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 Post Posted: Wed Oct 27, 2010 2:31 pm 
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What I'm thinking is:

Siege stack hits wall.
Cownugon stack hits orange lancers.
Generic archer stack hits gun tower.
Remaining stack finishes off gun tower if necessary.

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     Post Posted: Wed Oct 27, 2010 3:13 pm 
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    What would be our losses, in that case? It wouldn't be good to lose another high level warlord again.

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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: Wed Oct 27, 2010 3:56 pm 
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    Just to confirm my records, isn't the Abyssal Cannon your only Siege unit?

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     Post Posted: Wed Oct 27, 2010 3:59 pm 
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    I think it is, and we have only 1 of it right now? Hmm... Please proove me wrong that the only siege is Avewnus's cannon :D

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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: Wed Oct 27, 2010 4:03 pm 
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    zilfallon wrote:
    Imp: Move 5, Hits 1, Attack 1, Defence 0 + Scout + Flight >> 12 each
    "Weakest of devils, useful for nothing other than springing traps and looking around."

    Bezekiwa: Move 3, Hits 6, Attack 8, Defence 5 + Woods Capable >> 22 each
    "A tall and muscular humanoid, with green skin and pitch black eyes, wielding a spear."

    Abyssal Cannon: Move 1, Hits 12, Attack 14, Defence 2 + Siege >> 46 each
    "This cannon is engraved with many runes and shoots molten rock."

    Ewinyes: Move 2, Hits 4, Attack 6, Defence 2 + Ranged >> 16 each
    "A beautiful female, human-looking devil, with red skin and eyes, and black hair, carrying a bow shooting fiery arrows."

    Cownugon: Move 2, Hits 14, Attack 18, Defence 5 + Woods Capable>> 57 pts each
    "3 meters tall, with black skin and scales as strong as armor, wielding a pitch black scythe as tall as himself, these creatures
    are the ultimate Avewnus infantry, towering over most devils and bested only by Pit Fiends."
    Twoy wrote:
    Mole:
    Move: 2 Scout 3
    Hits: 5
    Att: 8 Ranged
    Def: 5
    Cost: 38

    Base: 14.125
    Scout: 16.25
    Ranged: 8

    Faun Archer:
    Move: 2
    Hits: 5
    Att: 8 Ranged
    Def: 5
    Cost: 22

    Base: 14.125
    Ranged: 8

    Minotaur:
    Move: 2
    Hits: 10
    Att: 15 Ranged, Siege
    Def: 5
    Cost: 63

    Base: 32.5
    Ranged: 15
    Siege: 15

    Badger:
    Move: 2
    Hits: 5
    Att: 8 Ranged, Siege
    Def: 5
    Cost: 30

    Base: 14.125
    Ranged: 8
    Siege: 8

    Diwigible:
    Move: 5
    Hits: 100
    Att: 150 Ranged Siege
    Def: 5
    Cost: 2,128

    Base: 1,577.5
    Ranged: 150
    Siege: 150
    Fly: 250
    LTDave wrote:
    Infantry 4 HITS 6 ATTACK 4 DEFENCE 2 MOVE 0 SPECIAL {none} 11 EACH COST
    Archer 4 HITS 6 ATTACK 4 DEFENCE 2 MOVE 6 SPECIAL {ranged} 17 EACH COST
    Scout 4 HITS 6 ATTACK 4 DEFENCE 4 MOVE 19 SPECIAL {scout, ranged} 34 EACH COST
    Captain 6 HITS 8 ATTACK 5 DEFENCE 2 MOVE 28 SPECIAL {commander, ranged} 45 EACH COST
    Gun Ogre 12 HITS 15 ATTACK 5 DEFENCE 2 MOVE 15 SPECIAL {ranged} 55 EACH COST
    I was wrong. Badgers are also Siege units, as are Minotaurs. I just have faulty records, so I'll fix that up.

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     Post Posted: Wed Oct 27, 2010 6:23 pm 
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    Do we have enough Siege to damage the walls enough to do damage to the Lancers?

    I'm happy for the Archers to take on the Machine Guns, and then my Ogres et al can finish them off.

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     Post Posted: Wed Oct 27, 2010 6:27 pm 
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    LTDave wrote:
    Do we have enough Siege to damage the walls enough to do damage to the Lancers?

    I'm happy for the Archers to take on the Machine Guns, and then my Ogres et al can finish them off.
    That's Sihoiba's game. In this game, a Fortification acts like a stack with 0 Defense and 0 Attack, with some common sense exceptions. So, even if you do 452 223 damage to the walls, the Lancers will still be fine. Also, Siege units don't get any extra bonuses while attacking a fortification.

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     Post Posted: Wed Oct 27, 2010 11:15 pm 
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    Nihila wrote:
    LTDave wrote:
    Do we have enough Siege to damage the walls enough to do damage to the Lancers?

    I'm happy for the Archers to take on the Machine Guns, and then my Ogres et al can finish them off.
    That's Sihoiba's game. In this game, a Fortification acts like a stack with 0 Defense and 0 Attack, with some common sense exceptions. So, even if you do 452 223 damage to the walls, the Lancers will still be fine. Also, Siege units don't get any extra bonuses while attacking a fortification.


    So wait, what does siege do, exactly? Confused -.-

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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: Thu Oct 28, 2010 5:41 am 
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    Lets a unit with Siege attack walls and towers. Nothing more, nothing less.

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     Post Posted: Thu Oct 28, 2010 11:14 am 
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    Nihila wrote:
    Also, Siege units don't get any extra bonuses while attacking a fortification.

    What does this mean? Do they get the stack bonus and the warlord's leadership bonus?

    Will the machine guns get retaliation fire when the siege stack attacks the wall?

    Edit: They won't because there is no warlord present in the hex. So, rephrase...

    If the machine guns stack had a warlord, would they get retaliation.

    To be completely honest, I don't really understand the fortification rules.

    If my siege stack attacks the walls, who will get to defend? The Orange Lancers? The Machine Guns? Both? No one?

    Also just to verify:

    "Walls prevent units from entering a hex..."

    Does that mean we have to completely destroy the walls before we can attack the orange lancers?
    Do we have to completely destroy the walls before we can attack the machine gun tower?

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     Post Posted: Thu Oct 28, 2010 1:08 pm 
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    Quote:
    "Walls prevent units from entering a hex..."

    Does that mean we have to completely destroy the walls before we can attack the orange lancers?
    Do we have to completely destroy the walls before we can attack the machine gun tower?


    Uhm wait...so, melee units are totally useless in fights involve taking fortifications, and being ranged is not enough. This seems stupid, if i got it correct. I mean...if siege gets retaliated by defenders, then basically, we need to use all our pop points for siege.

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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: Thu Oct 28, 2010 4:23 pm 
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    Twoy wrote:
    Nihila wrote:
    Also, Siege units don't get any extra bonuses while attacking a fortification.

    What does this mean? Do they get the stack bonus and the warlord's leadership bonus? Yes.

    Will the machine guns get retaliation fire when the siege stack attacks the wall?

    Edit: They won't because there is no warlord present in the hex. So, rephrase...

    If the machine guns stack had a warlord, would they get retaliation.No.

    To be completely honest, I don't really understand the fortification rules.

    If my siege stack attacks the walls, who will get to defend? The Orange Lancers? The Machine Guns? Both? No one? No one.

    Also just to verify:

    "Walls prevent units from entering a hex..."

    Does that mean we have to completely destroy the walls before we can attack the orange lancers?Actually, no. Walls prevent you from attacking any units not stationed on the walls.
    Do we have to completely destroy the walls before we can attack the machine gun tower?No, you have to croak the Lancers
    Answers in red. Sorry for confusion.

    However, if I do have a Warlord in either stack, in your attack on the Orange Lancers, there will be special retaliation, just so I can see how well friendly fire works. :D

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     Post Posted: Fri Oct 29, 2010 10:52 am 
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    That clears up a lot.

    Are the orange lancers stationed on the walls?

    If we hit the walls for 80 points with our siege stack, that would mean the lancers would have a 7.4 def.

    Could we hit the lancers with our Cownugons at that point?

    If our Cownugons destroyed the lancers, would we then be able to hit the machine guns with our Generic Archers stack?

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     Post Posted: Fri Oct 29, 2010 7:57 pm 
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    Sounds like a good plan.

    Can you kill those lancers with a def of 7.4?

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     Post Posted: Wed Nov 10, 2010 12:21 am 
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    Are we all done here? Have we all been distracted by other things?

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     Post Posted: Wed Nov 10, 2010 3:09 pm 
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    I am caught up in other stuff. Just got a job offer to move back to Heidelberg, but I think I have time to finish this game. I'm still waiting for the answers to these questions:

    Are the orange lancers stationed on the walls?

    If we hit the walls for 80 points with our siege stack, that would mean the lancers would have a 7.4 def.

    Could we hit the lancers with our Cownugons at that point?

    If our Cownugons destroyed the lancers, would we then be able to hit the machine guns with our Generic Archers stack?

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     Post Posted: Wed Nov 10, 2010 3:26 pm 
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    Twoy wrote:
    Are the orange lancers stationed on the walls? Yes, they are

    If we hit the walls for 80 points with our siege stack, that would mean the lancers would have a 7.4 def.Correct.

    Could we hit the lancers with our Cownugons at that point?Yes, you can attack them at any point.

    If our Cownugons destroyed the lancers, would we then be able to hit the machine guns with our Generic Archers stack?Yes.
    Whoops, sorry about that. In red.

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     Post Posted: Thu Nov 11, 2010 11:32 am 
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    Turn 3 Pop:
    Generic Captain=45 points
    Generic Archers x 4=92 points
    157-137=20 points left.

    Turn 3 Scout:
    C3-B Imp scout: C4, B3, A3, B2, A2, B1, C2, D2.
    E5-A Mole scout: D4, E4, D3.
    E5-D Scout 1 scout: F5, G6, G7, G8, H8, I9, J9, J10.
    E5-D Scout 2 scout: F4, G5, H5, H6, H7, I8.
    E5-E Mole scout: D5, D6, E7.
    E5-F Imp scout: E6, F6, F7, F8, G9, H9, I10, H10.


    Last edited by Twoy on Fri Nov 12, 2010 12:49 am, edited 1 time in total.
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     Post Posted: Thu Nov 11, 2010 10:01 pm 
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    Sounds good. Do it.

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     Post Posted: Fri Nov 12, 2010 7:09 pm 
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    Turn 3 Pop:
    Generic Captain=45 points
    Generic Archers x 4=92 points
    157-137=20 points left.

    Turn 3 Scout:
    C3-B Imp scout: C4, B3, A3, B2, A2, B1, C2, D2.
    E5-A Mole scout: D4, E4, D3.
    E5-D Scout 1 scout: F5, G6, G7, G8, H8, I9, J9, J10.
    E5-D Scout 2 scout: F4, G5, H5, H6, H7, I8.
    E5-E Mole scout: D5, D6, E7.
    E5-F Imp scout: E6, F6, F7, F8, G9, H9, I10, H10.

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