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 Post subject: Re: Marbit Island
 Post Posted: Fri Nov 09, 2012 2:51 pm 
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So the helm of destiny is in the mushroom/bear area. Makes perfect sense. Anyway we still have two battles to fight and win before we can get to serious searching. (Otisbits and MarKing).

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     Post subject: Re: Marbit Island
     Post Posted: Fri Nov 09, 2012 2:55 pm 
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    I think its actually between the bear area and somewhere else.

    If its in that hex, I'd say its under the middle tree where the trio of toadstools would meet. DIg a hole there after chopping down the tree.

    What was in the ashy hex to the north?

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     Post subject: Re: Marbit Island
     Post Posted: Fri Nov 09, 2012 7:00 pm 
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    M6 Lippy Form Stack M23 "Too Random" Move W Attack Otisbits
    M13 Lucky Chop wood x2 Make shovel if possible he'll chop from the central tree
    M21 Loopy Form Stack M23 "Too Random" Move W Attack Otisbits

    If we can we'll add our stack to max out the stack from the home hex

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     Post subject: Re: Marbit Island
     Post Posted: Sat Nov 10, 2012 1:48 am 
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    Processing. Please don't edit or add orders.

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     Post subject: Re: Marbit Island
     Post Posted: Sat Nov 10, 2012 11:00 pm 
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    Sorry for the delay - Combat!

    12 Marbits 4 Swords, 2 Knives, 2 Axes, 3 Spears, 8 Shields
    35 Combat +13 DRM
    16 Defence +16 DRM

    vs

    7 Otisbits, 1 Otisfang with 3 Spears, 3 Axes, 1 Sword, 1 Shield (+5 Combat Stack Bonus)
    30 Combat +8 DRM
    18 Defence +3 DRM


    Combat
    Spoiler: show
    3
    5
    1
    2
    2
    4
    1
    6
    5
    3
    6
    5
    1
    2
    5
    5
    4
    5
    1
    4
    5
    3
    2
    4
    5
    4
    2
    6
    5
    2
    6
    6
    5
    4
    1
    = 30 hits inflicted.

    Otisbit Defence
    6
    2
    2
    5
    4
    2
    1
    2
    4
    1
    2
    4
    6
    4
    3
    2
    2
    5
    4
    1
    =12 hits deflected, 18 taken (4 cwoaked Otisbits, 1 with 2 wounds)

    Otisbit Attacks
    6
    3
    5
    6
    1
    3
    4
    4
    2
    3
    5
    1
    2
    2
    4
    2
    6
    6
    5
    1
    3
    4
    1
    5
    2
    1
    4
    6
    4
    4
    = 22 hits

    5
    4
    5
    3
    2
    1
    1
    4
    4
    2
    1
    3
    6
    2
    6
    3
    =15 blocked (7 hits taken, 1 Marbit cwoaked, 1 with 3 wounds)


    Round 2
    11 Marbits
    33 Combat +13 DRM
    16 Defence +16DRM

    vs

    3 Otisbits, 1 Otisfang, 3 Spears, 1 Shield
    14 Combat +3 DRM
    12 Defence +5 DRM

    Spoiler: show
    4
    2
    1
    3
    1
    5
    5
    6
    2
    3
    6
    2
    6
    4
    4
    6
    2
    4
    4
    6
    3
    6
    4
    4
    6
    2
    5
    3
    4
    3
    2
    3
    2
    =27 hits

    2
    6
    1
    1
    2
    4
    4
    1
    5
    2
    4
    2
    =7 hits absorbed (20 taken = all Otisbits cwoaked, Otisfang with 2 hits remaining)

    Otisbit Combat
    4
    6
    2
    2
    5
    2
    6
    2
    2
    6
    3
    5
    2
    5
    =10 hits inflicted

    Marbit Defence
    3
    2
    2
    4
    6
    1
    1
    4
    2
    5
    2
    4
    2
    5
    2
    2
    =14 hits absorbed

    No further Marbit Casualties.


    Round 3 - the Otisfang is cwoaked without further incident.
    12 food are harvested to feed all the Marbits, except (rolling):
    M6 Lippy has been cwoaked in battle.
    Sad.

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     Post subject: Re: Marbit Island
     Post Posted: Sat Nov 10, 2012 11:01 pm 
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    Actions From Last Turn: . . . . . . . . .
    M2 "Choppy" (tigerusthegreat) Cuts Wood Cuts Wood Start making Armour Finish making armour
    M5 (WhirdCheese) Finish making shield Start making Spear - No Wood Finish making Spear Start making Spear Finish making Spear
    M6 "Lippy" (Werebiscuit) Move North - Attack!
    M8 "Octave" (The Colonel) Befriend M29 Befriend Tends Plant Tends Plant Tends Plant
    M10 "Otis" (MarbitChow) Gathers Food Eats Move North - Attack!
    M11 (Exate) Befriend M28 Befriend Move North - Attack!
    M13 "Lucky" (Werebiscuit) Cuts Wood Cuts Wood Makes shovel Finishes making shovel
    M14 "Cook" (HerbieRai) Harvest Mushrooms Build Barrel Harvest mushroom Brew OtisBrau
    M15 "See Eff" (MarbitChow) Gathers Food Move North - Attack!
    M16 (Whirdcheese) Move North - Attack!
    M17 (Whirdcheese) Move North - Attack!
    M18 "Smithy" (CroverusRaven) Takes Shield Move North - Attack!
    M20 "Isocates" (Nnelg) Cuts Wood Cuts Wood Take Armour Attack Otisneck
    M21 "lolol" (Nnelg) Finish Making Spear Start making Leather Armour Finish Making Armour Start making Wagon
    M22 "Huggles" (Lamech) Gathers Food Move North - Attack!
    M23 "Too Random II" (KF25) Move North - Attack!
    M24 "Loopy" (Werebiscuit) Move North - Attack!
    M25 "Berry Good" (tigerusthegreat) Gathers Food Tends Plant Clear Bushes Clear Bushes
    M26 "The Colonel" Tends Plant Tends Plant Gathers Food Gathers Food
    M27 "Foo Baar" (MarbitChow) Gathers Food Move North - Attack!
    M28 Take axe from M11 Move North - Attack!
    M29 Gathers Food Gathers Food Gathers Food Gathers Food

    Results for Home Hex:
    3 Ore
    Plus 0 Ore Gathered
    Less 0 Ore used
    Equals 3 Ore is left in Stores

    0 Wood Stored
    Plus 0 Wood Gathered
    Less 0 Wood Used
    Equals 0 Wood is left in Stores

    0 Food Stored
    Plus 10 Food Gathered
    Less 0 Food eaten this turn
    Less 0 Food Consumed at the Start of the Turn
    Equals 10 is left in stores.

    Results for South Eastern Hex: 0 Wood PLUS 2 Wood Gathered LESS 2 Wood Used EQUALS 0 Wood is left in Stores
    5 Food PLUS 5 Food Gathered LESS 0 Food Eaten EQUALS 10 Food is left in stores


    Results for North Western Hex: 0 Wood PLUS 0 Wood Gathered LESS 1 Wood Used EQUALS -1 Wood is left in Stores
    0 Food PLUS 0 Food Gathered LESS 4 Food Eaten EQUALS -4 Food is left in stores

    Unit Status
    Spoiler: show
    Name
    M2 "Choppy" (tigerusthegreat) C 2 , D 3 , H 4 /4 , M 4 Specials: None , Equipment: Axe, Shield, Armour , Notes: Fed , Level 2
    M5 (WhirdCheese) C 2 , D 2 , H 4 /4 , M 5 Specials: None , Equipment: Knife, Shield , Notes: Hungry , Level 2
    M6 "Lippy" (Werebiscuit) C 2 , D 2 , H 0 /4 , M 5 Specials: None , Equipment: Spear, Shield , Notes: CWOAKED , Level 2
    M8 "Octave" (The Colonel) C 2 , D 2 , H 4 /4 , M 5 Specials: None , Equipment: None , Notes: Fed , Level 2
    M10 "Otis" (MarbitChow) C 2 , D 1 , H 5 /5 , M 5 Specials: None , Equipment: Sword, Shield , Notes: Fed , Level 2
    M11 (Exate) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Axe, Spear , Notes: Fed , Level 2
    M13 "Lucky" (Werebiscuit) C 2 , D 1 , H 5 /5 , M 4 Specials: None , Equipment: Axe, 1/2 Knife , Notes: Fed , Level 1
    M14 (HerbieRai) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Sickle , Notes: Fed , Level 1
    M15 "See Eff" (MarbitChow) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Sword, Shield , Notes: Fed , Level 1
    M16 (Whirdcheese) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Axe, Shield , Notes: Hungry , Level 1
    M17 (Whird Cheese) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Spear, Shield , Notes: Hungry , Level 1
    M18 "Smithy" (CroverusRaven) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Sword, Shield, Basic Armour , Notes: Fed , Level 1
    M20 "Isocates" (Nnelg) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Knife , Notes: Fed , Level 1
    M21 "lolol" (Nnelg) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Knife , Notes: Fed , Level 1
    M22 "Huggles" (Lamech) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Fang, Saw , Notes: Fed , Level 1
    M23 "Too Random II" (KF25) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: None , Notes: Fed , Level 1
    M24 "Loopy" (Werebiscuit) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Knife, Shield , Notes: Fed , Level 1
    M25 "Berry Good" (tigerusthegreat) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Sickle , Notes: Fed , Level 1
    M26 "The Colonel" C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: None , Notes: Fed , Level 1
    M27 "Foo Baar" (MarbitChow) C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: Sword, Shield , Notes: Fed , Level 1
    M28 C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: None , Notes: Fed , Level 1
    M29 C 2 , D 2 , H 4 /4 , M 4 Specials: None , Equipment: None , Notes: Fed , Level 1

    Equipment Details
    Axe Tool +1 DRM to Combat Costs 1 Wood
    Basic Armour Armour +1 Defence
    Knife Tool +1 DRM to Combat Costs 1 Wood
    Shovel Tool +1 DRM to Defence Costs 1 Wood
    Sickle Tool +1 DRM to Combat Costs 1 Wood
    Spear Weapon +1 DRM to Combat & Defence, Long Costs 2 Wood
    Shield Armour +2 to Defence Costs 2 Wood
    Sword Weapon +1 Combat, +2 DRM to Combat Costs 1 Wood & 1 Ore


    Pop Queue
    Spoiler: show


    Turn 15 Starts Now. 24 hours to post orders (or sooner if all players respond sooner).

    Please put all your orders in Bold, and remember to tell me your Marbit's designation (Mx) and Name if you have one. If you don't, then why?

    Image

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     Post subject: Re: Marbit Island
     Post Posted: Sat Nov 10, 2012 11:10 pm 
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    Congratulations to those who solved the puzzle. Hope I didn't make it too easy for you.

    Image

    Turn 15 has started (sorry for the delay in processing - being sick early in the week made for a rushed Friday/Saturday/Sunday).
    As suggested by the Apparition, you can expect boats to arrive soon.


    Also, perceptive Marbits have noticed the sky is turning dark, and a chill wind is blowing from the South.

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     Post subject: Re: Marbit Island
     Post Posted: Sat Nov 10, 2012 11:13 pm 
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    M16 hacks the hut to pieces. Then stands there...
    M17 Leads the stack SouthEast before engaging
    M5 Tend Plant Gather Gather Gather Stand Awkwardly.


    Someone in that hex chop down the toadstool with the random foliage in it.

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     Post subject: Re: Marbit Island
     Post Posted: Sat Nov 10, 2012 11:36 pm 
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    M8 Octave tends 4 plants gathers 1 berry
    M26 Gather's 4 berries
    M29 Gathers 4 berries


    I don't see 10 berries in the home Hex.

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     Post subject: Re: Marbit Island
     Post Posted: Sat Nov 10, 2012 11:47 pm 
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    In the Marbit vs. Otisbit combat, did the Marbits get completely shafted on defense, or are we still missing something in the formula? The 16 Defense listed would just account for the shields; there should be 23 more for the Marbit's base defense (2 per Marbit except for 1 fat marbit w/ 1D).

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 1:06 am 
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    M2 "Choppy" Build Watchtower (if this doesn't use up all my action, then chop wood for the rest)
    M25 "Berry Good" Havest Berry, Harvest Berry, Tend Plant, Plant bush.

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 1:16 am 
    Print Book 2 & Draw Book 3 Supporter Here for the 10th Anniversary Has collected at least one unit
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    Combat two and no levels? Aww man, this sucks. The sky is dark. We need shelter. Now how do we get shelter...

    I have a question, what do you need to plant a tree? Can Huggles just plant another tree or does he need to get a sapling or a shovel first? And what does it take for a hut? (In terms of actions and wood.) Also when it does rain, do we only need to spend on action sheltering or all four? I want to move in to the western hex, but their is no wind protection right now their...

    Also M14, if I harvest wood (I got saw and all) can you provide the berries?

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 5:06 am 
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    MarbitChow wrote:
    In the Marbit vs. Otisbit combat, did the Marbits get completely shafted on defense, or are we still missing something in the formula? The 16 Defense listed would just account for the shields; there should be 23 more for the Marbit's base defense (2 per Marbit except for 1 fat marbit w/ 1D).


    The 16 defence is the max dice you could have, since only the Defence of the top 8 units is counted.
    The DRMs are not dice, but modifiers to the dice.

    You won, didn't you?
    And quite handily.

    Obviously the combat system is quite broken and onerous. So much for the optimism of youth!

    To plant a tree you must have a living tree in the same hex.
    A hut takes 4 wood and 4 actions (with a tool).

    When it comes to sheltering, you need to spend at least 2 actions if you don't want to get sick.

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 5:14 am 
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    LTDave wrote:
    Sorry for the delay - Combat!

    12 Marbits 4 Swords, 2 Knives, 2 Axes, 3 Spears, 8 Shields
    35 Combat +13 DRM
    16 Defence +16 DRM

    vs

    7 Otisbits, 1 Otisfang with 3 Spears, 3 Axes, 1 Sword, 1 Shield (+5 Combat Stack Bonus)
    30 Combat +8 DRM
    18 Defence +3 DRM



    Round 3 - the Otisfang is cwoaked without further incident.
    12 food are harvested to feed all the Marbits, except (rolling):
    M6 Lippy has been cwoaked in battle.
    Sad.


    Dave I think there's been a mistake... Look at the defence for 7 Otisbits plus an otisfang 7 x2 + 6 = 20 not 18

    however the even bigger mistake is that for the marbits 12 x 2 = 24 not 16 and our spears were ignored in the defence DRM It should be +19 not 16

    !'m basing the def calculation on our combat score which is 12 x 2 + 7 stacking +4 swords = 35 and again the DRM is wrong 4x2 +2 +2 +3 =15


    So the Otisbits Lost 2 Def rolls but we could have caused 2 more wounds however we lost 8 def rolls with the chance of avoiding 3 more wounds



    With the possibility of ignoring 7 extra wounds (50% of 8 +3) lippy may have survived... besides him and M17 were the best protected each having +3 drm on def

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 5:27 am 
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    LTDave wrote:
    [The 16 defence is the max dice you could have, since only the Defence of the top 8 units is counted.
    The DRMs are not dice, but modifiers to the dice.


    So why do we get all the dice in attack ? We would have been better staying in 2 stacks ? We had a Stack of 9 coming from the south and a Stack of 3 coming from Southeast.

    I'm still not understanding it

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 6:45 am 
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    If it does not make sense, you must acquit.

    It is a stupid system, and I regret it immensely.

    But lippy is still cwoaked.

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 9:01 am 
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    [b]Too Random II moves S, takes shelter.


    Last edited by KF25 on Sun Nov 11, 2012 9:10 pm, edited 1 time in total.
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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 12:55 pm 
    Print Book 2 & Draw Book 3 Supporter Here for the 10th Anniversary Has collected at least one unit
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    The system hugely favors larger groups as far as I can tell. Which means we probably shouldn't be asking for a retroactive balancing.

    Anyway, M22 'Huggles' Orders
    Move south
    Move South
    Harvest Berry
    Tend Bush


    And people in this hex: plant trees before you chop these ones down.

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 2:53 pm 
    Print Book 2 & Draw Book 3 Supporter Here for the 10th Anniversary Has collected at least one unit
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    Hey, I'm taking suggestions on what I should work next on, some ideas though

    1) Irrigation! Build myself a shovel and start an irrigation system too our bushes. No more need to tend them hopefully.
    2) Mud bricks! Build forms for them, mix dirt and water, and boom! Bricks. The perfect building material. Well probably not perfect, but better.
    3) Basements! There basements. Not sure how useful they would be but still, we could add a room to them.
    4) Kitchen/Larder/other useful room. Maybe these would have an effect on stuff. Works well with basements.
    5) Reenforced Huts: Maybe we could get more effective sheltering. Perhaps upgrade to tower.
    6) Lots of wood. I have a saw, perhaps it is my duty to produce wood with it. Arguably I have undeniable competitive advantage here, so I should probably do this.


    Ideas? suggestions? I'm leaning towards 6 'cause of that one moneymancy class I took during my pre-popping years.

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     Post subject: Re: Marbit Island
     Post Posted: Sun Nov 11, 2012 3:50 pm 
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    M10 "Otis" : Move South x2 (back to home hex), Gather Berries, Eat Berries, Exercise
    M15 "See Eff" : Move South x2, Gather Berries, Eat Berries
    M27 "Foo Baar" : Move South x2, Gather Berries, Eat Berries

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