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 Post Posted: Fri Sep 24, 2010 3:39 pm 
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It's not a comment on the lack of maps. With a flat plain, we really don't need a map.

I predicted that the fourth arkentool (http://www.erfworld.com/wiki/index.php/ ... _Arkentool) is a paintbrush. I was just curious if we might find an item during this "test."

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     Post Posted: Fri Sep 24, 2010 3:41 pm 
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    Ah. Well, I'm going to post a map with some unit locations et al. tomorrow, which should be useful. At least to me.

    And, no items in the field, just at my base camp. I am not encouraging you to take my base camp quickly by placing rewards there. Not at all.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sat Sep 25, 2010 6:29 am 
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    Location Listings:
    Alliance Stacks:
    A1:
    a.2 Thunder Cats, 2 Imps, 2 Ewinyes, 2 Sparrowhawks, 3 Archers.
    b. Archers x 5, Captain Ordinarius(Lv. 2).

    C2:
    a. Thunder Infantry x 1.

    C3:
    a. Thunder Lizard x 2, Ewinyes x 1, King Edmund(Lv. 4).
    b. Imp x 1.

    D5:
    a. Thunder Bat x 3, Imp x 1.

    D6:
    a. Thunder Infantry x 3, Thunder Cats x 4, CDR Lightning (Att-59, Def-4.625).
    b. Thunder Infantry x 7, CDR Thunder (Att-51, Def-4.125).
    c. Thunder Bats x 2 (Att-10, Def-3).
    d. Hellflame Dwake x 8, CDR Vis (Att-81, Def-4).
    e. Bezekiwa x 8, CDR Agrach (Att-72, Def-5).

    E7:
    a. Ogre, 4 Guardsmen, 1 Captain General Genericus, level 2.2, 2 Outriders
    b. Ogre, 2 Guardsmen.

    And the red circle is:

    F8:
    a. 3 Decrypted Sourmanders, 1 Decrypted Sourmander @ 7 hits, 4 Decrypted Archers. Attack: 56. Defense: 2.5
    b. 4 Decrypted Sourmanders, 4 Decrypted Archers. Attack: 56. Defense: 2.5.

    So, I hope the map is there, if not, I'll try to fix it.


    Last edited by Nihila on Sat Sep 25, 2010 8:11 am, edited 1 time in total.
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     Post Posted: Sat Sep 25, 2010 8:00 am 
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    The map is there, but it has a problem. It is supposed to be 13 hexes from base camp to base camp, whereas on your new map it is 14 hexes.

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     Post Posted: Sat Sep 25, 2010 8:11 am 
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    Boop. The map is east-west reversed from how ours is, so I'll edit it away. I'll experiment with it to see if I can get it to stop, and I should have it up by tomorrow-ish. If I can figure it out.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sat Sep 25, 2010 8:13 am 
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    This does not show the moves, just where all the stacks end move.

    Turn Four Move:
    A1:
    Archers x 8, Captain Ordinarius (Att-72 Ranged, Def-5).

    C2:
    Ewinyes x 2 (Att-12 Ranged, Def-2).

    C3:
    Thunder Cats x 2 (Att-16, Def-5).

    C4:
    a. Thunder Lizard x 2, Thunder Infantry x 1, Ewinyes x 1, King Edmund (Att-68, Def-4.2).
    b. Sparrowhawk x 2 (Att-2 Ranged, Def-1).

    C5:
    Imp x 3 (Att-3, Def-1).

    D5:
    Imp x 1 (Att-1, Def-1).

    D6:
    Imp x 1 (Att-1, Def-1).

    D7:
    Imp x 1 (Att-1, Def-1).

    E7:
    a. Ogre x 1, Guardsmen x 4, Captain General Genericus, level 2.2, Outriders x 2 (Att-85, Def-5).
    b. Ogre x 1, 2 Guardsmen (Att-48, Def-5).
    c. Thunder Infantry x 3, Thunder Cats x 4, CDR Lightning (Att-59, Def-4.625).
    d. Thunder Infantry x 7, CDR Thunder (Att-51, Def-4.125).
    e. Thunder Bats x 5 (Att-25, Def-3).
    f. Hellflame Dwake x 8, CDR Vis (Att-81, Def-4).
    g. Bezekiwa x 8, CDR Agrach (Att-72, Def-5).

    If everyone is okay with these moves, give me a thumbs up.

    Next turn we need to only pop units with 4 or 5 move. That means Thunder Bats, Hellflame Dwakes, Outriders and Griffon Riders.

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     Post Posted: Sat Sep 25, 2010 11:04 am 
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    -Agreed, Chief. Next turn, we shall pop dwakes with all our points. Also, depending on the points total, I may request another Dwake Commander from Avewnus, since adding more dwakes to Vis' stack will drop their bonus. Also, will we wait for reinforcements?

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    JadedDragoon wrote:
    I was hoping we could debate the meaning of "agent" in the the Declaration of Non-Aggression again. It totally hasn't been argued to death already.

    You know... at this point you boops aren't beating dead horses any more. You're making glue.


    Last edited by zilfallon on Sat Sep 25, 2010 11:37 am, edited 1 time in total.
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     Post Posted: Sat Sep 25, 2010 11:10 am 
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    zilfallon wrote:
    Also, depending on the points total, I may request another Dwake Commander from Avewnus, since adding more dwakes to Vis' stack will drop their bonus.
    The point total is a constant. If I ever forget to post it at the end of my turn, it's 200. I don't like making too many arbitrary decisions, and making the pop points an arbitrary constant means that I make 1 arbitrary decision rather than 1 per turn. :D

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    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sat Sep 25, 2010 11:37 am 
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    You misunderstood me. I meant total points Avewnus has next turn.

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    JadedDragoon wrote:
    I was hoping we could debate the meaning of "agent" in the the Declaration of Non-Aggression again. It totally hasn't been argued to death already.

    You know... at this point you boops aren't beating dead horses any more. You're making glue.

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     Post Posted: Sat Sep 25, 2010 11:39 am 
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    Oh! Well, then no idea.

    Edit: The blue circles correspond the end turn unit locations if Twoy's locations are OK'd. The red circle is my 2 Sourmander/Archer stacks.

    https://docs.google.com/leaf?id=0B2sJ1e6B5IEnYjc5MmQ3ZWUtY2QzNC00M2VmLWFlMDUtNzQ3ZDQ1Y2UxMjdi&sort=name&layout=list&num=50
    Alliance units (If Twoy's orders are OK'd):
    A1:
    Archers x 8, Captain Ordinarius (Att-72 Ranged, Def-5).

    C2:
    Ewinyes x 2 (Att-12 Ranged, Def-2).

    C3:
    Thunder Cats x 2 (Att-16, Def-5).

    C4:
    a. Thunder Lizard x 2, Thunder Infantry x 1, Ewinyes x 1, King Edmund (Att-68, Def-4.2).
    b. Sparrowhawk x 2 (Att-2 Ranged, Def-1).

    C5:
    Imp x 3 (Att-3, Def-1).

    D5:
    Imp x 1 (Att-1, Def-1).

    D6:
    Imp x 1 (Att-1, Def-1).

    D7:
    Imp x 1 (Att-1, Def-1).

    E7:
    a. Ogre x 1, Guardsmen x 4, Captain General Genericus, level 2.2, Outriders x 2 (Att-85, Def-5).
    b. Ogre x 1, 2 Guardsmen (Att-48, Def-5).
    c. Thunder Infantry x 3, Thunder Cats x 4, CDR Lightning (Att-59, Def-4.625).
    d. Thunder Infantry x 7, CDR Thunder (Att-51, Def-4.125).
    e. Thunder Bats x 5 (Att-25, Def-3).
    f. Hellflame Dwake x 8, CDR Vis (Att-81, Def-4).
    g. Bezekiwa x 8, CDR Agrach (Att-72, Def-5).

    Visible GK units:
    F8:
    a. 3 Decrypted Sourmanders, 1 Decrypted Sourmander @ 7 hits, 4 Decrypted Archers. Attack: 56. Defense: 2.5
    b. 4 Decrypted Sourmanders, 4 Decrypted Archers. Attack: 56. Defense: 2.5.

    Sorry that it's so obviously rushed, it'll serve.

    Edit 2: Since Twoy posted a blank 10x10 field, I've used that as a base template for the map.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer


    Last edited by Nihila on Sun Sep 26, 2010 6:15 am, edited 1 time in total.
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     Post Posted: Sun Sep 26, 2010 4:21 am 
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    Here is a blank 10 x 10 hex map
    Spoiler: show
    Attachment:
    10X10c.png
    10X10c.png [ 34.05 KiB | Viewed 1576 times ]


    Last edited by Twoy on Sun Sep 26, 2010 12:29 pm, edited 1 time in total.
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     Post Posted: Sun Sep 26, 2010 6:13 am 
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    Thanks, Twoy! Hopefully now I'll be able to actually read the map without getting distracted by the badness of it. :P I'm editing my new locations map into my above post.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sun Sep 26, 2010 12:10 pm 
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    Let's make the move official and

    END TURN

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     Post Posted: Sun Sep 26, 2010 12:23 pm 
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    Well then. Time to see what I can do.

    In D7, one Decrypted Archer attacks the lone Imp from the NE. Attacker gets first strike.
    COMBAT!
    Battle is joined in hex: D7
    TIME OF POST (in minutes and seconds): 2307
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 70%
    Total Damage: 4

    Hits Inflicted on the Enemy: 4

    Imp poofs. No survivors in hex.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sun Sep 26, 2010 12:26 pm 
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    Sourmander enters D5 from SE, engages lone Imp. Attacker gets first strike.
    COMBAT!
    Battle is joined in hex: D5
    TIME OF POST (in minutes and seconds): 2608
    Attacker:
    Total Attack Value: 8
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 50%
    Total Damage: 4

    Hits Inflicted on the Enemy: 4

    Imp destroyed, no survivors.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sun Sep 26, 2010 12:28 pm 
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    Sourmander enters D6 from SE, engages Imp. Attacker gets first strike.
    Spoiler: show
    COMBAT!
    Battle is joined in hex: D6
    TIME OF POST (in minutes and seconds): 2815
    Attacker:
    Total Attack Value: 8
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 75%
    Total Damage: 6


    Hits Inflicted on the Enemy: 5

    Imp crushed, no survivors.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sun Sep 26, 2010 12:31 pm 
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    Another Sourmander enters C5 from SE, engages Imps. Attacker gets first strike.
    Spoiler: show
    COMBAT!
    Battle is joined in hex: C5
    TIME OF POST (in minutes and seconds): 3105
    Attacker:
    Total Attack Value: 8
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 85%
    Total Damage: 7

    Hits Inflicted on the Enemy: 6

    All three Imps destroyed, still no survivors.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sun Sep 26, 2010 12:33 pm 
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    Three Archers enter C4 from S, engage the 2 Sparrowhawks. Simultaneous damage.
    Spoiler: show
    COMBAT!
    Battle is joined in hex: C4
    TIME OF POST (in minutes and seconds): 3317
    Attacker:
    Total Attack Value: 18
    Level of Highest Commander: 0
    Number of Units: 3
    Stacking Bonus: 1.3
    Average Defence: 0.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 90%
    Total Damage: 21

    Hits Inflicted on the Enemy: 18

    Defender
    Total Attack Value: 2
    Level of Highest Commander: 0
    Number of Units: 2
    Stacking Bonus: 1.2
    Average Defence: 1.0
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 55%
    Total Damage: 1

    Hits Inflicted on the Enemy: 1

    Sparrowhawks crushed, 1 Archer @ 3 Hits, the Archer with 3 Hits retreats to the south.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sun Sep 26, 2010 12:36 pm 
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    4 Decrypted Sourmanders, with 3 Decrypted Archers and 1 Decrypted Archery Warlord (Nonmine, Lv. 1) mounted on them, attack this stack from the SE:
    Ogre x 1, Guardsmen x 4, Captain General Genericus, level 2.2, Outriders x 2 (Att-85, Def-5).
    Attacker has first strike.
    Spoiler: show
    COMBAT!
    Battle is joined in hex: C4
    TIME OF POST (in minutes and seconds): 3650
    Attacker:
    Total Attack Value: 56
    Level of Highest Commander: 1
    Number of Units: 8
    Stacking Bonus: 1.8
    Average Defence: 2.5
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 65%
    Total Damage: 72

    Hits Inflicted on the Enemy: 27
    Which is distributed onto the Outriders, which take 10 Hits each, croaking them, and onto the Ogre, which has 13 Hits left.

    Nonmine's troops retreat to the Southeast.

    Turn summary: Scouting/supply line crisis in the Alliance, a new Gobwin Knob Warlord appears.

    Alliance has 200 pop points.

    Quick justifying edit: Nonmine performed one of those hit-and-runs we've been so fond of in the past. Well, I guess it's you've been so fond of in the past now... Anyways, that's what happened. Before anyone asks.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Sun Sep 26, 2010 1:50 pm 
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    I still don't understand. Imps were all seperated, yet they were hunted down like nothing.
    How many scouts do they have??
    How can they find our scouts but we can't find theirs? If they found those, then it means they cant be further than 5 hexes.
    The enemy is just too mobile for us to do anything. I think those hit and runs will be our end if we don't do something.

    Note: I don't think we can do anything better than now...We're scouting as best as we can, but still, they know everything while we know nothing. Am I missing a point here? Do they need to scout at all? Oh, if we're playing a bit before TBfGK, they don't need any scouts, right. So our forces are stronger, but they don't have to beat us directly.

    _________________
    JadedDragoon wrote:
    I was hoping we could debate the meaning of "agent" in the the Declaration of Non-Aggression again. It totally hasn't been argued to death already.

    You know... at this point you boops aren't beating dead horses any more. You're making glue.

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