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Battle for The Deeps (Part 1) Turn 1
http://forums.erfworld.com/viewtopic.php?f=23&t=6335
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Author:  turbler [ Thu Sep 13, 2012 11:28 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) No Longer Recruiting

Units edited.
I'll start with 2 Flying Fish, 1 Sentinel and 1 Tactician please.

Author:  Fkrts [ Fri Sep 14, 2012 12:31 am ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

With the best of the coallition assembled it was time to enter the fray. Gobwin Knob took their turn but it passed without event. The first turn has begun and so has a new age for erf. The commanders stand ready for battle.

Image

The Hussar scouts out the nearest four hexes but finds no enemy's. It is now the first movement phase.

Spoiler: show
Alliance
Stack A Teavians
1 Captain 5/5 CL 1
3 Redcoats 4/4
1 Hussar 5/5 SL 4
Stack B Thousand Hex Woods
Captain Slinky (Woozel) 5/5 CL5 SL3
Poo 15/15
2 twiggers 5/5
Stack C Ginethian Hammers
Ginethian Commander 10/10 CL5
4 Minutemen 4/4
Stack D Miscellany
1 Tacticion 1/1 CL’s 4
2 Flying Fish 5/5 SL 2,3
Sentinel 11/11

Author:  WhirdCheese [ Fri Sep 14, 2012 5:51 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

The Gitaxians move North-Northwest-Northwest.

Author:  The Colonel [ Fri Sep 14, 2012 11:34 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

Do I move in a northernly direction? or do I move towards the bridge?

Author:  tigerusthegreat [ Sat Sep 15, 2012 9:03 am ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

Questions: do we get points for popping new units this turn, or does that start next turn.

Are we able to upgrade our city, and what is the cost.

Author:  Fkrts [ Sat Sep 15, 2012 1:07 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

The cost to upgrade a city is the next level up * 50 so to get to level 2 it would be 100 points

You don't get points this turn.

Author:  tigerusthegreat [ Sat Sep 15, 2012 1:34 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

The forces of thr woods will garrison the city for this turn

Author:  turbler [ Sat Sep 15, 2012 9:35 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

I'll move my troops N-NW-NW-NW-N
Also, I'd like to note that I've changed my Tactician's stats (however your unit details don't reflect this). Not a big deal, but I'm just making sure this is clear for later.
Another thing of note: 5 turns from now Gobwin Knob will have just as many resources (not including combat losses and such) as us, and from then on they'll have progressively more Shmuckers than us. We should still be careful, but we need to act quickly, as well.

Author:  WhirdCheese [ Sat Sep 15, 2012 10:47 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

I think we should send two people to the top bridge and one to each of the either. The or my other plan is to send everyone to one bridge.

Author:  The Colonel [ Sat Sep 15, 2012 11:42 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

May I go to the closest bridge and set up a defensive line?

Author:  Fkrts [ Mon Sep 17, 2012 8:34 am ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

I'll be updating around 7-8 central time this evening. Also because there is no enemy contact there will be no second move phase so use it up now. I'm currently assuming that The Colonel is moveing as close to the south bridge as possible. Everyone else seems to be in order.

Author:  The Colonel [ Mon Sep 17, 2012 9:48 am ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

Yes I am, with the hussar staying a little ahead,

Author:  Fkrts [ Mon Sep 17, 2012 10:21 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

Image

With almost the entire alliance moveing torwards a bridge. No contact yet. With that they end turn.

FER-DERP'

Spoiler: show
Alliance
Stack A Teavians
1 Captain 5/5 CL 1
3 Redcoats 4/4
Stack B Thousand Hex Woods
Captain Slinky (Woozel) 5/5 CL5 SL3
Poo 15/15
2 twiggers 5/5
Stack C Ginethian Hammers
Ginethian Commander 10/10 CL5
4 Minutemen 4/4
Stack D Miscellany
1 Tacticion 1/1 CL’s 4
2 Flying Fish 5/5 SL 2,3
Sentinel 11/11
Stack E Teavians
1 Hussar 5/5 SL 4

Author:  The Colonel [ Tue Sep 18, 2012 2:51 am ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

How much cash do we have?

Author:  Fkrts [ Tue Sep 18, 2012 5:52 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

You all have 25 schmuckers as well as whatever was left over from previous turns.

Oh on another note: COMBAT!!

Stack X
1 Dwagon
1 Level 5 Comander

VS

Stack E
1 Hussar

12 * .7 - 2 * .7 = 8.4 - 1.4 = 7 Hits inflicted

1 Hussar Croaks

No Survivors = No counter strike.

Author:  Fkrts [ Tue Sep 18, 2012 11:13 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 2

VREET!! Gobwin Knob's Turn has ended.

Image

You have your first sighting of an enemy

It would seem to be two gobwins a twoll and a Warlord

You all have 25 points to pop new units in your city with.

Spoiler: show
Gobwin Knob
Stack Y
1 Warlord 5/5 CL4
1 Twoll 10/10
2 Gobwins 3/3

Alliance
Stack A Teavians
1 Captain 5/5 CL 1
3 Redcoats 4/4
Stack B Thousand Hex Woods
Captain Slinky (Woozel) 5/5 CL5 SL3
Poo 15/15
2 twiggers 5/5
Stack C Ginethian Hammers
Ginethian Commander 10/10 CL5
4 Minutemen 4/4
Stack D Miscellany
1 Tacticion 1/1 CL’s 4
2 Flying Fish 5/5 SL 2,3
Sentinel 11/11

Author:  turbler [ Wed Sep 19, 2012 8:12 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

So that leaves me with. . .34 Shmuckers.
With the alliances permission:
I'll pop a Stwiker and move it N-NW-NW-NW-N.
I'll move stack D (0 move Stwiker not included) NW-N
Also, we scouted into the hex North of D, right?
EDIT: Also of note: They've got a Dwagon somewhere south of our scout's range. Anyone a little further down have a spare scout they could use (or similar)?

Author:  Fkrts [ Wed Sep 19, 2012 9:37 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

You have full move.
Yes you did I just missed the eraser mark
You have the only scouts...

Author:  tigerusthegreat [ Wed Sep 19, 2012 11:34 pm ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

Fkrts wrote:
You have full move.
Yes you did I just missed the eraser mark
You have the only scouts...


My commander is a scout, i can move my stack to the bridge, but that leaves our city undefended, save newly popped.

I propose popping a twigger, adding it to my stack, and moving to the hex below A. I have a scout range of 3, but my command of 5 would make my unit fairly strong, especially if the poo makes tunnels.

The stack would be: 16 defense (+ trenches) 19 combat with a commander 5, and we'd have scouting to the bridge next turn and the entire side of our river, save a hex or two

Author:  The Colonel [ Thu Sep 20, 2012 2:10 am ]
Post subject:  Re: Battle for The Deeps (Part 1) Turn 1

THERE'S A DWAGON NEAR OUR CITY!

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