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 Post subject: Return to Gobwin Bump
 Post Posted: Mon Mar 21, 2011 11:17 pm 
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Return to Gobwin Bump

With the rise and return of Stanley the Tool came the rise of Gobwin Bump. The minor ally of the Tool stands alongside an important communications route.

While Jeststone struggles to maintain the Coalition and see off the decrypted legions, Gobwin Bump has been raiding and attacking coalition positions.

The time has come to end the nuisance, once and for all. A group of minor nations have gathered an army, and are preparing to advance on the Bump, planning to squash it falst.


This game is based on The Battle for Gobwin Bump rules version 3.2, found in the signature line below. So far there are 3 players: BLANDCorporatio, Twoy, and Tigerusthegreat.
There is room for one more player for this initial test of the rules. Each player has 400 points of starting units.


Gobwin Bump lies somewhere to the North and West of the Allied camp. Gobwin Units have been detected in the past turns, with the following stats:
Gobwin Stabber 8 Hits 4 Attack 2 Type 4 Defence 2 Move Cost Per 13
Twoll Stabber 21 Hits 20 Attack 2 Type 1 Defence 2 Move Cost Per 53
Spidew Rider 9 Hits 5 Attack 2 Type 4 Defence 3 Move Cost Per 20
Gobwin Archer 7 Hits 4 Attack 4 Type 3 Defence 2 Move Cost Per 12
Dwagon 10 Hits 5 Attack 3 Type 5 Defence 4 Move Cost Per 30
King Dwagon 21 Hits 20 Attack 3 Type 1 Defence 4 Move Cost Per 67


Prepare your units, and get ready to Return to Gobwin Bump!

Players have 72 hours from the time of this post to create their armies.

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     Post Posted: Tue Mar 22, 2011 9:30 am 
    Here for the 10th Anniversary Has collected at least one unit
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    Question regarding the 5 units we can have. Would you consider a unit with the same stats but a different attack type as different units (i.e. can I have say gobwins (not going to use them but as an example) as my unit, with subtypes of gobwin archers, stabbers, etc, or would that take up more than one unit slot?)

    0 Uruk-Ham Stabbers 10 Hits 5 Attack 2 Type 5 Defence 2 Move Cost Per 18 Total Cost 0
    1 Bacon-rog 25 Hits 20 Attack 3 Type 5 Defence 4 Move Cost Per 87 Total Cost 87
    0 Worghog 15 Hits 10 Attack 2 Type 5 Defence 3 Move Cost Per 36 Total Cost 0
    0 Spammon 20 Hits 15 Attack 5 Type 5 Defence 2 Move Cost Per 54 Total Cost 0
    8 Uruk-Ham Archers 10 Hits 5 Attack 4 Type 5 Defence 2 Move Cost Per 19 Total Cost 152
    0 Uruk-Ham Pikers 10 Hits 5 Attack 3 Type 5 Defence 2 Move Cost Per 18 Total Cost 0
    Total Cost: 239

    1 Warlord: Saruham the White Meat lvl ?? Cwoakamancer/Dittomancer (150pts) (with a stack of 8 archers, scout, and Bacon-rog)
    1 rating 1 Scout (with a stack of 8 archers, Saruham, and the Bacon-rog) (10 points)

    Total Costs: 399

    Not sure if you intended for no commander to have more than one special, but there are no listed rules against it. If that is the case, I will ditch the cwoakamancy at this time and get more units.

    also, if I am not allowed to group together the Uruk-Ham as one kind of unit, I'll drop either the Spammon or Worghogs...probably the Spammon.

    My side will be the Sovereign Nation of Pigslyvania

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     Post Posted: Tue Mar 22, 2011 10:33 am 
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    I'll be looking to join, but I have a question for you.

    Scouts cannot scout forests and other such terrain, yet units cannot move to an unscouted hex. Therefore we can never move into a forest?

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     Post Posted: Tue Mar 22, 2011 1:51 pm 
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    Attacks for the different types have two diferent values listed in the rules.

    Determines Type – 2: Siege, Pikes, Stabbers, or Archers, 3: Cavalry, 4: Flyer

    Type Cost for Attacks:
    Cavalry, Stabbers = 2
    Flyers, Pikes = 3
    Archers = 4
    Siege = 5

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     Post Posted: Tue Mar 22, 2011 6:24 pm 
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    Each type of unit counts as a Kind. So the Spammon will have to go.

    On the Scouts, they can see into the terrain hexes, but not beyond. So they can scout woods and mountains and lakes, but not the hexes behind them.

    On the costs, the first you reference is move, the second is the type of weapon.

    So Archers can only move 2, but each point of attack costs 4. When you get the spreadsheet, this will make more sense (I hope).

    Cheers

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     Post Posted: Wed Mar 23, 2011 4:22 pm 
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    How does movement on terrain work?

    Lakes, Mountains, Forest. Does it cost more to move across mountains and forest hexes? Can only flyers cross lakes?

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     Post Posted: Wed Mar 23, 2011 9:44 pm 
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    The rules for movement and Terrain are in the section calld "The Map".

    Make sure you have version 3.2 of the rules to get this section correct.

    "The Map:

    Open Hex – Cost 1 movement for all units to enter. No Defence advantage.
    Woods Hex – Cost 2 movement for all non-flying units to enter. Cost 1 movement for
    Flying units. Flying units may only be engaged by Archer units in Woods. All Ground
    Stacks gain 20 Defence in Woods.
    Mountain Hex – Cost 2 movement for Flyers. No other unit can enter.
    Lake Hex – Cost 1 movement for Flyers. No other unit can enter."

    We are coming up on the deadline for initial units and design. Only about 26 hours remaining.

    Cheers

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     Post Posted: Thu Mar 24, 2011 11:02 am 
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    Hmph, no ranged fliers. Allright let's see what we can cook ...

    Steam Gentlemen: crazy industrialists and big game hunters.

    Specialize in mobility. As well as trophy hunting. (Rocking out, Foola, Croakamancy)

    Units:

    Diwigible (yay!) 42 Hits, 40 Attack, 2 Defense, 4 Move, Type- Flier, 205 cost
    Otto Motor: 15 Hits, 14 Attack, 1 Defense, 4 Move, Type- Flier, 43 cost
    Steam Plane: 10 Hits, 1 Attack, 9 Defense, 4 Move, Type- Flier, 35 cost
    Wion Hunter: 10 Hits, 7 Attack, 3 Defense, 2 Move, Type- Archer, 18 cost
    Awwtilewy: 12 Hits, 9 Attack, 3 Defense, 2 Mover, Type- Siege, 24 cost

    Commander: Lord Wivingston (Croakamancer/Rocking out): 150
    + 1 Diwigible, +1 Steam plane, +1 Lvl 1 scout = 400.

    Stack: Diwigible, Steam plane, (Scout, Wivingston)

    The Diwi is not the most cost-efficient unit around when air battles are involved, but hopefully for a few bombings of Gobwins or base defense, will be adequate.

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     Post Posted: Thu Mar 24, 2011 12:38 pm 
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    Also to note for my allies, range no longer means first strike, so they wont be nearly as potent.

    Units
    Spoiler: show
    Christmas Critter 8 hits, 6 attack, 2 defense, 2 move, Stabber (2), cost 12
    Manbearpig 25 hits, 13 attack, 12 defense, 2 move, Stabber(2), cost 84
    Orc 10 hits, 5 attack, 5 defense, 2 move, piker(3), cost 18
    Headless Horseman 18 hits, 10 attack, 8 defense, 3 move, cavalry(2), cost 50
    Storm Trooper 15 hits, 10 attack, 5 defense, 2 move, archer(4), cost 33


    Starting Army:
    1 Christmas Critter - 12
    2 Manbearpig - 168
    commander Freddy Creuger - 50
    level 4 scout - 160
    total 390

    Took the hit for the lvl 4 scout. Everone in one stack to start for me

    Question: Why do pikers cost more than stabbers and cav? They seem to have a round rock paper sissors approach so I don't think their attack is more powered than their 2 counterparts.

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     Post Posted: Thu Mar 24, 2011 1:49 pm 
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    Spoiler: show
    Centaur 15 Hits 12 Attack 2 Type 3 Defence 3 Move Cost Per 35
    Beaver Piker 6 Hits 5 Attack 3 Type 1 Defence 2 Move Cost Per 10
    Dwarf Siege 15 Hits 11 Attack 5 Type 4 Defence 2 Move Cost Per 34
    Faun Archer 6 Hits 5 Attack 4 Type 1 Defence 2 Move Cost Per 10
    Mouse Stabber 4 Hits 3 Attack 2 Type 1 Defence 2 Move Cost Per 7


    8 x Dwarf Siege Cost 272
    Scout 2 Cost 20
    Queen Jadis the Cwoakamancer Cost 100
    Total = 392

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     Post subject: Begin Turn 1
     Post Posted: Fri Mar 25, 2011 12:26 am 
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    Scout results at the beginning of the Alliance's Turn 1.
    Spoiler: show
    Image


    S 8 Spidew Riders 72 hits, 40 attack, 32 Defence
    X 2 Twoll Stabbers, 6 Gobwin Stabbers, Commander Lv 2 78 Hits, 44 attack, 34 Defence,
    Y 4 Spidew Riders 36 Hits, 20 Attack, 16 Defence
    Z 6 Gobwin Stabbers 48 Hits, 24 Attack, 24 Defence

    Gobwins' Hollow is a level 1 City with a 40 point wall.

    The Alliance Turn Begins now. Players have 96 hours to move and attack.
    If all Players act before the end of the time limit, turn 2 will begin earlier.

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     Post Posted: Fri Mar 25, 2011 1:35 am 
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    What level are our commanders?

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     Post Posted: Fri Mar 25, 2011 5:39 am 
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    An excellent Question.

    Levels for Commanders:

    Spoiler: show
    Ronaldo Calliari's Simplified
    Super Easy Random Number Generator

    Max Number Sought: (d6 - 6, d8 - 8, etc) 10
    (Average Result) 5.407614
    Post Time: 3546 Dice Result

    3546 _________________ 3
    3843 _________________ 1
    3942 _________________ 3
    4239 _________________ 10


    Saruham the White Meat lvl 2

    Lord Wivingston lvl 1

    commander Freddy Creuger lvl 2

    Queen Jadis the Cwoakamancer lvl 5


    Also, before you calculate any combat results, please go into the sheet called "Ronaldo Calliari's SSERNG" and in the top yellow box, change the number 5 to a 6.
    This will now give d6 results, rather than d5 results.
    (d5? What was I thinking?)

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     Post Posted: Fri Mar 25, 2011 11:20 am 
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    Arright let's negociate, people.

    From what I can see, most of our existing units have Move 2. Which means most of them can only get to stack Z.
    Three of our commanders are Croakamancers, and would benefit from hunting trophies. BUT, one of them (Queen Jadis) is leading a stack of siege that won't be able to move and attack on the same turn.
    The Diwi stack is not of high defense yet, meaning it won't get to retaliate too many times before OneShotWonder expires, meaning I'd rather not send the Diwi stack, with its current composition, too far ahead of the main thrust of our stacks. Certainly not where there are 3 neighbouring enemy stacks present.

    My recommendation- attack stack Z, either with the Diwi (puhrty-please with sugar on top) or Saruham's stack. Both, if somehow one of them is not enough to kill off what Z is made of. Then move several of the remaining units in the same hex, and we can mount an attack on the enemy city next turn.

    PS: how many pop points do we get next turn?

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     Post Posted: Fri Mar 25, 2011 1:42 pm 
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    I like that plan. I second Saruham's stack attacking first. Congrats on getting drafted.

    I know we can't combine our units into stacks, can we combine commanders/ scouts? (ex, I give my scout to one of their stacks?)

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     Post Posted: Fri Mar 25, 2011 4:49 pm 
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    RE: Pop points - Somewhere in the region of 50 per turn

    RE: Commanders and scouts joining other players stacks - I'm gonna say no.

    Cheers

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     Post Posted: Fri Mar 25, 2011 4:52 pm 
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    The forces of isenlard, capital of the mighty piggslyvania will gladly lead the charge.

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     Post Posted: Fri Mar 25, 2011 8:31 pm 
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    Correct me if I'm wrong.

    Bacon-rog is a flyer, which means he cannot stack with the archers.

    1 Warlord: Saruham the White Meat lvl ?? Cwoakamancer/Dittomancer (150pts) (with a stack of 8 archers, scout, and Bacon-rog)
    1 rating 1 Scout (with a stack of 8 archers, Saruham, and the Bacon-rog) (10 points)

    8 Uruk-Ham Archers 10 Hits 5 Attack 4 Type 5 Defence 2 Move Cost Per 19 Total Cost 152

    Uruk-Ham Archers: 80 Hits, 40 Attack, 40 Defense + Level 2 Commander, Double damage for Dittomancy
    vs.
    Z 6 Gobwin Stabbers 48 Hits, 24 Attack, 24 Defence

    Who wants to run the combat?

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     Post Posted: Fri Mar 25, 2011 11:27 pm 
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    Anyone can run the combat, using the spreadsheet.

    Spoiler: show
    COMBAT!
    Battle is joined in hex: D3
    TIME OF POST (in minutes and seconds): 3114
    Attacker:
    Total Attack Value: 40
    Total Defence of Top 8 Units: 40
    Level of Highest Commander: 2
    Special Bonus: 1.0
    Trump Bonus: 0.0
    Random Percentage: 70%

    Hits Inflicted on Defender: 37

    Defender:
    Total Attack Value: 24
    Total Defence of Top 8 Units: 24
    Total Terrain & Walls Defence: 0
    Level of Highest Commander: 0
    Special Bonus: 0.0
    Trump Bonus: 0.0
    Random Percentage: 40%

    Hits Inflicted on Attacker: -11



    1 Gobwin Stabber remains, with 7 hits.
    No attackers were harmed.

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     Post Posted: Sat Mar 26, 2011 5:24 am 
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    Saruham (2.1) the Cwoakamancer/Dittomacer generated 78 pop points.

    Lord Wivingston the Cwoakamancer/Rocker should mop up the last stabber. He needs to level the most and he will pick up another 13 pop points. Then he can pull back to base camp leaving him in position to give orders to any new units we pop next turn.

    Once hex D3 is cleared of enemies, I plan to move up with my siege to D3. It's a bit dangerous, but I have to move up to the front if I want to use my siege against the walls of Goblin's Hollow.

    After this turn or maybe on turn 3, we should probably give some extra pop points to Freddy so he can pop a cwoakamancer. So far they seem to pay for themselves. That way we will have an extra warlord to stay back, guard the base camp and send new units forward.

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