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 Post Posted: Mon Apr 26, 2010 5:18 pm 
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This is the thread for playing Gobwin Bump 2: Insert Name Here.

Please discuss rules, complaints, etc. via the Gobwin Bump 2.1 Thread.

Players can download the rules version 2.3d from the link in the signature below.

To join, simply create your faction and units, and declare your starting position.

BLANDCorporatio's Commander will remain Chief Warlord until he is replaced by a majority of players sending me a PM.

Go to it!

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     Post Posted: Mon Apr 26, 2010 7:33 pm 
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    I'm in, and the Kanite Legion will be returning.

    Just give me a moment to rejigger their stats - I should have them posted by tomorrow at the latest.

    EDIT:

    Here they are. Starting position will be B-10. (Also, do we get to keep the forces we called up in the previous game, or do we have to create new initial armies?)

    Confessor Marcion Delacroix (Commander/Warlord)

    Hits: 6
    Defense: 5
    Attack: 9
    Move: 2
    Cost: 40

    Confessor Delacroix is one of the Kanite Legion's best warlords. Equipped with heavy battleplate and the mighty Inferno Pyrojector - a weapon capable of spraying enemy troops with burning fluid - his presence upon the battlefield is impressive (to say the least)


    Kanite Militant

    Hits: 2
    Defense: 2
    Attack: 2
    Move: 2
    Cost: 6

    Militants are the front-line troops of the Legion. Not particularly powerful by themselves, but en masse they can be quite deadly.

    Kanite Rocketman


    Attack: 4
    Defense: 4
    Hits: 6
    Move: 2
    Cost: 18

    Special: Ranged

    Rocketmen are the Kanite Legion's heavy infantry, equipped with weapons that launch deadly explosive projectiles at long range.

    Viper APU

    Hits: 4
    Attack: 4
    Defense: 2
    Move: 5
    Cost: 50

    Special: Scout, Ranged

    The Viper APU (Aerial Patrol Unit) is a fast-moving scout capable of dealing much damage to enemy ground forces from a distance. However, it it best suited to strike-and-fade operations, not to sustained combat with enemy forces.

    Copperhead ACU

    Attack: 15
    Defense: 5
    Hits: 10
    Move: 5
    Cost: 90

    Special: Ranged

    The Copperhead is the Legion's heavy flying unit. Armed with a larger - and proportionately more devastating - version of the weapons carried by the Legion's Rocketmen, they can easily chew up enemy ground 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 28, 2010 11:45 am 
    Here for the 10th Anniversary Has collected at least one unit
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    I'm torn, so advice welcome.

    Option 1:

    Spoiler: show
    Duke Kettwey and the Weather Toffs are returning (I take it we don't keep the experience points our commanders got?), and will also start at B10. They bring Duke Kettwey, 1 Bweeze, 7 Showers and 1 Mist.

    Duke Kettwey (Commander/Warlord)

    Hits: 6
    Defence: 1
    Attack: 3
    Move: 5
    Special: Commander - Level 3, Ranged
    Cost: 48

    Duke Kettwey should need no further introduction, eh wot!


    Bweeze

    Hits: 1
    Defence: 1
    Attack: 2
    Move: 5
    Special: Scout, Ranged
    Cost: 22

    Bweeze's are the Weather Toff's scouts able to detect changes in air currents to better forecast enemy locations far away.


    Shower

    Hits: 3
    Defence: 1
    Attack: 2
    Move: 5
    Special: Ranged
    Cost: 18

    Showers specialise in short sharp attacks, weakening an enemy stack in preparation for a follow up assault.


    Mist

    Hits: 1
    Defence: 1
    Attack: 1
    Move: 2
    Special: Ranged
    Cost: 4

    Mist act as mobile battlefield screens, spreading themselves like walls across hexes to limit enemy movement, and force them to waste attacks on clearing paths to more valuable units.


    Huwwicane

    Hits: 30
    Defence: 5
    Attack: 45
    Move: 1
    Cost: 85

    Special: Ranged

    The WeatherToffs heavy siege units, they pass unstoppably through landscape laying waste to anything in their path.

    Basically, focuses on high mobility, ranged units to attack with, cheap weak units to fill hexes to inhibit enemy movements, and a heavy siege unit for when the above isn't enough.


    OR


    Option 2:
    Spoiler: show
    The Gwey Wardens arrive at B10, lead by Duncan, they ride fearsomely into battle on their Gwey Gwiffon mounts. Starting force consists of Duncan the Gwey, 4 Gwey Gwiffon mounts, and 3 Gwey Warriors.

    Duncan the Gwey (Commander/Warlord)

    Hits: 6
    Defense:5
    Attack: 9
    Move: 1
    Special: Commander - Level 2
    Cost: 30

    Duncan experienced commander well practised at taking the fight to the enemy.


    Gwey Rogue

    Hits: 1
    Defense: 2
    Attack: 1
    Move: 5
    Special: Scout
    Cost: 20

    The Gewy Wogues are elite scouts which use their combination of telescopes and gliders to help track down enemies of the Gewy Wardens.


    Gwey Gwiffon

    Hits: 12
    Defence: 1
    Attack: 1
    Move: 5
    Cost: 35

    Gwey Wardens always ride into battle upon their Gwey Gwiffon mounts.


    Gwey Warrior

    Hits: 6
    Defence: 5
    Attack: 9
    Move: 1
    Cost: 10

    Skillful riders, and capable fighters a force of mounted Gwey Warriors is one to be reckoned with.

    Gwey Archer

    Attack: 9
    Defense: 1
    Hits: 6
    Move: 1
    Special: Ranged
    Cost: 17

    Gwey Archers specialise in bringing down opponents from outside their range, using their mounts to launch hit and run attacks.

    High attack infantry designed to be mounted on high move flying mounts.

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     Post Posted: Wed Apr 28, 2010 1:19 pm 
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    The Dwawven Kingdom of Bugger'al will be returning, but they're Gwiffon Hammers and Delvers will not be. And the Foddermen have been replaced with Axe Dwawves. Others will include the short range Hammer Dwawves, the powerful Dwawven Golems, the axe crazy Dwawf Champions, and the famous General Dagnabit, who's really just an Axe dwarf with a few extra points. Will post the stats here later, still trying to figure out which unit cost equation we're using.

    Edit: Also guys, i swear I recall we're using the new ranged rules, 1 is melee, 2 is short range, and 3 is long range, to decide if people get to hit first, or even they can even be hit thanks to walls defending them and whatnot. So if you have a ranged unit, might want to specify if it's short ranged (2) or long ranged (3)

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     Post Posted: Wed Apr 28, 2010 3:19 pm 
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    I believe that this all works out correctly.

    Dwacon
    The Dwaconans are a side that center around dwagons. The Titan they worship is a Dwagon Queen, and Stanley the Worm's claims that royalism is obsolete and his use of her children offends her. The Chief Warlord, Lord Dwakvir, has taken a host of knights to force Stanley into submission, and return the dwagons to Dwacon.

    Lord Dwakvir
    A half-dwagon like the rest of the Dwaconan royalty, Chief Warlord Dwakvir is a savage fighter and ruthless general. Unfortunately, his wings can't support his own weight.
    Image, with black hair and red skin.
    Hits 3
    Attack 5
    Defense 2
    Move 1
    Commander
    Points 25

    Dwagoknight
    Knight-class units as strong as warlords, the Dwagonknights are expert riders of Dwaconians.
    Image, take away the wings, make them muscular and red.
    Hits 3
    Attack 5
    Defense 2
    Move 1
    Points 5

    Dwaconian
    Knowing the power that Stanley's tool has over dwagons, Dwacon brought the next-best thing: Dwaconians. They are wingless and breath-weapon-less dwagons that have traded these gifts in for tremendous power. They are the tanks of erfworld.
    Image coming soon, maybe.
    Hits 30
    Attack 15
    Defense 5
    Move 3
    Points 75

    Starting force:
    Lord Dwakvir - 25
    5 Dwagoknights - 25
    2 Dwaconians - 150
    Total - 200

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     Post Posted: Wed Apr 28, 2010 4:36 pm 
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    Arrighty, I'll be doing some unit rejiggering very soon and post my side. The Steam Gentlemen will be the side, and Graf Zep is still around.

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     Post Posted: Wed Apr 28, 2010 7:37 pm 
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    Crovius (and others)

    The final set of rules is on the webpage in my signature. The cost formula is there.

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     Post Posted: Wed Apr 28, 2010 9:46 pm 
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    The Kingdom of Meh will be joining in...I guess. So yeah, i10 I guess. I mean we're not in a rush to get there. So yeah, here's the units.

    Bob the Guy (Commander)

    Hits: 5
    Defense: 5
    Attack: 8
    Move: 2
    Cost: 38

    Details: Bob is a Mehian warlord, he has sallow skin, is overweight, and is otherwise unremarkable. An apt description of all Mehians. Bob's stats aren't exceptional, but whatever. Like most Mehians he's hard to impress, especialy if you were poped in the capital city of Jaded. His splint mail's tabard is adorned with his sides livery, grey with a black dot. Bob realy doesn't want to be here, but orders are orders so he might as well get it over with.

    Mehian Spearmen

    Hits: 4
    Defense: 4
    Attack: 4
    Move: 2
    Cost: 12

    Details: The Mehian rank and file, they do what they need to do you know? Line up, spears out, stab them down. They are average all around, specializing in nothing at the cost of nothing.

    Mehian Crossbowers

    Hits: 3
    Defense: 3
    Attack: 5
    Special: Ranged
    Move: 2
    Cost: 16

    Details: Another common unit, they are armed with hih power corsbows so they 'don't have to keep straining to draw thier arrows' or have to deal with holding drawn bows for vollies, which is 'a pain'.

    Nerb Ragers

    Hits: 10
    Defense: 3
    Attack: 12
    Move: 2
    Cost: 25

    Details: Natural allies of Meh, the Nerbs are naturaly heavy infantry. Though most Nerbs are shy and non-combative, some of them are able to bring on a berzerker rage which turns them into engines of destruction, babling meaningless nonsense that seems important to them as they do so.

    Spoilers

    Hits: 1
    Defense: 1
    Attack: 1
    Move: 2
    Special: Scout
    Cost: 13

    Details: Spoilers are an odd sort of nerb, small and bitter, they like nothing more than to ruin surprises, plans, and tricks. While this makes it difficult to plan sneak attacks with them in the stack, it also means the enemy can't hide either.

    Force composition: Bob, 2 Spoilers, 4 Mehian Spearmen, 2 Mehian Crosbowers, 2 Nerb Ragers. 6 unspent points

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     Post Posted: Thu Apr 29, 2010 11:21 am 
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    Ok, soI'll be using (HITS + ATTACK + DEFENCE) x MOVE x 0.5 + SPECIAL Then as the cost formula.

    The Forces of Bugger'al return, but they seem to have disbanded thier Gwiffon Hammers and Delvers for favour of a more combat-geared forces. They are a primarily melee-oriented side with a single ranged unit.

    The famous General Dagnabit returns to lead the Dwawven forces. He's only a bit tought than the rank-and-file men, not as imposing as the Champions, but his leadership and reputation makes him very valuable. He's not as tough as he used to be. This doesn't seem to hinder him much.

    General Dagnabit
    Hit: 6
    Attack: 5
    Defence: 3
    Move: 2
    Special: Commander

    Cost: 34

    Quote: "Last man to kill a gobby spends thur rations on Ale fer everyone!"
    -----------------------------------------
    Axe Dwarf
    Hit: 5
    Attack: 4
    Defence: 1
    Move: 2
    Special: None

    Cost: 10

    Quote: "Aye've got plenty o' room for more notches on me axe."
    -------------------------------------------
    Hammer Dwarf
    Hit: 4
    Attack: 3
    Defence: 1
    Move: 2
    Special: Ranged

    Cost: 11

    Quote: "Oiy! Ye've got somethin between yer eyes! Aye'll get it!"
    -------------------------------------------
    Dwarf Champion
    Hit: 7
    Attack: 9
    Defence: 2
    Move: 2
    Special: None

    Cost: 18

    Quote: "For me Ancestors! For me bruthers! FOR ALE!!"
    -----------------------------------------
    Dwawven Siege Tank
    Hit: 25
    Attack: 30
    Defence: 5
    Move: 1
    Special: Ranged, Siege

    Cost: 60

    Quote: "Hey yu! CATCH!!" *explosion sound*

    Edit: Starting forces will be General Dagnabit and 2 Champions in a stack, with a Siege Tank and 7 Axe Dwawves in a second stack. Starting at B10


    Last edited by Crovius on Thu Apr 29, 2010 7:17 pm, edited 1 time in total.
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     Post Posted: Thu Apr 29, 2010 11:30 am 
    Here for the 10th Anniversary Has collected at least one unit
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    [I don't think you need to give a range number, Crovius]

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     Post Posted: Thu Apr 29, 2010 12:10 pm 
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    (I thought we had 3 levels of range, 1 was melee, 2 was short range, and 3 was long range, to determine if a person hit first...)

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     Post Posted: Thu Apr 29, 2010 12:16 pm 
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    A Twain arrives, bearing a letter for Graf Zeppellin:

    "Dear Graf Zeppellin,

    The Ministry of Warfare and Cartography has heard of your crushing victory against the Dwagons of Gobwin Bump. We hereby send our heartfelt congratulations, and we inform you that the Ministry is now interested in extensive battle testing of the Diwigibles. To this end, they shall return to Vapour-Cassia post haste.

    Knowing your zeal in promoting them for the Steam Military, we trust that you find this to be good news. The Ministry has dispatched some forces so that your absence from the coalition will not be felt.

    Have a safe voyage, and best regards.
    Diesel Watt, Aquisitions Auditor

    This is an official letter from the Ministry of Warfare and Cartogrpahy. If you are not the intended recipient of this letter, set your worldly and other-worldly affairs in order."

    Graf Zeppellin crumples the paper and throws it in a nearby flame.

    He proceeds to verbalize hostility at the content of the letter and its senders, hostility which is rendered family friendly (but rather repetitive) by Erfworld's cuss filters.

    Achievement unlocked : Quaint Cussing
    +++ Hitpoints
    +++ Attack
    +++ Defense
    +++ Move.

    "And what am I supposed to do with these units, hmm?"

    ===
    Everyone's favourite scout, the Gyroscope, is back!

    Hits: 1
    Attack: 1
    Defense: 0
    Move: 5
    Special: Scout
    Cost: 15p
    Spoiler: show
    Image


    Cheap, fast, gyro-stabilized. The best unit for your scouting needs!
    ===
    The Wion Hunter

    Hits: 5
    Attack: 8
    Defense: 5
    Move: 2
    Special: Ranged
    Cost: 26p

    Varied is the Titans' creation, and the Wion Hunter knows how to best appreciate it all- at a cup of smoked tea, beneath a trophy-filled wall, reminiscing of that one hunt for the Dwagon the size of a city. I swear, it was this big! Clad in the finest boiler plate armour and armed with third rail guns (made with pride by the Navarrone Brothers Inc.), the Wion Hunter is all about (not) giving the quarry a sporting chance.

    (Graf Zeppellin is now a Wion-Hunter type unit, and has these stats, for a cost of 46p).
    ===
    Twain

    Hits: 30
    Attack: 1
    Defense: 1
    Move: 4
    Special: Range
    Cost: 65p

    Choo-Choo! All aboard! Need to get your momentum-challenged grunts from Pop to Grinder? The Twain can get them there in a jiffy! For the truly desperate, the Twain can also act as a meat-shield, protecting more fragile or damaged units from the ravages of the opponent's turn.
    ===
    Steam Fly

    Hits: 30
    Attack: 1
    Defense: 1
    Move: 5
    Special: Range
    Cost: 81p

    Spoiler: show
    Image


    Let the plebes, pikers and poop-shovellers travel by ground. For People of Class, the Air is the only way to go, and this engineering marvel is the most stylish transport around. Wherever you need to go, there's a Steam Fly line going there!* Book your ticket now, and have a fine trip!

    *: offer not valid for war-zones. Travel may be disrupted or suspended by incidents of extreme Dirtamancy. Tickets will not be refunded.
    ===
    Rolling Scorpion
    Hits: 10
    Attack: 15
    Defense: 5
    Move: 3
    Cost: 45p

    Spoiler: show
    Because dang it why should I not plug my animations here?! Check this out->
    http://www.youtube.com/watch?v=oHpFp7KwPM4


    On a rapidly changing battlefield, your slow moving towering Collossi will not always be the best choice. Alrick&Co's Rolling Scorpion, with its mix of agility and power however, will be guaranteed to transform your fighting force into an adaptable and flexible one. Whether to quickly concentrate force where needed, or to avoid traps and chokes, or even, Titans forbid, organised retreats, the Scorpion is the versatile Infantry for You!
    ===

    "I assure my friends of the MCC that I will stay. Alas, the Diwigibles have been recalled," *spits on the ground*, "but I promised to see this through so I will! To victory!".





    Initial troop composition:
    Graf Zeppellin: 46p
    Steam Fly: 81p
    Twain: 65p
    ------------
    Total: 192p, with 8 left-over. I'm keeping these, to pop a Gyroscope as soon as possible (let's say that the Gyroscope that survived TBfGB v1 was on a mission in the lower map, and will return in a couple of turns or so).

    So yeah, nigh no offensive power in this force, but that's intentional. There will be a time when we'll need those transport units, and I'd rather not pop them later when we'll want to spend large pop-point-sums on offensive units.

    The Steam Gentlemen, this time round, will be a mostly utilitarian side. I'll specialize on Scouting, Transport, and Meat-Shielding, unless you would allow me to pop some Scorpions later on too :)

    EDIT: further info:

    Zep was a level 3 in the previous game (almost a 4, one XP left!), and had possession of the Tewescope. How much of this stuck?

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     Post Posted: Thu Apr 29, 2010 4:54 pm 
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    Lokarat and his barbarian warriors will also return. The newly popped Hisgeng will simply remain in the alliance town that falls out of this map :P.

    Side will be up some other time.

    Gz!

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     Post Posted: Thu Apr 29, 2010 5:47 pm 
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    Crovius wrote:
    (I thought we had 3 levels of range, 1 was melee, 2 was short range, and 3 was long range, to determine if a person hit first...)


    That rule was dropped, now a unit is either Ranged (a special) or not. No short/long break up in this version.

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    I cut myself shaving with Occam's razor.

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     Post Posted: Fri Apr 30, 2010 6:03 am 
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    After some decision I've decided to stick with the Weather Toffs bringing the MCC high mobility ranged strike force, backed up with battle field control and an unstoppable juggernaut.

    Updated Stats:

    Duke Kettwey (Commander/Warlord)

    Hits: 6
    Defence: 0
    Attack: 4
    Move: 5
    Special: Commander - Level 3, Ranged
    Cost: 49

    Duke Kettwey should need no further introduction, eh wot!


    Bweeze

    Hits: 1
    Defence: 0
    Attack: 1
    Move: 5
    Special: Scout, Ranged
    Cost: 16

    Bweeze's are the Weather Toff's scouts able to detect changes in air currents to better forecast enemy locations far away.


    Shower

    Hits: 3
    Defence: 0
    Attack: 3
    Move: 5
    Special: Ranged
    Cost: 18

    Showers specialise in short sharp attacks, weakening an enemy stack in preparation for a follow up assault.


    Mist

    Hits: 1
    Defence: 0
    Attack: 1
    Move: 2
    Cost: 2

    Mist act as mobile battlefield screens, spreading themselves like walls across hexes to limit enemy movement, and force them to waste attacks on clearing paths to more valuable units.


    Huwwicane

    Hits: 30
    Defence: 5
    Attack: 45
    Move: 1
    Cost: 85

    Special: Ranged

    The WeatherToffs heavy siege units, they pass unstoppably through landscape laying waste to anything in their path.

    Force Composition (1 point unspent):
    Duke Kettwey
    6 Showers
    2 Bweezes
    5 Mists

    Starting at B10


    Last edited by Sihoiba on Thu May 27, 2010 5:03 am, edited 2 times in total.
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     Post Posted: Fri Apr 30, 2010 1:14 pm 
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    Okay, here's the force composition for GB2:

    Kanite Legion

    Confessor Delacroix
    1x Copperhead ACU
    10x Kanite Militants

    Entering at B-10

    EDIT:

    BLANDCorporatio wrote:
    third rail guns (made with pride by the Navarrone Brothers Inc.)


    So would these be the famous Guns of Navarrone? :p

    *The Black Hand prepares to dodge flying fruit

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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: Fri Apr 30, 2010 1:32 pm 
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    I don't get it.

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    I cut myself shaving with Occam's razor.

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     Post Posted: Fri Apr 30, 2010 1:39 pm 
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    kriss wrote:
    I don't get it.


    Perhaps this will help: IMDB entry for the film The Guns of Navarrone.

    (Yeah, I like old films XD)

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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: Fri Apr 30, 2010 1:52 pm 
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    The Black Hand wrote:
    kriss wrote:
    I don't get it.


    Perhaps this will help: IMDB entry for the film The Guns of Navarrone.

    (Yeah, I like old films XD)


    Well that makes it less a pun and more an homage or reference to an older movies.

    _________________
    I think therefore I am. This leaves you in a bad spot.

    Army inteligence is sadly an oximoron these days. And no General, I did not just call you a cow.

    I cut myself shaving with Occam's razor.

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     Post Posted: Fri Apr 30, 2010 4:10 pm 
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    Prince Lokarat of the Barbarian Golmon army.
    Hits: 4
    Attack: 5
    Defence: 1
    Move: 4
    Ranged
    Commander
    Cost: 45
    Level: 5***

    Golmon Knight
    These knight class archers of the barbarians fighting under Lokarat are the bane of all infantry formations. They are capable of inflicting multiple hits on large stacks, decimating it until it is reduced to scattered remains. In battle they use a combination of fast horses and lethal short range battle bows. If combat forces it, they can wield scimitar blades with deadly effect that in combination with the trampling hooves of the horses leads to utter destruction.
    Hits: 6
    Attack: 9
    Defence: 5
    Move: 4
    Ranged
    Cost: 45

    Golmon battle hawks
    The eyes of the Golmon army, these hawks are natural popped wild units that Golmon commander can tame. By investing some time and suckers, these hawks can form a small but useful contribution in a Golmon army. They are capable of synchronizing there attacks with Golmon knights, avoiding missile fire while attacking weak spots in a melee. A natural foolamancy ability allows them to close in to opponents almost unnoticed, giving them an edge that makes these battle hawks such wanted scouts in the Golmon army.
    Hits: 2
    Attack: 3
    Defence: 1
    Move: 5
    Ranged
    Scout
    Cost: 18

    Army composition:
    Prince Lokarat, 45
    3 Golmon knights, 2x45=135
    1 Golmon Battle Hawks, 18

    Total= 198 points used.

    The Golmon army is composed of only a small elite unit. Every 2 or 3 turns I can pop a new knight if 20 points are given. We'll see how this works. If Lokarat and the knights die, then they fought bravely.

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