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 Post Posted: Thu Sep 13, 2012 11:28 pm 
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Units edited.
I'll start with 2 Flying Fish, 1 Sentinel and 1 Tactician please.

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     Post Posted: Fri Sep 14, 2012 12:31 am 
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    With the best of the coallition assembled it was time to enter the fray. Gobwin Knob took their turn but it passed without event. The first turn has begun and so has a new age for erf. The commanders stand ready for battle.

    Image

    The Hussar scouts out the nearest four hexes but finds no enemy's. It is now the first movement phase.

    Spoiler: show
    Alliance
    Stack A Teavians
    1 Captain 5/5 CL 1
    3 Redcoats 4/4
    1 Hussar 5/5 SL 4
    Stack B Thousand Hex Woods
    Captain Slinky (Woozel) 5/5 CL5 SL3
    Poo 15/15
    2 twiggers 5/5
    Stack C Ginethian Hammers
    Ginethian Commander 10/10 CL5
    4 Minutemen 4/4
    Stack D Miscellany
    1 Tacticion 1/1 CL’s 4
    2 Flying Fish 5/5 SL 2,3
    Sentinel 11/11

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     Post Posted: Fri Sep 14, 2012 5:51 pm 
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    The Gitaxians move North-Northwest-Northwest.

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     Post Posted: Fri Sep 14, 2012 11:34 pm 
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    Do I move in a northernly direction? or do I move towards the bridge?

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     Post Posted: Sat Sep 15, 2012 9:03 am 
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    Questions: do we get points for popping new units this turn, or does that start next turn.

    Are we able to upgrade our city, and what is the cost.

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     Post Posted: Sat Sep 15, 2012 1:07 pm 
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    The cost to upgrade a city is the next level up * 50 so to get to level 2 it would be 100 points

    You don't get points this turn.

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     Post Posted: Sat Sep 15, 2012 1:34 pm 
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    The forces of thr woods will garrison the city for this turn

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     Post Posted: Sat Sep 15, 2012 9:35 pm 
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    I'll move my troops N-NW-NW-NW-N
    Also, I'd like to note that I've changed my Tactician's stats (however your unit details don't reflect this). Not a big deal, but I'm just making sure this is clear for later.
    Another thing of note: 5 turns from now Gobwin Knob will have just as many resources (not including combat losses and such) as us, and from then on they'll have progressively more Shmuckers than us. We should still be careful, but we need to act quickly, as well.

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     Post Posted: Sat Sep 15, 2012 10:47 pm 
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    I think we should send two people to the top bridge and one to each of the either. The or my other plan is to send everyone to one bridge.

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     Post Posted: Sat Sep 15, 2012 11:42 pm 
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    May I go to the closest bridge and set up a defensive line?

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     Post Posted: Mon Sep 17, 2012 8:34 am 
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    I'll be updating around 7-8 central time this evening. Also because there is no enemy contact there will be no second move phase so use it up now. I'm currently assuming that The Colonel is moveing as close to the south bridge as possible. Everyone else seems to be in order.

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     Post Posted: Mon Sep 17, 2012 9:48 am 
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    Yes I am, with the hussar staying a little ahead,

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     Post Posted: Mon Sep 17, 2012 10:21 pm 
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    Image

    With almost the entire alliance moveing torwards a bridge. No contact yet. With that they end turn.

    FER-DERP'

    Spoiler: show
    Alliance
    Stack A Teavians
    1 Captain 5/5 CL 1
    3 Redcoats 4/4
    Stack B Thousand Hex Woods
    Captain Slinky (Woozel) 5/5 CL5 SL3
    Poo 15/15
    2 twiggers 5/5
    Stack C Ginethian Hammers
    Ginethian Commander 10/10 CL5
    4 Minutemen 4/4
    Stack D Miscellany
    1 Tacticion 1/1 CL’s 4
    2 Flying Fish 5/5 SL 2,3
    Sentinel 11/11
    Stack E Teavians
    1 Hussar 5/5 SL 4

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     Post Posted: Tue Sep 18, 2012 2:51 am 
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    How much cash do we have?

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     Post Posted: Tue Sep 18, 2012 5:52 pm 
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    You all have 25 schmuckers as well as whatever was left over from previous turns.

    Oh on another note: COMBAT!!

    Stack X
    1 Dwagon
    1 Level 5 Comander

    VS

    Stack E
    1 Hussar

    12 * .7 - 2 * .7 = 8.4 - 1.4 = 7 Hits inflicted

    1 Hussar Croaks

    No Survivors = No counter strike.

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     Post Posted: Tue Sep 18, 2012 11:13 pm 
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    VREET!! Gobwin Knob's Turn has ended.

    Image

    You have your first sighting of an enemy

    It would seem to be two gobwins a twoll and a Warlord

    You all have 25 points to pop new units in your city with.

    Spoiler: show
    Gobwin Knob
    Stack Y
    1 Warlord 5/5 CL4
    1 Twoll 10/10
    2 Gobwins 3/3

    Alliance
    Stack A Teavians
    1 Captain 5/5 CL 1
    3 Redcoats 4/4
    Stack B Thousand Hex Woods
    Captain Slinky (Woozel) 5/5 CL5 SL3
    Poo 15/15
    2 twiggers 5/5
    Stack C Ginethian Hammers
    Ginethian Commander 10/10 CL5
    4 Minutemen 4/4
    Stack D Miscellany
    1 Tacticion 1/1 CL’s 4
    2 Flying Fish 5/5 SL 2,3
    Sentinel 11/11

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     Post Posted: Wed Sep 19, 2012 8:12 pm 
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    So that leaves me with. . .34 Shmuckers.
    With the alliances permission:
    I'll pop a Stwiker and move it N-NW-NW-NW-N.
    I'll move stack D (0 move Stwiker not included) NW-N
    Also, we scouted into the hex North of D, right?
    EDIT: Also of note: They've got a Dwagon somewhere south of our scout's range. Anyone a little further down have a spare scout they could use (or similar)?

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     Post Posted: Wed Sep 19, 2012 9:37 pm 
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    You have full move.
    Yes you did I just missed the eraser mark
    You have the only scouts...

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     Post Posted: Wed Sep 19, 2012 11:34 pm 
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    Fkrts wrote:
    You have full move.
    Yes you did I just missed the eraser mark
    You have the only scouts...


    My commander is a scout, i can move my stack to the bridge, but that leaves our city undefended, save newly popped.

    I propose popping a twigger, adding it to my stack, and moving to the hex below A. I have a scout range of 3, but my command of 5 would make my unit fairly strong, especially if the poo makes tunnels.

    The stack would be: 16 defense (+ trenches) 19 combat with a commander 5, and we'd have scouting to the bridge next turn and the entire side of our river, save a hex or two

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    Last Updated 01/10/2017

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     Post Posted: Thu Sep 20, 2012 2:10 am 
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    THERE'S A DWAGON NEAR OUR CITY!

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