw'ould be very much appreciated. til then, I'll try to take my long overdue turn :S

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     Post Posted: Mon Nov 30, 2009 12:25 am 
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    AOL: maxusbrimstone
    K, I have 1 calvalry left in that city but we wiped out all of the attacking infantry, the fliers are just kind sitting outside the city limits having watched the infantry be wiped out.

    Yay!

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     Post Posted: Mon Nov 30, 2009 7:13 pm 
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    Crovius wrote:
    K, I have 1 calvalry left in that city but we wiped out all of the attacking infantry, the fliers are just kind sitting outside the city limits having watched the infantry be wiped out.

    Yay!


    well... It doesn't say the fliers can't enter your city, just that they can't partake in combat.
    I guess they are sitting in your hex doing absolutely nothing.

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     Post Posted: Mon Nov 30, 2009 11:21 pm 
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    Daemonwelsh - your flyers can not fight, but can be taken as casualties, and must retreat with the rest of the forces.

    You need to indicate which units you have taken as casualties.


    Image

    This is the map for turn 6 after Gee Fresh's turn.

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     Post Posted: Tue Dec 01, 2009 1:02 am 
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    then I will pick it so that I have 3 infantry alive in hex... g3. (that is where they came from I believe.)

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     Post Posted: Tue Dec 01, 2009 12:41 pm 
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    Posts: 682
    AOL: maxusbrimstone
    Empire: WoD
    Color: White
    Player: White Wulf

    Turn: 3

    Starting Schmuckers: 273
    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, 3 Cavalry, 3 Infantry, 0 Siege.
    I2 0 Flyers, 3 Cavalry, 3 Infantry, 0 Siege.
    H2 0 Flyers, 2 Cavalry, 0 Infantry, 0 Siege.
    H3 0 Flyers, 4 Cavalry, 1 Infantry, 0 Siege.

    Upkeep: -82
    Ending Schmuckers: 401

    Movement:
    1 Infantry I1 to I2
    2 Infatry from I2 to H2
    1 Calvalry H3 to H2

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

    Development:
    Thick Blood average rating was 3, so it will take 9 A-mancy points to develop.
    Spend 4 A-Mancy points on development
    Progress:9/9
    And now whenever my Infantry take casualties, I'll always lose 50% of them, regardless of how many casualties they actually take, so if they take 1 casualty but their's 20 of them, I lose 10, but on the flipside if I have 20 and take 19 casualties, I still lose only 10.

    Spend 1 A-mancy Point to Propose Rage!
    Name: Rage!
    Effect: When Calvalry take casualties, if not completely destroyed they can automatically inflict casualties to the enemy equal to the remaining calvalry. If all Calvalry are destroyed or there is no enemies left this effect does nothing. Casualties inflicted from rage occur after combat and are not included in the casualties caused during the fight.
    Fluff: The werewolves of WoD are terrifying beasts, and killing their kin enrages them to feats of terrifying power. Even a lone werewolf can take down an extra enemy while in the rage induced from seeing his brethren fall. The only sure way to prevent this is to destroy all of them.

    Ratings:
    Studied Insult: 1

    Already Developed:
    Cover-A-Mancy - All Cities Lv 3 and higher count as forest, so fliers add no bonus to combat for either side.
    Provisions - Units that don't move cost only 90% of their upkeep

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     Post Posted: Wed Dec 02, 2009 4:58 am 
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    Posts: 3154
    Empire: 28.35 Grams
    Colour: Emerald
    Player: The Great and Mighty 28.35 Grams


    Turn: 7

    Starting Schmuckers: 522.7
    Total Income from Cities: 407 {includes +10% from Wizz-A-Mancy}
    Upgrade Costs: 0

    Cities
    A1 [28.35 Grams] Level 5
    A2 [MunichLand] Level 4
    A3 [AppleBurg] Level 4
    B2 [Whichville] Level 4
    B3 [Sleepy Meadows] Level 4
    C3 [EastWhichVille] Level 4
    D2 [Empire] Level 4
    D3 [JasperCity] Level 4
    D5 [Captured] Level 4

    Units
    Pop Flyers in A1, A2, A3, B2, B3, C3, D2, D3, D5.

    Before Movement
    Location : Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
    A1 [28.35 Grams] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    A2 [MunichLand] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    A3 [AppleBurg] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    B2 [Whichville] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    B3 [Sleepy Meadows] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    C3 [EastWhichVille] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    C4 1 Flyers, 0 Cavalry, 3 Infantry, 1 Siege.
    D2 [Empire] 1 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
    D3 [JasperCity] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    D4 0 Flyers, 0 Cavalry, 5 Infantry, 3 Siege.
    D5 5 Flyers, 4 Cavalry, 4 Infantry, 0 Siege.

    Movement
    From A1 to D2 via b2, c2 1 Flyer
    From A2 to D2 via b2, c2 1 Flyer
    From A3 to D5 via b3, c4 1 Flyer
    From B2 to D2 via c2 1 Flyer
    From B3 to D2 via b2, c2 1 Flyer
    From C3 to D2 via c2 1 Flyer
    From C4 to D5 1 Flyer, 3 Infantry, 1 Siege
    From D3 to D2 1 Flyer
    From D4 to D5 5 Infantry, 3 Siege
    From D5 to D6 5 Flyers

    Location After Movement: Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
    A1 [28.35 Grams] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    A2 [MunichLand] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    A3 [AppleBurg] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    B2 [Whichville] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
    B3 [Sleepy Meadows] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    D2 [Empire] 8 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
    D3 [JasperCity] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
    D5 [Captured] 1 Flyers, 4 Cavalry, 12 Infantry, 4 Siege.
    D6 5 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.

    UPKEEP COSTS: -202.5 (90% of maintenance due to Provisions)

    Ending Schmuckers: 727.2



    Develop-A-Mancy

    Invest 5 A-Mancy Points in Studied Insult Daemonwelsh 8, GeeFresh 1, Crovius 1, Average = 3.33, 12 Points to completion
    Studied Insult 5 /12

    Under Development
    Warlord 4 /16

    Already Developed
    Wizz-A-Mancy 16 /16 Developed {+10% Gold per turn}
    Hero 8 /8 Developed {Gain +1 to one attack per turn}
    Provisions 4 /4 Developed {Pay 90% of maintenance costs}

    Rating Other Players:
    Daemonwelsh: NA
    telva: NA
    turbler: NA
    GeeFresh: NA
    Crovius: Rage 7

    COMBAT IN D6
    5 of my Flyers versus 1 of Telva's.

    ROLLING!

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     Post Posted: Wed Dec 02, 2009 5:01 am 
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    COMBAT!
    Battle is joined in hex: D6
    TIME OF POST (minutes and seconds): 5849
    Attacker: 5 Fliers
    0 Cavalry
    0 Infantry
    0 Siege
    Total Combat Factors: 5
    Random Number: 9
    Tactical Bonus Result: 3
    Total Combat: 17
    Combat Result: VICTOR
    Hits Inflicted: 3

    Defender: 1 Fliers
    0 Cavalry
    0 Infantry
    0 Siege
    1 Defence Factor (City Level less Siege - minimum of 1)
    Total Combat Factors: 1
    Random Number: 10
    Tactical Bonus Result: 0
    Total Combat: 11
    Combat Result: LOSER
    Hits Inflicted: 0


    I take no losses, so the table in the post above stays the same.

    Image

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     Post Posted: Wed Dec 02, 2009 9:21 pm 
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    Posts: 282
    Colour: Yellow
    Player: Gorf

    Turn: 7

    Starting Schmuckers: 197
    Total Income from Cities: 210
    Upgrade Costs: 0

    Cities
    E1 [Tribble level 5]
    E2 [Mercenary level 4]
    F1 [shlock Level 4]
    G1 [Shwarm level 4]
    F3 [Rush level 4]

    Units
    Pop 1 cavalry in f1, e2, g1, f3
    Pop 1 flier in e1

    Location Before Movement:
    b1: (1 flier)
    e1: (1 flier)
    e2: (1 cavalry)
    f1: (1 cavalry)
    f2: (3 infantry)
    f3: (1 cavalry)
    g1: (1 cavalry)
    g2: (4 infantry)
    g3: (3 infantry)
    h2: 0 units

    Movement
    b1:--> a1 (1 flier)
    e1: --> b1 (1 flier)
    e2: -->f3 (1 cavalry)
    f1: -->f3 (1 cavalry)
    f2: -->f3 (3 infantry)
    f3: -->g2 (1 cavalry)
    g1: -->g2 (1 cavalry)
    g2: -->g2 (4 infantry)
    g3: -->g2 (3 infantry)
    h2: 0 units


    Location After Movement:
    a1: (1 flier)
    b1: (1 flier)
    e1: 0 units
    e2: 0 units
    f1: 0 units
    f2: 0 units
    f3: (2 cavalry, 3 infantry)
    g1: 0 units
    g2: (11 infantry, 1 cavalry)
    h2: 0 units
    UPKEEP COSTS: -28

    Ending Schmuckers: 407

    Develop-A-Mancy

    0 points into Rush a-mancy: total to completion: 23/42
    turns to completion: 4
    Alliance: completed (targeting LTDave)
    0 point into Budget a-mancy: total to completion: 1/25
    Turns to completion: 5

    Proposal: Alpha strike
    Mechanic's: at the cost of 25 shmuckers per unit(regardless of movement or not) all units under a player's control are moved to a hex of the person who developed this a-mancy. If enemy units are in the targeted hex, then combat is initiated. If not, then movement for the turn continues as normal.
    Fluff: with the understanding of the magic kingdom's teleportation technology, the tribbles developed a way to transport all units under their control to a single hex at a tremendous cost. utilizing this technology they began assaulting key hex's, even though that left all of their cities vulnerable to attack.

    Rating other Players:
    Daemonwelsh: NA
    telva: NA
    turbler: NA
    GeeFresh: NA
    Crovius: Rage: 4
    LTDave: NA

    No combat

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     Post Posted: Wed Dec 02, 2009 10:20 pm 
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    Posts: 262
    FINALLY! A TURN! A MIRACLE :P
    1. 170+83= 253 Shmuckers :D
    2. No upgrades yet.
    3. Vana, Ritia, and Vices will pop a flier. Gloria will pop a Cavalry
    4. 111-11(Provisions)=100. 253-100=153
    5. I get 6 points this turn since Dave researched Provisions,
    Provisions 4/4. COMPLETE. 10% off upkeep
    Garrison 1/16. can Garrison infantry in a city, Garrison units cannot move, but in combat, you get a +1 (unaffected by city multiplier) modifier for each.
    Steal-A-Mancy-A-Mancy 9/14. You can research things other people have proposed before they finish the research
    TelvaBoats: 2/2 COMPLETE (1 turn only D:)
    Ratings:
    Alpha Strike: 7, cause that thing is so zetta overpowered (EDIT: 6, cause it's still insanity... albeit a bit more reasonable... forgot about the whole every unit thing, don't want anyone pullin this off in 5 turns.)
    Rage: 6 Cause it's pretty strong too.
    6. 2 Cavalry G5->F5
    1 Infantry H6->G6
    1 Infantry I5->H6
    3 Fliers F5->F8
    1 Flier H5->F8
    1 Flier G5->F8
    1 Cavalry H6-F8 (thank you, TelvaBoats)
    After Combat in F8, 1 final move will take place.
    1 Flier I5->F8
    after all actions (except Combat) the field will look like...
    F5:3 Cavalry, 1 Siege.
    G5, G6, H5, H6: 1 Infantry
    I5: 2 Infantry


    Last edited by turbler on Thu Dec 03, 2009 3:57 pm, edited 1 time in total.
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     Post Posted: Wed Dec 02, 2009 10:35 pm 
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    COMBAT!
    Battle is joined in hex: F8
    TIME OF POST (in U seconds): 2054
    Attacker: 6 Fliers
    1 Cavalry
    0 Infantry
    0 Siege
    Total Combat Factors:6
    Random Number: 9
    Tactical Bonus Result:5
    Total Combat: 20
    Combat Result: VICTOR
    Hits Inflicted: 4

    Defender: 1 Fliers
    0 Cavalry
    1 Infantry
    0 Siege
    4 Defence Factor (City Level less Siege - minimum of 1)
    Total Combat Factors:8
    Random Number: 8
    Tactical Bonus Result:1
    Total Combat: 17
    Combat Result: LOSER
    Hits Inflicted: 3

    All hits wil be taken to my Fliers, Leaving me with 3 Fliers and 1 Cavalry.

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     Post Posted: Thu Dec 03, 2009 1:48 am 
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    I put in a limiting factor...
    It costs a helluva lot of smuckers, and bankrupts a side before upkeep is paid.
    and it leaves the sides cities undefended

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