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 Post Posted: Wed Apr 21, 2010 6:48 am 
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Erfworld Empires X Version 3

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     Post Posted: Wed Apr 21, 2010 9:13 am 
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    Scout Map
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    Unit Locations
    Spoiler: show
    Bugger'al 24 points to spend
    Stack A D14
    Dagnabbit, Commander, Level 2 **
    4 Gwiffon Hammers (Flyers) All have 1 Move
    Stack B I14
    8 Egg Breaker (Garrison)
    Stack C I14
    7 Egg Breaker (Garrison)
    Stack Dv C12
    1 Delver (Flyer, Scout) 0 Move

    Zamacommon 24 points to spend
    Stack E C12
    Hippotyla, Commander, Level 2 *
    3 Loggators (Cavalry)
    3 Hippipos (Cavalry)
    Stack F i14
    1 Hippipos (Cavalry)
    3 Wilsons (Infantry)
    Stack G i13
    2 Psittacines (Flyer, Scout)
    Stack G4 i14
    3 Psittacines (Flyer, Scout)
    Stack G5 C12
    1 Psittacines (Flyer, Scout)

    The Steam Gentlemen 0 points to spend
    Stack H D14
    2 Diwigible (Flyer)
    4 Air Gun (Flyer)
    Graf Zeppellin, Commander, Level 3 *** (Tewescope)
    Stack I C12
    1 Gyro Scope (Flyer, Scout)
    Stack J C12
    1 Air Gun (Flyer)

    Nether-Erf 26 points to spend
    Stack K D14
    3 Shadows (flyer) 0 Move
    Flonne, Commander, Level 1, * 0 Move
    Stack L D10 0 Move
    1 Imp
    Stack La D10 0 Move
    1 Psittacines (Flyer, Scout) (Wait, what?)
    Stack Lb D11 0 Move
    1 Psittacines (Flyer, Scout) (Isn't this a Zamacommon unit?)

    Jetstone 55 points to spend
    Stack M E11
    3 Infantry (Infantry)
    4 Unipegataurs (Cavalry)
    Granite Jackson
    Stack N E11
    4 Infantry (Infantry)
    4 Unipegataurs (Cavalry)

    NovaKing 20 points to spend
    Stack Oa D14
    Prince Chevy, Commander, Level 5 ***
    Stack Ob C12
    4 Royal Lancers (Cavalry)
    Stack P F13
    4 Foe-Hammer Ballistas (siege)
    Stack Q F13
    4 Imperial Guards (Infantry)

    Barbarians 20 points to spend
    Stack Ra D14
    Prince Lokarat Commander, Level 5 ***
    Stack S D10 0 Move
    4 Golmon Knights (Cavalry)
    2 Golmon Archers (Cavalry, Scout)
    Stack Sh I14
    3 Golmon Knights (Cavalry)
    Hisgeng (Commander) level unknown?
    Stack Sa F12
    1 Golmon Archer (Cavalry, Scout)

    Kanites 30 points to spend
    Stack T i14
    12 Kanite Militants (Infantry)
    Stack Z D11 X Move
    1 Viper APUs (Flyer, Scout)
    Stack U C12 X Move
    1 Viper APUs (Flyer, Scout)
    Stack V C12 X Move
    1 Viper APUs (Flyer, Scout)
    Stack W D14
    Confessor Marcion Delacroix Commander, Level 2*
    1 Copperhead ACU 1 Move

    Weather Toffs 30 Points to spend
    Stack X i14
    3 Shower
    Stack Y E10 2 Move
    2 Cumuwonimbus
    Stack D D14
    3 Townado 0 Move
    Duke Kettwey, Commander, Level 3*, 0 Move

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     Post Posted: Wed Apr 21, 2010 9:27 am 
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    This is likely the last turn in the game with this version of the rules and map.

    Will be interesting to see if some things will stick to version two, so in that case ...

    =======

    "I will move last, towards our current encampment at C12. I recommend that our defenders at C12 advance to the next bridge, if they can get there this turn, seeing as how it is cleared. Whoever is here with me at D14 will meanwhile reinforce the C12 defenses."

    "Whoever has move should see what the Delver chanced upon."

    =======

    Arrighty then, wrapping up. 1 day to issue orders, and we'll see after that.

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     Post Posted: Wed Apr 21, 2010 9:48 am 
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    "Graf, I'll take the Copperhead and check out the discovery at A-13, then join you at the C-12 bridge.

    "And I agree; we should dispatch forces to take and hold the B-10 bridge, since it appears to have been cleared. I may also call in my lieutenant next turn, to head up the garrison forces at our city and dispatch scouts as needed."

    Orders:

    Restack at D-14 - Delacroix + Copperhead

    Move: C-13, B-14, A-13, inspect item, claim if useful.

    Move B-13, C-12, restack with allied forces.

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    There is no instance of a nation benefiting from prolonged warfare.
    -Sun-tzu, The Art of War

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     Post Posted: Wed Apr 21, 2010 11:04 am 
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    Um, why do I have only 1 move on all my Gwiffons? It's the start of a turn they're move should be refreshed. And move drops to 0 at end of turn I thought anyway so having 1 move means they would have had to move already this turn, but they're not scouts and Ihaven't approved any orders for them, so... yeah.

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     Post Posted: Wed Apr 21, 2010 11:07 am 
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    That's a mistake, sorry. From copy-pasting of tables, then adjusting stats here and there on units that actually moved ... which leaves those that didn't with the same text as before.

    Your Gwiffs are full move.

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     Post Posted: Wed Apr 21, 2010 2:50 pm 
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    So is this continuing or being replaced by version 2.1?

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     Post Posted: Wed Apr 21, 2010 3:03 pm 
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    I think that this is done. I mean, unless we actually accomplish anything this turn besides discovering what that item of interest is.

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     Post Posted: Thu Apr 22, 2010 8:33 am 
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    I thought the plan was to take the B-10 bridge and then attempt to push north through the mountain pass to the city O.o

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    -Sun-tzu, The Art of War

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     Post Posted: Thu Apr 22, 2010 1:03 pm 
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    I don't know if we continue till the end (so let's assume we do). We need to issue orders.

    ===

    "All right Confessor, then I will issue these orders:"

    "Commander Jackson, you along with stacks M and N shall move to D11".

    "All stacks at C12 that can reach B10, shall move to that location."

    "All stacks at D14 that did not receive orders from the Confessor shall move to C12."

    Lord Lokarat said: "Hisgeng and golmon knights. Move to F 12 (Same hex as THE archers)."

    ===

    I'll leave this for a while for comments etc.

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    Last edited by BLANDCorporatio on Sat Apr 24, 2010 2:15 pm, edited 1 time in total.
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     Post Posted: Sat Apr 24, 2010 9:51 am 
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    It's been quite a while, now. Okay, I suppose we can move on->

    LtDave, consider that I have issued an END TURN whenever it is Sunday morning (say 10AM) where you live. Until then, if anyone has any last minute orders, issue them.

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     Post Posted: Sat Apr 24, 2010 12:47 pm 
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    wow. . .that was really fast. . .again. . .

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     Post Posted: Sat Apr 24, 2010 1:33 pm 
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    Hisgeng and golmon knights. Move to F 12 (Same hex as THE archers).

    And hisgeng is à level 4 warlord. :)

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     Post Posted: Sat Apr 24, 2010 1:52 pm 
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    Duke Kettwey nods in agreement with the given orders.

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     Post Posted: Sat Apr 24, 2010 2:14 pm 
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    Adding Azgrut's orders to the list, in bold.

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     Post Posted: Sat Apr 24, 2010 10:19 pm 
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    Ferr-Durrp!

    The Alliance turn has ended. And so has this version of the rules.

    A great victory for the Allies sees them at the last bridge, ready to make the final march on the bump. {Here ends Book One of the Battle for Gobwin Bump. Please stand by for eight weeks of text only updates while we get a new artist...}

    Thanks to everyone who participated, who read along, who joined in. I've had a lot of fun, but it's time to revise and restart. Please make sure you join in the discussion at the Rules Thread 2.1, and then create an army to take part in Book Two: The Rest of the Battle for Gobwin Bump.



    Thanks,
    David.

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     Post Posted: Sun Apr 25, 2010 4:19 am 
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    You're welcome!

    And as a curiosity, what was the item of interest?

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     Post Posted: Sun Apr 25, 2010 6:59 am 
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    Bland - to discover an item of interest, a Commander must end turn in the hex.

    Sadly, you'll never know what it was - but you might find it on the next map...

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     Post Posted: Sun Apr 25, 2010 9:08 am 
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    LTDave wrote:
    Bland - to discover an item of interest, a Commander must end turn in the hex.

    Sadly, you'll never know what it was - but you might find it on the next map...


    . . . Dammit. -.-

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    -Sun-tzu, The Art of War

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