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 Post Posted: Tue Sep 11, 2012 9:21 am 
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Posts: 625
I think you need to add under Light "5 or fewer hits", because currently I could have an ultra heavy light unit. I'm also assuming that units with 0 can still use mounts to move.

I'll add in the Engineer Corps
Units:
Spoiler: show
1) Scout Tower
Hits: 1
Attack: 1
Defense: 0
Move: 0
Special: Light, Scout
Cost: 10

2) Engineer
Hits: 5
Attack: 1
Defense: 4
Move: 0
Special: Light, Digger
Cost: 15

3) Field Commander
Hits: 5
Attack: 1
Defense: 0
Move: 0
Special: Light, Commander
Cost: 13

4) Sapper
Hits: 5
Attack: 5
Defense: 0
Move: 0
Special: Light
Cost: 13

5) Supply Chopper
Hits: 5
Attack: 1
Defense: 0
Move: 5
Special: Mount
Cost: 18


Starting Forces
Spoiler: show
2 Field Commanders
3 Supply Choppers
2 Scout Towers


Last edited by HerbieRai on Tue Sep 11, 2012 10:46 am, edited 1 time in total.
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     Post Posted: Tue Sep 11, 2012 9:32 am 
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    My starting forces are
    1 Captain
    3 Redcoats
    1 Hussar

    6 points left. Pocket change.

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     Post Posted: Tue Sep 11, 2012 2:08 pm 
    Here for the 10th Anniversary Has collected at least one unit
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    Posts: 776
    Side: The Thousand Hex Woods (make sure my costs are correct)

    Twiggers: Fast, bouncing infantry. The specialize in a powerful, initial hit, but lack sorely in defense. It's bouncing, trouncing fun fun fun fun fun!
    Spoiler: show
    Combat: 4
    Hits: 5
    Defense: 1
    Move: 3
    Cost: 16
    Specials: Light (3 points)


    Poos: Crap-golems in the shape of bears. They are big and heavy, and nobody wants to be hit by their attacks. They certainly aren't "stuffed with fluff," but can tunnel.
    Spoiler: show
    Combat: 5
    Hits: 15
    Defense: 10
    Move: 3
    Cost: 41
    Specials: Heavy (6 points)
    Digger (2 points)


    Heffas: Heavy Siege of the Woods. Most people don't believe these elephantine siege engines to even exist.
    Spoiler: show
    Combat: 10
    Hits: 15
    Defense: 5
    Move: 1
    Cost: 37
    Special: Heavy (6 points)


    Lumps: Heavy Cavalry of the Woods. They are amorphous blobs that roll quickly into battle, and take the shape of whatever the enemy fears. When out of combat they resemble glowing spheres.
    Spoiler: show
    Combat: 15
    Hits: 25
    Defense: 10
    Move: 4
    Cost: 68
    Special: Ultra Heavy (14 points)


    Woozels: Sneaky scouts of the woods. These weasel-like beings are also thought to be mere legend, but they slink around, looking for foes. Strangely enough, they are also wilely commanders.
    Spoiler: show
    Combat: 2
    Hits: 5
    Defense: 3
    Move: 3
    Cost: 22
    Special: Commander (4 points)
    Scout (5 points)



    Assuming I did costs right, I'll start with a Woozel (22 points) named "Captain Slinky" plus one poo (41 points), and two twiggers (32 points) with 5 points left.

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    Last edited by tigerusthegreat on Wed Sep 12, 2012 8:49 am, edited 1 time in total.
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     Post Posted: Tue Sep 11, 2012 5:02 pm 
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    My math says that you are right.

    Although all of your units with 6 hits need to either loose one or take the heavy special because without Heavy or ultra-heavy units can't have hits greater than or equal to 5

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     Post Posted: Tue Sep 11, 2012 5:35 pm 
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    HerbieRai wrote:
    I'm also assuming that units with 0 can still use mounts to move.


    A unit with 0 move cannot be moved out of the square where it was popped. As long as a unit has one move it can mount but without it you can't.

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     Post Posted: Tue Sep 11, 2012 8:56 pm 
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    Posts: 262
    No longer recruiting. . .so I guess there's not room for one more?

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     Post Posted: Tue Sep 11, 2012 9:07 pm 
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    Posts: 316
    Ginethian Hammers

    Ginethian Commander
    Spoiler: show
    Hits 10
    Combat 3
    Defense 7
    Move 3
    Specials Heavy, Commander
    Cost 34

    The leaders of the Ginethians

    Minutemen
    Spoiler: show
    Hits 4
    Combat 2
    Defense 2
    Move 3
    Specials: Digger Light
    Cost 16

    The standing army of the Ginethians

    Militia
    Spoiler: show
    Hits 1
    Combat 1
    Defense 0
    Move 2
    Cost 4

    The quickly raised army of the Ginethians

    Catapult!
    Spoiler: show
    Hits 15
    Combat 15
    Defense 0
    Move 1
    Specials Heavy
    Cost 37


    Scout
    Spoiler: show
    Hits 1
    Combat 1
    Defense 0
    Move 3
    Specials Scout
    Cost 10


    I'll have current roster up in a moment.


    Last edited by WhirdCheese on Thu Sep 13, 2012 5:33 pm, edited 2 times in total.
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     Post Posted: Tue Sep 11, 2012 9:09 pm 
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    turbler wrote:
    No longer recruiting. . .so I guess there's not room for one more?


    Sure as long as you can be done by Thursday. That's when I intend to start. Also please vote for a Chief Warlord.

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     Post Posted: Wed Sep 12, 2012 1:05 am 
    Here for the 10th Anniversary Has collected at least one unit
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    Units fixed and super heavy cavalry replaced the regular cavalry

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     Post Posted: Wed Sep 12, 2012 11:02 am 
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    I'm going to have to drop from the game. Hope it goes well!

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     Post Posted: Wed Sep 12, 2012 9:04 pm 
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    HerbieRai wrote:
    I'm going to have to drop from the game. Hope it goes well!


    Sorry to see you go. :(

    EDIT: On a side note I should be starting this around 5 central time so anyone who is waiting on something needs to post soon.

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     Post Posted: Wed Sep 12, 2012 10:16 pm 
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    Hmmm... Can't think of any good flavour for a Side. Would the group be willing to except the aid of the Empire of Miscellany?
    If so. . .
    Units:
    Tactician
    Hits 5
    Combat 3
    Defense 2
    Move 5
    Special: Commander
    Cost 19

    Flying Fish
    Hits 5
    Combat 1
    Defense 4
    Move 5
    Special: Scout
    Cost 20

    Sentinel
    Hits 11
    Combat 1
    Defense 10
    Move 5
    Special: Heavy
    Cost 33

    Stwiker
    Hits 10
    Combat 10
    Defense 0
    Move 5
    Special: Heavy
    Cost 31

    Balloon
    Hits 1
    Combat 1
    Defense 0
    Move 5
    Special: Mount
    Cost 14

    Is it just me or does the whole Mount thing only provide a benefit when it's allowing a Light unit to move as a flyer (and thus access the 11 unbridged water hexes on the map)?


    Last edited by turbler on Thu Sep 13, 2012 11:27 pm, edited 2 times in total.
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     Post Posted: Wed Sep 12, 2012 10:31 pm 
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    Oh and starting forces

    1 Ginethian comander
    4 Minutemen

    6 points spare.

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     Post Posted: Wed Sep 12, 2012 11:21 pm 
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    I don't mind a side of miscellany. Just so long as you have stack information by tommorrow at 5 central time.

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     Post Posted: Thu Sep 13, 2012 2:29 pm 
    Here for the 10th Anniversary Has collected at least one unit
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    So, allied commanders....what can we leave behind to defend the city?

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     Post Posted: Thu Sep 13, 2012 4:41 pm 
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    I'll have my starting composition be 1 Sentinel and 6 Tacticians, with 1 point to spare.
    Also, since our opponent is only receiving Thinkamancy reports every other turn, perhaps we aught to discuss our plans via PM?

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     Post Posted: Thu Sep 13, 2012 5:28 pm 
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    For those of you who are planning on having more than one commander, only the commander with the highest level will contribute. Same with scouts but I'm not seeing many of those. You only have two of them.

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     Post Posted: Thu Sep 13, 2012 5:57 pm 
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    I would've liked it if you mentioned that a teensy-weensy bit earlier.
    Do you suppose I could alter some of my units?
    Or at the very least my starting lineup?

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     Post Posted: Thu Sep 13, 2012 8:01 pm 
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    I don't mind I'm still waiting on Nnelg to finish his turn anyways

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     Post Posted: Thu Sep 13, 2012 8:36 pm 
    Here for the 10th Anniversary Has collected at least one unit
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    I figured it'd be something like that, which is why my scout is my commander, and the only unit with scouting or leadership

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    Last Updated 01/10/2017

    Imperial Destiny (My Science Fiction Story) Updated 07/23/2015 (First Page)

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