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 Post Posted: Fri Mar 23, 2012 7:16 pm 
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There are plenty of reasons to go to war with each other. Like the fact that you don't have nearly enough land and could have so many more shmuckers if you just conquered that one extra city....

LTD did say he didn't want us holding up in our sides, thus the decreased returns on projects as he pointed out, so I imagine he'll come up with something if we all try and play too nice. I doubt we'll need his prompting though. Something is bound to happen. Two sides will be fighting over a city and other sides will take the chance to strike at weakened opponents then they'll get attacked by someone and so on.

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     Post Posted: Fri Mar 23, 2012 7:20 pm 
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    speaking from experience in games like these (one based on Asimov's Foundation series, many based on Star Wars and Star Trek and hell even Star Gate) eventually the players settle into periods of non-violence and the GM has to do something to get them killing each other again lol

    because when I have my desired cities I can pretty much settle in and build defences while offering myself out as a merc to you guys in your own wars. This earns me Shmuckers and allows me greater forces then my cities alone could support. This will dry up sometime but while it goes on I could be untouchable.

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     Post Posted: Fri Mar 23, 2012 8:23 pm 
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    Now who is stealing who's ideas? :P

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     Post Posted: Fri Mar 23, 2012 8:28 pm 
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    I didnt say I was doing it lol Its an example.

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     Post Posted: Fri Mar 23, 2012 8:33 pm 
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    Oooooooohhhh. Umm... Mine too... *whistle*

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     Post Posted: Fri Mar 23, 2012 9:00 pm 
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    lol like i was saying. beware of blobbing.

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     Post Posted: Fri Mar 23, 2012 9:21 pm 
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    Army Group 1 LOKA MOVE TO GINT, ATTACK
    1 Warlord, Rotork Nazshak, Level 2.1
    8 Warrior 5 Figthan Warrior 2 Flying Fightan

    ATTACK GINT

    GINT is Defended by 9
    GINT BOWMEN 8 Hits, 4 Attack, 4 Defence, Type: R Ranged
    Behind the Walls of the City

    Spoiler: show
    Round 1
    Ranged / Flyer Combat
    9 Gint Bowmen fire on Warriors
    34 hits 5 warriors cwoaked, 1 with 4/8 hits taken.
    2 Flying Fightan Fire on Bowmen
    8 hits inflicted 1 Bowman Cwoaked 8 uninjured

    Melee Combat
    3 Warrior
    5 Fightan Warrior
    1 Warlord
    9 hits inflicted 1 Bowman Cwoaked 1 with 7/8 h.r. 6 uninjured

    Rotork Nazshark thinks better of attacking for a second round, and withdraws…

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     Post Posted: Fri Mar 23, 2012 9:43 pm 
    Print Book 2 & Draw Book 3 Supporter Year of the Dwagon Supporter This user is a Tool! Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Erfworld Bicycle® Playing Cards supporter Has collected at least one unit
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    Goodness, The Colonel can't seem to catch a break

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     Post Posted: Fri Mar 23, 2012 9:55 pm 
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    Battle at Nusq
    Force 1
    1 Warlord, "The Unnamed One", Level 2.1
    2 Archers 3 Risen 4 Reborn

    ATTACK NUSQ

    NUSQ is defended by 10
    NUSQ Fighters 7 Hits, 5 Attack, 2 Defence, Type: R Ranged


    Spoiler: show
    Round 1
    Ranged / Flyer Combat
    10 NUSQ FIGHTERS Fire on Reborn
    60 hits 4 Reborn Cwoaked

    2 Archers Fire on Fighters
    4 Reborn Fire on Fighters
    1 Warlord Fire on Fighters
    48 hits 6 Fighters Cwoaked 1 with 1/7 h.r. 3 uninjured

    Melee Combat
    3 Risen Attack Fighters
    22 hits 4 Fighters Cwoaked

    NUSQ falls to the forces of Lazarus.

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     Post Posted: Fri Mar 23, 2012 10:29 pm 
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    Yeah, the defense bonus from a city is excessive. Like I said, 9 units defending a level 3 is way stronger than 10 doing so. Heck, likely stronger than about 14 or so depending on the exact units in question.

    My poor Reborn :(. They died well at least.

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     Post Posted: Fri Mar 23, 2012 11:16 pm 
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    I think ranged units are way powerful defending a city.

    We definately need some siege now.

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     Post Posted: Fri Mar 23, 2012 11:44 pm 
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    Battle at OLG
    Force 1
    2 Warlord
    4 Archers 0 Risen 8 Reborn

    ATTACK OLG

    OLG is defended by 10
    OLGIAN SAMURAI 10 Hits, 5 Attack, 5 Defence, Type: Melee


    Spoiler: show
    Round 1
    Ranged / Flyer Combat
    4 Archers Fire on Fighters
    8 Reborn Fire on Fighters
    2 Warlord Fire on Fighters
    68 hits 6 Samurai Cwoaked 1 with 2/10 h.r. 3 uninjured

    Melee Combat
    4 Samurai Attack Reborn
    21 hits 2 Reborn Cwoaked

    All Samurai destroyed in second Ranged Phase.

    OLG falls to the invaders

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     Post Posted: Fri Mar 23, 2012 11:55 pm 
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    Battle at CABA
    1 Warlord, Dame Sans Tone, Level 2.1
    4 Slingers 10 Stone Guard 2 Rock Griffon


    ATTACK CABA

    CABA is defended by 10
    CABA TOZAS 8 Hits, 7 Attack, 1 Defence, Type: Range


    Spoiler: show
    Round 1
    Ranged / Flyer Combat
    10 TOZAS Fire on Stone Guard
    63 Hits inflicted 7 Stone Guard Cwoaked 3 uninjured

    4 Slingers Fire on TOZAS
    10 Stone Guard Fire on TOZAS
    2 Rock Griffon Fire on TOZAS
    1 Warlord Fire on TOZAS
    116 hits All TOZAS Cwoaked Samurai

    CABA falls to the invaders

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     Post Posted: Sat Mar 24, 2012 12:00 am 
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    The Citizens of Rozti have opened their gates to the power of the Golmon Empire...

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     Post Posted: Sat Mar 24, 2012 12:07 am 
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    tigerusthegreat wrote:
    I think ranged units are way powerful defending a city.

    We definately need some siege now.


    Ranged units in general prompt fairly serious losses, which is why they are nearly twice as expensive as their melee counterparts.

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     Post Posted: Sat Mar 24, 2012 12:33 am 
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    Image

    Turn 4 begins now, but I won't be processing until Monday afternoon (GMT+10) at the earliest.

    Thanks.

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     Post subject: Some More Questions
     Post Posted: Sat Mar 24, 2012 3:54 am 
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    -Can I get stats for my new types of units?

    Yep. Make 'em up yourself, and put 'em in your orders.

    -May I build Siege?

    Yep. See an earlier post for a suggestion how.

    -Can units move unaccompanied by a warlord between friendly cities?

    Nope.

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     Post Posted: Sat Mar 24, 2012 11:39 am 
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    Another question, what order are our turns processed in?

    Say I have a city, and I want to pop 2 extra units in it, however, Stoneheart decides they want to attack it. Do I get my units popped before they attack? or do I only get them if I survive? My logic says the former, but that really limits the value of any intelligence we receive (as what we know might be lacking *city level* of new troops).

    I probably already answered my own question.

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     Post Posted: Sat Mar 24, 2012 1:17 pm 
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    Given that freshly popped units can move out right away, I'd imagine they'd be able to defend a city. I think the bigger question is do reinforcements arrive in time? For example, Stoneheart wants to attack one of your cities, and you're also moving troops to the city, do your troops get there in time to defend the city? Can they get there in time to benefit from the city's defenses? Or will they arrive suddenly having to attempt to recapture a city? Could be a die roll. d6 with 1-2 being you get there late, 3-4 being you get there in time to defend, but can't benefit from city bonuses, and 5-6 you get there in time to benefit from city bonuses. Or maybe just 1 and 6 are special with 2-5 being a strait up fight.

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     Post Posted: Sun Mar 25, 2012 6:12 am 
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    I have orders from all players except Harry1991.

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