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 Post Posted: Sun Mar 06, 2011 1:49 pm 
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I see, rules-fork! :)

Well, on a future Oddworld scenario, I'll remove "vestigial" specials and adjust Hits in Hits-dependent specials, and we'll see how that goes.

Meanwhile, yeah, adding more willfull attacks to a stack per turn will change the dynamics somewhat, and I'm very curious to see how. But still, valuing specials as slightly more expensive in the 3-6 Hits interval should be done. Among other things, it makes low-hit infantry less of a suicide proposition against low-hit ranged.

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     Post Posted: Sun Mar 06, 2011 4:05 pm 
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    Aaaaand Supplement 1 is out!

    I'm hoping to test out the multi-engage rule - and also city zone battles!!! :D

    Map coming soon!

    PS: Oh, and this will hopefully get the new players (and old ones) (re-)acclimated to the public team discussions.

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     Post Posted: Sun Mar 06, 2011 5:24 pm 
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    So, do we pick what units we get from the pre-designed list, and how many? Or is that decided for us, to start?

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     Post Posted: Sun Mar 06, 2011 5:29 pm 
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    I'll either decide for you guys, or I'll give you a pop point budget. You'll have positions to choose from as well.

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     Post Posted: Tue Mar 08, 2011 5:05 pm 
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    i'd like to make a few suggestions and support others

    1) recheck special costs - defininatly
    2) if a stat is in the caluclation for a special i MUST be 1 or above
    3) some limitations need to be put on how many specials a unit can have
    examples: if a unit takes a Mancy/seige it can have no other special
    builder+sapper=dirtamancy always you cant take both and claim you've not taken a mancy
    Ranged units can't dancefight*
    4) leveling should have more of an effect (without rereading and serious thought the only example i can come up with is Mancys)
    Foolmancy L1 Baffles may cast 1 Baffel/turn
    L2 Veils may cast (1 Veil or 2 Baffel)/turn
    To advance the "may cast" idea Baffels cost 1 juice veils cost 2 juice and max juice is equal to level and refreshes at turns start
    5) a system to apply fatigue to units who are in combat for more than one consecutive turn
    6) Make flight and hover a special*
    7) If we get a game going and the speed of progress is good perhaps include some off-turn stuff.(this is less a suggestion than a possibility for a
    future suppliment)

    *i could probably be talked into not needing changed but i feel strongly about everything else

    i've only brushed over the TAW suppliment so far but i really like what it does and the mechanics it adds, good job Watermonkey. Does however make most of my post redundant, but it can all still be appied to the core rule set.

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     Post Posted: Tue Mar 08, 2011 5:15 pm 
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    Stryke wrote:
    i'd like to make a few suggestions and support others


    Listening :) Will apply some of these to a future version of the Oddworld(x2) rules.

    1) vague, specify. Although I have an idea about what needs done.
    2) yep, as mentioned above I don't like "vestigial" specials
    3) in principle ok ... I like putting a limit on special count, but not the flavour combo however. Why not have a Ranged Mancy for example?
    4) NO. Absolutely not. Veils and Baffles are ludicrously powerful if properly used; there's a reason why the min. Foola cost is a whopping 960 even for the puniest unit.
    5) No. Would add little and cost too much to maintain as a GM. Plus, Erfworld rules (autoheal at dawn) prohibit this kind of behaviour. Don't worry, I hate Erfworld rules myself- that autoheal is one ugly beast to tame, and that's why Oddworld is so odd.
    6) Redundant (unless you put a limit on special count, of course). Both Flier and Hover are a tad more expensive than Walker, and I can back up the difference with a napkin guesstimation as to why.
    7) Noted. It really breaks the flow to have to wait around for the other side.

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     Post Posted: Tue Mar 08, 2011 5:33 pm 
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    BLANDCorporatio wrote:
    Stryke wrote:
    i'd like to make a few suggestions and support others


    Listening :) Will apply some of these to a future version of the Oddworld(x2) rules.


    1) I'll get back to you on this.

    3) Obviously it's gonna need more thought than i've put in so far, ie ranged shockmancy. Can you define "flavour combo" to make sure we're
    talking about the same thing
    4) Just to be sure i'm being understood, this should be applied to all mancys not just foolomancy.
    5) Well i'd have to GM a game before i could properly argue that point, so i'll just say fair enough.
    6) Well i've already suggested special count limitation so its not redundant in this respect. If not then i's say they should be expensive enough to not make all terrain but lava and mountains essentially redundant.
    7)*cough* yes terrible that. :p

    Also watermonkey concerning your sup, is there areason your diagram shows moving between the courtyard and tower as not allowed?

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     Post Posted: Tue Mar 08, 2011 6:09 pm 
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    I'm on my phone here, so this will be brief.

    I don't see a need to limit specials quite yet (I don't think stacking specials is cost-effective) but I could be wrong.

    Tower to courtyard is allowed, as is movement between any garrison zone - the long arrow may not be clear.

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     Post Posted: Tue Mar 08, 2011 6:19 pm 
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    its not the long arrow its the lack of an arrow between the tower and courtyard

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     Post Posted: Tue Mar 08, 2011 8:35 pm 
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    The long arrow is between all of the Courtyard, the Dungeon, and the Tower.

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     Post Posted: Tue Mar 08, 2011 8:47 pm 
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    oh ok

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     Post Posted: Tue Mar 08, 2011 10:28 pm 
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    i have another few suggestions which are gonna have to wait. if i tell you all now, those playing the mineisland game may figure out what i'm upto :p

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     Post Posted: Tue Mar 08, 2011 11:45 pm 
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    PM me. It won't spoil anything, since I'm your teammate. :)

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     Post Posted: Wed Mar 09, 2011 2:33 pm 
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    yeah but if any one reads the new rules set then they could figure out whats been changed and then work this backwards to figure out why i wanted this changed and work that backwards to figure out my battle strategy. couse that a feasible and reallistic task to be able to preform

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     Post Posted: Wed Mar 09, 2011 11:36 pm 
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    Map is up!

    Spoiler: show
    Image


    Cities:
    Code:
    Neufchâtel
       Lv. 5 CAPITAL
       Outer Walls    120 hp
       Garrison    140 hp
       Tower       175 hp

    Castelnau
       Lv. 5 City
       BIG TUNNELS (10 hits or less can enter)
       Outer Walls   40 hp
       Garrison   125 hp
       Tower      175 hp

    Newcastle
       Lv. 4 City
       NO TUNNELS
       Outer Walls   70 hp
       Garrison   100 hp
       Tower      100 hp

    Bailey
       Lv.3 City
       Outer Walls   50 hp
       Garrison   60 hp
       Tower      30 hp (leaning tower :) )

    Outpost
       Lv. 1 City
       Outer      10 hp
       Garrison    15 hp
       Tower      30 hp

    Oldcastle
       Lv. 3 UNCLAIMED CAPITAL SITE
       Outer      37 (50) hp
       Garrison   69 (120) hp
       Tower      58 (125) hp


    Starting points (pop pt budget):
    Neufchâtel (5000)
    Newcastle (3500)
    Castelnau (4000)
    Bailey (2200)
    Outpost (1800)

    Each city produces 200 * its level in points per turn. Allocations to the military will be decided by the Ruler (me) and then specifically distributed by the CW.

    To get this started, please sign up for the following:
    1) A starting point
    2) A starting army from the units in the Supplement, within your budget
    3) Post the player you would like to have as your CW (the guy who coordinates the players' discussion, declares end of turn, etc.)

    Cameria moves first in the battlespace.

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     Post Posted: Thu Mar 10, 2011 6:58 am 
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    Mkay, I'll take the really bad job out so none of you will have to.
    1) Outpost as starting point.
    2) 7 Archers; 1 Knight (Cdr. Betia); 1 Scout--Total Cost=1778
    3)I'll vote BLAND for Chief.

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     Post Posted: Thu Mar 10, 2011 8:43 am 
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    Thats very Noble of you Nihila

    the suppliment says we each play a lvl6 Warlord, do we have to purchase this warlord or do we start with it.

    1) Newcastle. (3500)
    2) 7 Archers 1197
    7 Pikers 1071
    2 Scouts 386
    2 Knights 776 (lvls given as 4 & 1)
    Total 3430(70)
    3) Not too bothered about this, i'll choose between the two most popular if theres a tie.


    Last edited by Stryke on Wed Mar 16, 2011 3:50 pm, edited 2 times in total.
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     Post Posted: Thu Mar 10, 2011 2:30 pm 
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    I'll take castlenau (mainly because I don't want to take bailey), but no idea about units yet...I'll be thinking


    1. CastleNau (4000) as a starting point

    New units:
    2 scouts 386
    12 Archers 2052
    3 Knights 1164
    2 Piker 306
    92 points remaining

    Consequently stacks at start would look like: 6 archers/1 scout/1 knight (2 stacks) and 1 knight/2 pikers

    One Knight will be Sir Tigger the Spring. Another will be named Lady Rookang, and the final will be Lord Yenniw Hoop

    3. I'll abstain unless there's a tie.

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    Last edited by tigerusthegreat on Thu Mar 10, 2011 6:29 pm, edited 4 times in total.
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     Post Posted: Thu Mar 10, 2011 2:36 pm 
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    So I suppose Bailey is for me then :P

    Starting army soon ... I plan to put one of the Critter warlords from Mine Island as my starting Commander; not one you encountered, one you'll surely croak, but magic can do anything :)

    On the matter of CWL and casting a vote- which not that many people so far have done, speak up! To encourage you to do so, I'll do the churlish thing and vote for myself :P

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     Post Posted: Thu Mar 10, 2011 2:39 pm 
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    Stryke wrote:
    i have another few suggestions which are gonna have to wait. if i tell you all now, those playing the mineisland game may figure out what i'm upto :p


    Ahem. You can PM me too seeing as how I'm GM. And I'd like to hear all input on the system. LtDave's TBf<> game presented a very nice idea- freely customizable units. Still needs some tweaks, but it's one worth pursuing, imo.

    EDIT:

    Starting army

    Mmkay, let's make this interesting. And useful seeing as how we're underscouting.

    6x Scouts = 1158
    3x Archers = 513
    1x Knight: Joan of Arc = 388
    A sudden gust of wind passes through the top tier of Bailey, stirring dust and ash that mysteriously appeared from nowhere. The swirling air grows ever speedier, pulling the dust into ever more compact vortexes that almost resemble a human form. Eventually the wind calms, and the cloud of dust begins to settle- revealing that inside, a Knight has repopped into existence!

    "... Not again."


    141 points remaining

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