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 Post Posted: Thu Dec 09, 2010 10:02 am 
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Your really on this game, aren't ya.

Your the only one with scouts, so if you bold it, it will be.
I'm going to give the others a little while longer if they want to edit their forces, once I post the results of the scouting they will be set in stone.

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     Post Posted: Thu Dec 09, 2010 12:58 pm 
    Has collected at least one unit
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    (Just made the last change to my troops. Dropped mountain-capable on the Destwoyer, since it doesn't need to add up to a nice 75. Starting troops remain the same)
    (Also, I'll gladly send some of my points your way if the scouts start dying, Nihila, since you're the only one with any.)

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     Post Posted: Thu Dec 09, 2010 4:13 pm 
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    Location: Probably totally lost.
    Scouting Orders, Turn 1:
    From C9:
    DS1:B9, A9, A8, A7, A6
    DS2:B9, B8, B7, B6, A5
    DS3:C8, C7, C6, C5, B5
    DS4:C8, C7, C6, C5, C4
    DS5:C8, C7, C6, C5, D5
    DS6:D9, D8, D7, D6, E5
    DS7:D9, E9, E8, E7, E6

    _________________
    "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: Thu Dec 09, 2010 5:27 pm 
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    Your scouts find

    B5
    fort 200 hits
    [7 decripted pokers, decripted commander Asea ( lvl3 decripted poker)]
    [Cwap golem]

    D5
    Fort 200 hits
    [ 6 decripted archers, deciple of Jack, decripted commander Machi ( lvl 1 decripted archer)]
    [ cwap golem]

    Both cwap golems are protected. I'm on a phone right now, I'll get the combat spreadsheet, stack stats, and your commander levels when I get home in a couple of hours

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     Post Posted: Thu Dec 09, 2010 6:17 pm 
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    The Oz Empire

    Stack 1 (consisting of Randy, 6 Heavy Stabbers and 1 Camo-Master) advances to C7 and casts Veil. If enemy non-fliers enter the hex, they will engage - preferentially targeting opponents with the "Ranged" special, then Disciples of Jack, then remaining units starting with the most expensive.

    Stack 2 (consisting of Jake, 4 Field Archers and 1 Camo-Master) advances to C7 and casts Veil. If enemy fliers enter the hex, they will engage - preferentially targeting mounts with riders, then remaining units starting with the least expensive.

    _________________
    Location: Bat Country
    Status: Drugs taking hold

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     Post Posted: Thu Dec 09, 2010 6:41 pm 
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    Stack 1: Mr. Roboto, 4 Andwoids, Cloaker Dwoids, Destwoyer
    Stack 2: Tinman, Cloaker Dwoid, Engineer Dwoid

    Leaving the Hoverboard for Nihila.

    Both stacks advance to C8. Engineer Dwoid begins building a road. Cloaker dwoids cast veils.

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     Post Posted: Thu Dec 09, 2010 6:45 pm 
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    Location: Probably totally lost.
    Squeejee, the Veil spell is the offensive Foolamancy spell. Baffle is the Defensive.

    Natural Allies Orders:
    Stack 1: 2 Eager Elves, Link--moves to C7
    Stack 1a: Hoverboard{Lofty Elf}--moves to C7, Lofty Elf dismounts and joins NA Stack 1. Hoverboard moves to C8.
    Stack 2: Doombat Fodder, 9 Doombat Scouts--moves to C7, breaks into stacks 2.1-2.10, each of which has 1 unit in it.

    If my allies suggest any ideas, I'd welcome it--I'm a little out of everything today.

    _________________
    "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: Thu Dec 09, 2010 8:55 pm 
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    Veil negates the retaliation on your next attack, so if I attack units that enter my hex they lose their first counterattack - or at least that's how I'm reading it. If it's only on attack like you say I'll change it.

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     Post Posted: Thu Dec 09, 2010 9:38 pm 
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    First, curse my phone and the auto spellcheck. Apparently my pikers are also pokers.

    The veil will cancel the first attack against your stack, unless the percent is rolled. Scouts will still see a veiled stack, so don't worry about invisible units. A baffle lasts until your next turn.

    Commander Levels
    Link - 3; Randy - 2; Jake - 1; Mr. Roboto - 4; Tinman - 2

    My stack stats:
    Asea's pikers: modified attack: 265 Average Defense: 4 Terrain modifier: 1 (from fort)

    M Archers: Modified attack: 116 Average Defense: 5.875 Terrain modifier: 1 (from fort)

    In this game, when stacks fight they only attack once each, they don't fight down to the last man unless they are wiped.
    If any of you guys want to attack, post the attack and I'll calc it. FYI the random number is between .5 and 1.0, so it wont boost the attack at all.

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     Post Posted: Fri Dec 10, 2010 2:16 am 
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    None of us can make it to the forts (or at least, given our orders, looks like none of us will be), so I guess that's our turn.
    Edit: Also, looking at the rules for forts, by "push" does it actually mean we can move the fort by one hex each turn?

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     Post Posted: Fri Dec 10, 2010 7:51 am 
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    Location: Probably totally lost.
    HerbieRai wrote:
    M Archers: Modified attack: 116 Average Defense: 5.875 Terrain modifier: 1 (from fort)
    Erm... As much as I like Machi, his Archers can't have an Average Defense of 5.875--their average Defense should be 5.

    _________________
    "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: Fri Dec 10, 2010 10:00 am 
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    I meant to say that the disciple of jack casted a baffle, so +1 def.
    The "Push" can only be used in a fort, and it basically pushes the stack to the defenses of the fort, so they have to be attacked first, not pushed forward a hex

    A few unit cost changes:
    Doombat scout costs 8

    Heavy stabber: 17
    Heavy Horse: 39 (12 hits, 5 attack, 4 defense, 4 move, no specials right?)
    Knight 26

    My Hobgobwin is 13
    I deleted my decrypted stabber, felt unnecessary.

    I also added the combat calculator to the rules post. It also has a page that calculates unit cost.
    You need to bold the END TURN to actually end turn, and don't worry about talking strategy on the forum, it wont affect my moves.

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     Post Posted: Fri Dec 10, 2010 12:04 pm 
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    Location: Probably totally lost.
    Turn 1 Ending Dispositions (AD=Shusagi's side, "Andwoidia," which is what I'm using until further notice):
    Note that I'm stacking Warlords at the back of stacks. This is to protect them--if you want a Warlord anywhere except the back of the stack, state explicitly that you want the Warlord away from the back of the stack.
    @C8:
    ADStack1: 4 Andwoids, Cloaker Dwoid, Destwoyer, Mr. Roboto--Veiled
    ADStack2: Engineer Dwoid, Cloaker Dwoid, Hoverboard, Tinman--Veiled
    @C7:
    OZStack1: 6 Heavy Stabbers, Camo-Master, Randy--Veiled
    OZStack2: 4 Field Archers, Camo-Master, Jake--Veiled/Because of the Camo-Master in this stack, it would not be Ranged. This might be important.
    NAStack1: 2 Eager Elves, Lofty Elf, Link
    NAStack2: Doombat Fodder
    NAStack3: Doombat Scout
    NAStack4: Doombat Scout
    NAStack5: Doombat Scout
    NAStack6: Doombat Scout
    NAStack7: Doombat Scout
    NAStack8: Doombat Scout
    NAStack9: Doombat Scout
    NAStack10: Doombat Scout
    NAStack11: Doombat Scout

    Left-over pop points:
    AD: 5
    OZ: 8
    NA:18

    END TURN

    _________________
    "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: Fri Dec 10, 2010 2:41 pm 
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    Gobwin Knobs turn starts
    COMBAT!
    Spoiler: show
    COMBAT! ENTER VALUES ONLY IN THE BLUE CELLS
    Battle is joined in hex: C7
    TIME OF POST (in minutes and seconds): 4935
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 0
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0 {Depends on the terrain}
    Fatigue Penalty: 1.0 {Default is 1.0}
    Dancefighting Bonus 1.5 {Default is 1.0}
    Ambush Bonus 1.0 {Default is 1.0, Ambushing 2.0}
    Random Percentage: 65%
    Total Damage: 6

    Hits Inflicted on the Enemy: 5

    Defender
    Total Attack Value: 1
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 0
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 1.0 {Depends on the terrain}
    Fatigue Penalty: 0.5 {Default is 1.0}
    Dancefighting Bonus 1.5 {Default is 1.0}
    Ambush Bonus 1.0 {Default is 1.0, Ambushing 2.0}
    Random Percentage: 75%
    Total Damage: 0

    Hits Inflicted on the Enemy: 0

    A Gargoyle kills a doombat


    Last edited by HerbieRai on Fri Dec 10, 2010 2:58 pm, edited 1 time in total.
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     Post Posted: Fri Dec 10, 2010 2:57 pm 
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    Spoiler: show
    COMBAT!
    Battle is joined in hex: C7
    TIME OF POST (in minutes and seconds): 5259
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 0
    Stacking Bonus: 1.0
    Average Defence: 3.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0
    Fatigue Penalty: 1.0
    Dancefighting Bonus 1.0
    Ambush Bonus 1.0
    Random Percentage: 65%
    Total Damage: 4

    Hits Inflicted on the Enemy: 4

    Defender
    Total Attack Value: 1
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 3
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0
    Fatigue Penalty: 1.0
    Dancefighting Bonus 1.0
    Ambush Bonus 1.0
    Random Percentage: 70%
    Total Damage: 1

    Hits Inflicted on the Enemy: 0

    A gargoyle kills another doombat

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     Post Posted: Fri Dec 10, 2010 3:01 pm 
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    Ok, I had some trouble with the excel file. It is impossible for the doombats to hurt the gargoyles, so a total of 6 gargoyles attack and kill 6 of the doombats in C7 (you should have 3 left), then move southwest.

    Gobwin Knob ends turn

    you each have 75 pop points, and you can each give away up to 25. Begin your scout and pop phase. For the new guys, you can pop scouts and still scout with them.

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     Post Posted: Fri Dec 10, 2010 3:32 pm 
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    Location: Probably totally lost.
    Actually, on a die roll of 8 or greater, a doombat can hurt a gargoyle. That's a 15/36 chance, so a little less than half the time, a doombat will hurt a gargoyle.

    _________________
    "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: Fri Dec 10, 2010 3:43 pm 
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    I'll calculate the rest then
    Spoiler: show
    COMBAT!
    Battle is joined in hex: C7
    TIME OF POST (in minutes and seconds): 4349
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 0
    Stacking Bonus: 1.0
    Average Defence: 3.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0
    Fatigue Penalty: 1.0
    Dancefighting Bonus 1.0
    Ambush Bonus 1.0
    Random Percentage: 85%
    Total Damage: 5

    Hits Inflicted on the Enemy: 5

    Defender
    Total Attack Value: 1
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 3
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0
    Fatigue Penalty: 1.0
    Dancefighting Bonus 1.0
    Ambush Bonus 1.0
    Random Percentage: 60%
    Total Damage: 1

    Hits Inflicted on the Enemy: 0

    Gargoyle is unhurt from this one.

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     Post Posted: Fri Dec 10, 2010 3:45 pm 
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    And number 4
    Spoiler: show
    COMBAT!
    Battle is joined in hex: C7
    TIME OF POST (in minutes and seconds): 4523
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 0
    Stacking Bonus: 1.0
    Average Defence: 3.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0
    Fatigue Penalty: 1.0
    Dancefighting Bonus 1.0
    Ambush Bonus 1.0
    Random Percentage: 85%
    Total Damage: 5

    Hits Inflicted on the Enemy: 5

    Defender
    Total Attack Value: 1
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 3
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0
    Fatigue Penalty: 1.0
    Dancefighting Bonus 1.0
    Ambush Bonus 1.0
    Random Percentage: 85%
    Total Damage: 1

    Hits Inflicted on the Enemy: 1

    And this gargoyle is hurt. How are you right so often?

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     Post Posted: Fri Dec 10, 2010 3:47 pm 
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    Combat 5
    Spoiler: show
    COMBAT!
    Battle is joined in hex: C7
    TIME OF POST (in minutes and seconds): 4710
    Attacker:
    Total Attack Value: 6
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 0
    Stacking Bonus: 1.0
    Average Defence: 3.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0
    Fatigue Penalty: 1.0
    Dancefighting Bonus 1.0
    Ambush Bonus 1.0
    Random Percentage: 80%
    Total Damage: 5

    Hits Inflicted on the Enemy: 5

    Defender
    Total Attack Value: 1
    Level of Highest Commander: 0
    Number of Fighting Units: 1
    Number of Units: 1
    Total Defence: 3
    Stacking Bonus: 1.0
    Average Defence: 0.0
    Commander Bonus: 1.0
    Terrain Bonus of Hex: 0.0
    Fatigue Penalty: 1.0
    Dancefighting Bonus 1.0
    Ambush Bonus 1.0
    Random Percentage: 95%
    Total Damage: 1

    Hits Inflicted on the Enemy: 1

    This Gargoyle is hurt as well.

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