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 Post Posted: Wed Dec 19, 2012 3:46 pm 
E is for Erfworld Supporter Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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Nnelg wrote:
We need to send additional troops to Logan Run, even if we aren't going to use them. Each group needs a full stack of archers, for anti-air if nothing else.
We do not have enough archers to give all three groups a full stack of archers. The Logan's Run group already has 9 skeleton archers led by a croakamancer, which approximate the same role in battle. If anything, they're harder to kill because they can horde with a dozen minor uncroaked that will absorb counter-fire.

Basically, our total meaningful ranged field assets (hopefully I didn't overlook anything):
-1 shockamancer
-1 archer warlord
-1 paragon archer
-14 archers
-9 skeleton archers
-2 dark fliers

We can only divide those up so many ways. The Logan's Run group needs enough ranged firepower to engage some garrison archers. The Rainbow Springs group needs enough ranged firepower to maul any attempted raids on them using 2+ (at the outside I would guess up to five) stacks of fairies. The escort group needs enough ranged firepower to eliminate or at minimum drive off the Jetstone group that we've seen. No matter how we slice it we're going to be stretched thin, but of the three honestly I would say that the Logan's Run assault has the least need for additional ranged forces.

Nnelg wrote:
At least 6 of the 7 Naughty Kitties need to go in the direction of Logan Run, so that we can use Bone Carts for fresher uncroaked.
I really don't want to get into a situation where we're fielding casters without mounts. Which I suppose leads into the next point...

Nnelg wrote:
Also, we don't want either group to go without healing. (If we send Junetta, she could also capture a few elves for execution Exp.)
Tod's battle plan called for the Logan's Run group to be very caster-heavy already, and to use relatively few living units in battle; that minimizes the need for healing. You're right in that being completely without it is a bad situation, though. I suppose five casters in the Logan's Run group isn't completely crazy- but I do think that it severely weakens the Rainbow Springs group to have only one caster throwing heals, which could be a serious problem should they be seriously attacked. I'd be more comfortable with another useful caster in their company.

Nnelg wrote:
Exate wrote:
Dis City Garrison
-1 Gobwin Artisan
Poor guy is still all alone.

You don't need to leave that guy there. Dis City popped 2 garrison Artisans on Turn 12.
Is there a point in sending him with any of the other groups?


BLANDCorporatio wrote:
I ask, because it appears like, even with the garrison archers, our presence in Dis City is mostly token.
...
Since we aim for sensible play, aka not leaving our cities unguarded, there should be more guards, maybe. So that we don't lose them to a successful siege from the enemy.
Our presence in Dis City is mostly token, yes. However, we've planted a large army between Dis City and the largest concentration of enemy forces, so that's not nearly as risky as it first appears. Unless the Breatheairians have a force mustering at Scarlet Hills for an assault (unlikely) or are willing to risk blitzing Dis City with fast-moving units that can use non-optimal routes of movement to dodge around our field army in such a way that we can't intercept them (more likely, but would require an extremely aggressively-minded commander) then Dis City should be quite safe.

ETheBoyce wrote:
How far apart are Logan's Run and the Escort Mission? it might make sense to have Coil ferried between the two via Balrug if possible
Unfortunately, those are the two most widely separated of our missions. The escort mission is going to be several turns northeast, while Logan's Run is to the south.

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     Post Posted: Wed Dec 19, 2012 4:00 pm 
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    Exate wrote:
    We do not have enough archers to give all three groups a full stack of archers.

    I meant to say that both the Logan Run force and the Rainbow Springs force need to have a stack of living archers with them.

    Exate wrote:
    The Logan's Run group already has 9 skeleton archers led by a croakamancer, which approximate the same role in battle. If anything, they're harder to kill because they can horde with a dozen minor uncroaked that will absorb counter-fire.

    Except for the fact that either they wont exist for the majority of the travel time, or they'll dust from advanced decay shortly after the City is taken. And Logan Run can only pop 1 zed garrison archer a turn... (2 using Gobwins.)

    Exate wrote:
    No matter how we slice it we're going to be stretched thin, but of the three honestly I would say that the Logan's Run assault has the least need for additional ranged forces.

    Compared to the force which doesn't plan to even get within striking distance of the enemy? :roll:
    (And which we could easily reinforce with fliers popped in Tenebris?)

    Exate wrote:
    I really don't want to get into a situation where we're fielding casters without mounts.

    Bodyguards, man! :P More than half of our army has an AP or three banked...

    Exate wrote:
    Is there a point in sending him with any of the other groups?

    Yes. If you want to craft a Bone Cart in the field, that is.

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     Post Posted: Wed Dec 19, 2012 4:26 pm 
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    Well when does the escort mission leave, could we pop another Balrug in Tenebris and relay Coil between the sites? Also the Jetstone Airpower isn't quite so harrowing, most of the actual air units are melee, but the guys riding them not so much <_<

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     Post Posted: Wed Dec 19, 2012 4:46 pm 
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    ETheBoyce wrote:
    Also the Jetstone Airpower isn't quite so harrowing, most of the actual air units are melee, but the guys riding them not so much <_<

    Well, I presume Coil can fix that... (With a single Ickypron.)

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     Post Posted: Wed Dec 19, 2012 5:27 pm 
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    I know, which is why I want the Balrug relay :-p

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     Post Posted: Wed Dec 19, 2012 5:38 pm 
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    ETheBoyce wrote:
    I know, which is why I want the Balrug relay :-p

    Hm? Oh, you're assuming Coil's going to be at Logan Run...

    Actually, I don't think he's needed there at all. (At Logan Run, I mean.)

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     Post Posted: Wed Dec 19, 2012 6:32 pm 
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    ALL XPS TO COIL! The sooner he can 4Chan the better for everyone!

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     Post Posted: Wed Dec 19, 2012 6:37 pm 
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    Then try to Stun the commander of the Jetstone forces, and capture him alive...

    After Coil interrogates him, he's good execution Exp. :twisted:

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     Post Posted: Wed Dec 19, 2012 6:39 pm 
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    Only likely if we have Junetta

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     Post Posted: Wed Dec 19, 2012 6:48 pm 
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    Still worth a shot, isn't it? :P

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     Post Posted: Wed Dec 19, 2012 7:39 pm 
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    I don't fancy fighting two wars at once!

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     Post Posted: Wed Dec 19, 2012 10:13 pm 
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    Remember that Fortune is permanantly under a lesser bless without accruing Karma

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     Post Posted: Thu Dec 20, 2012 12:16 pm 
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    ETheBoyce wrote:
    I don't fancy fighting two wars at once!


    All the more reason to put some skilled diplomat on the escort mission, with the intention to try and dissuade the Jetsies by the power of the spoken word.

    It won't work, but we may try.

    Anyway, isn't the choice between, sending actual protection and gaining an ally and an enemy, or between sending a token escort and potentially gaining two enemies (one in any case)?

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     Post Posted: Thu Dec 20, 2012 3:23 pm 
    E is for Erfworld Supporter Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    I think this order of battle accounts for all specific requested changes, which mostly consisted of transferring various units from the Rainbow Springs feint force to the Logan's Run assault force. Failing major objection from one or more players, I'm willing to call it final and finally move on from this.

    Logan's Run
    -5 Casters
    -3 Warlords (1 archer)
    -8 Spearmen
    -7 Archers
    -9+ Golems (~20 expected)
    -9+ Skeletal Archers (Or whatever we end up with)
    -6 Naughty Kitties
    -3 Brickabat Swarms
    -2 Gobwin Artisans
    Spoiler: show
    Bill: Caster {Lvl 4, 64xp} [5 Combat / 3 Defense / 16 Hits / 8 {8} Move. 52 Juice. Fire, Quick-shot. Special: Croakamancy (Reanimator, Bone Puppeteer, Uncroak, Pall Raiser, Bone Warlord)] (Ward-16) Scroll: Revitalize (8), Scroll: Revitalize (16), Scroll: Regenerate, Potion: Restore Juice (Restore 20)
    Junetta: Caster {Lvl 4, 55xp} [3 Combat / 1 Defense / 16 Hits / 8 {8} Move. 68 Juice. Fire, Quick-Shot. Special: Healomancy (Revitalize, Damage Ward, Revitalize Group), Flower Power (Space Out)] (Ward-16) Potion: Revitalize (32) x6
    Vinny Starcall: Caster {Lvl 2, 8xp} [3 Combat / 1 Defense / 8 Hits. 8 {8} Move. 28+8 Juice. Fire. Special: Dollamancer (Craft Minor Accessory, Craft Lesser Golem)] (Ward-16) Stewart’s Rod: Max Juice +8, Cloak: Negate Fire (worn), Cloak: Negate Shockamancy
    Nemo: Caster {Level 2, 7xp} [3 Combat / 1 Defense / 8 Hits. 8 {8} Move. 28 Juice. Fire. Special: Foolamancy (Glamour, Baffle)] (Lesser Boost:2) Cloak: Negate Fire
    Fortunes Chance: Caster {Level 2, 5xp} [3 Combat / 2 Defense / 8 Hits. 8 {8} Move. 24 Juice. Fire. Special: Luckamancy (Lesser Boost, Multi-Target, Lucky Streak)] (Lesser Boost:2) Cloak: Negate Fire

    Tod: Spearman {Lvl 4, 67xp} [9 Combat / 9 Defense / 24 Hits / 8 {8} Move. Strike, Lunge. Special: Military, Leadership, Improved Leadership, Paragon, Trainer, Chief Warlord] (Ward-16) Ring: +1 Defense, Cloak: Negate Shockamancy, Talkie Bracer: Thinkagram 2x/day; +1 Effective Level for Leadership purposes, Potion: Renew (Heal 16 Hits)
    Wandereus: Warrior {Lvl 3, 26xp, 1 AP Banked} [6+1 Combat / 8 Defense / 36 Hits / 8 {8} Move. Assault. Special: Military, Leadership, Regent] (Ward-16) Magic Sword: +1 Combat, Potion: Damage Ward (8), Potion: Revitalize (8) x2
    Rudy Eye: Archer {Level 2, 7xp} [8 Combat / 5 Defense / 14 Hits / 8 {8} Move. Fire. Special: Military, Leadership] (Lesser Boost:2)

    Tony (SA01): Spearman {Level 2, 10 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 7 Defense / 24 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)
    Jeffrey (SA02): Spearman {Level 2, 10 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 7 Defense / 24 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)
    Devon (SA03): Spearman {Level 2, 10 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 7 Defense / 24 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)
    Jonas (SA04): Spearman {Level 2, 10 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 7 Defense / 24 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)

    Larry (S01): Spearman {Level 2, 10 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 4 Defense / 16 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting] (Ward-16)
    Jaydon (S02): Spearman {Level 2, 10 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 4 Defense / 16 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting] (Ward-16)
    Jimmy (S03): Spearman {Level 2, 10 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 4 Defense / 16 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting] (Ward-16)
    Brett (S04): Spearman {Level 2, 10 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 4 Defense / 16 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting] (Ward-16)

    Archer 2: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Archer 3: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Archer 4: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Archer 5: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Archer 6: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Archer 7: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Archer 8: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)

    All available golems

    All available uncroaked

    Melissa: Naughty Kitty {Level 2 Beast, 5xp} [9 Combat / 14 Defense / 28 Hits / 10 {12} Move. Assault. Special : Beast, Mount, Imprinted(Nemo)]
    Naughty Kitty 1: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
    Naughty Kitty 2: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
    Naughty Kitty 3: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
    Naughty Kitty 4: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
    Naughty Kitty 5: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)

    BS 1 - Brickabat Swarm [0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman]
    BS 2 - Brickabat Swarm [0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman]
    BS 3 - Brickabat Swarm [0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman]

    Gobwin Artisan 1: Craftsman {Level 1, 0 XP} [1 Combat / 2 Defense / 6 Hits / 8 {8} Move. Assault. Special: Fabricate.] (Ward-16)
    Gobwin Artisan 3: Craftsman {Level 1, 0 XP} [1 Combat / 2 Defense / 6 Hits / 8 {8} Move. Assault. Special: Fabricate.] (Ward-16)


    Rainbow Springs
    -1 Caster
    -4 Warlords
    -12 Warriors
    -3 Spearmen
    -8 Archers
    -1 Altruist Elf
    -1 Naughty Kitty
    -2 Heck Pups
    -1 Gobwin Artisan
    Spoiler: show
    Triage: Caster {Lvl 4, 64xp} [6 Combat / 4 Defense / 22 Hits. 8 {8} Move. 35 Juice. Fire, Quick-shot. Special: Healomancy (Revitalize; Renew; Minor Ward; Ward)] (Ward-16) Staff of Er: Allows caster to cast a 2nd Healmancy spell in the same turn with casting cost of the 2nd spell doubled, Potion: Restore Juice (Restore 20)

    Rowan (WL01): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Leadership] (Ward-16) Potion: Damage Ward (8), Potion: Revitalize (8) x2
    Tyler (WL02): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Leadership] (Ward-16) Potion: Damage Ward (8), Potion: Revitalize (8) x2
    Lian (WL03): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Leadership] (Ward-16) Potion: Damage Ward (8), Potion: Revitalize (8) x2
    Sto: Gobwin Tribal Leader {Level 1 Warrior, 0xp} [5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Assault. Special: Military, Leadership, Natural Ally Tribal Leader]

    Rolf: Warrior {Lvl 4, 62xp} [25 Combat / 16+2 Defense / 32 Hits / 8 {8} Move. Assault, Rage. Special: Military, Heavy, Well-Armed, Paragon, Berserker] (Ward-16) Potion: Healing Ward, Armor of Eckrich: Defense +2 and Mighty Blow/Interpose/Coordinate penalties are halved, Cloak: Negate Shockamancy
    Erick (WH01): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 22 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Heavy] (Ward-16)
    Colby (WH02): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 22 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Heavy] (Ward-16)
    Joe (WH04): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 22 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Heavy] (Ward-16)
    Sergio (W01): Warrior {Level 2, 6 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting] (Ward-16)
    Marvin (W02): Warrior {Level 2, 6 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting] (Ward-16)
    Chris (W03): Warrior {Level 2, 6 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting] (Ward-16)

    Ruben (WB01): Warrior {Level 2, 6 XP, 2 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Bodyguard] (Ward-16)
    Edgar (WB02): Warrior {Level 2, 6 XP, 2 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Bodyguard] (Ward-16)
    Salvador (WB03): Warrior {Level 2, 6 XP, 2 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Bodyguard] (Ward-16)
    Casey (WA01): Warrior {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 8 Defense / 26 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)
    Phillip (WA02): Warrior {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 8 Defense / 26 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)

    Gobwin Spearman 1: Spearman {Level 1, 0 XP, 3 AP Banked} [5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Special: Military] (Ward-16)
    Gobwin Spearman 2: Spearman {Level 1, 0 XP, 3 AP Banked} [5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Special: Military] (Ward-16)
    Gobwin Spearman 3: Spearman {Level 1, 0 XP, 3 AP Banked} [5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Special: Military] (Ward-16)

    William Showend Tell: Archer {Lvl 4, 59xp} [32+2 Combat / 6 Defense / 22 Hits / 8 {8} Move. Fire, Quick-Shot. Special: Military, Well Armed, Heavy, Paragon, Call the Shot] (Ward-16) Hazardous Bow of the Duke: Combat +2, Cloak: Negate Strike/Assault, Potion: Renew (Heal 16 Hits)
    Eduardo (ZA01): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Brendan (ZA02): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Terry (ZA03): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Malik (ZA04): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Darius (ZA05): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Byron (ZA06): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
    Archer 1: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)

    Dusk: Altruist Elf {Level 1, 0xp} [0 Combat / 5 Defense / 4 Hits / 8 {8} Move. Special: Healing Touch, Dying Cry] (Ward-16)

    Naughty Kitty 6: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)

    Heck Pup (HP03): Heck Pup {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [6 Combat / 6 Defense / 20 Hits / Assault. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-16)
    Heck Pup (HP04): Heck Pup {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [6 Combat / 6 Defense / 20 Hits / Assault. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-16)

    Gobwin Artisan 2: Craftsman {Level 1, 0 XP} [1 Combat / 2 Defense / 6 Hits / 8 {8} Move. Assault. Special: Fabricate.] (Ward-16)


    Escort Mission
    -1 Caster
    -1 Warlord
    -2 Warriors
    -1 Altruist Elf
    -2 Dark Fliers
    -1 Bad Ass
    Spoiler: show
    T. Coil: Caster {Lvl 4, 63xp} [10+3 Combat / 1 Defense / 22 Hits / 8 {8} Move. 32 Juice. Special: Shockamancy (Hoboken, Grounding, TooGeeWonCee, Ickypron)] (Ward-16) Staff of Locockus: Combat +2, Cloak: Negate Strike/Assault, Ring: +1 Combat, Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20) x2, Scroll: Revitalize (8), Scroll: Revitalize (16)
    Cupid: Dark Flier {Lvl 4, 60xp} [20 Combat / 13+2 Defense / 20 Hits / 12 {18} Move. Fire, Quick-Shot. Special: Military, Fly, Heavy] (Ward-16) Ring: Defense +2, Potion: Renew (Heal 16 Hits)
    Comet: Dark Flier {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [ 4 Combat / 4 Defense / 12 Hits / 12 {14} Move. Fire. Special: Military, Fly] (Ward-16)
    Bad Ass 1: Bad Ass {Level 1, 0 XP} [16 Combat / 18 Defense / 30 Hits / 14 {24} Move. Strike. Special : Flight, Beast, Mount]

    Yuri: Warrior {Lvl 4, 64xp} [14+2 Combat / 18 Defense / 35 Hits / 8 {8} Move. Assault, Rage. Special: Military, Heavy, Leadership] (Ward-16) Ring: Combat +2, Potion: Healing Ward
    Brick Wall: Warrior {Lvl 2, 8xp} [9 Combat / 10 Defense / 34 Hits. 8 {8} Move. Assault. Special: Military, Bodyguard, Heavy] (Ward-16) Cloak: Negate Assault/Strike
    Donovan: Warrior {Level 2, 12xp} [8 Combat / 14 Defense / 29 Hits / 8 {8} Move. Assault. Special: Military, Heavy, Beefy] (Ward-16)
    Twilight: Altruist Elf {Level 1, 0xp} [0 Combat / 5 Defense / 4 Hits / 8 {8} Move. Special: Healing Touch, Dying Cry] (Ward-16)



    Side note, I accidentally edited over the old order of battle. Changes were:
    -Gobwin Artisan: Dis City->Logan's Run
    -Junetta, Rudy Eye, Archer x7, Naughty Kitty x2: Rainbow Springs->Logan's Run
    -A bunch of strategic contemplations got deleted and are sadly forever lost

    That'll teach me to hit "edit" instead of "quote".

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     Post Posted: Thu Dec 20, 2012 8:31 pm 
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    Good for fortune.

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     Post Posted: Thu Dec 20, 2012 11:25 pm 
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    Donovan is fine going on the escort mission

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     Post Posted: Thu Dec 20, 2012 11:49 pm 
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    Could still be better. But at this point, not really worth arguing.


    Except for one thing: I really think we should delay the Logan Run attack one turn, so that we can get some Covered Rams in there. There's no rush, since the Bone Carts will preserve the bodies until needed.

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     Post Posted: Fri Dec 21, 2012 2:11 pm 
    Has collected at least one unit Here for the 10th Anniversary
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    I'm slightly concerned about having Triage alone at the Rainbow Springs feint - have we considered a commando raid that captures the caster?

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     Post Posted: Fri Dec 21, 2012 2:31 pm 
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    Battle Crest Pins Supporter Print Book 2 & Draw Book 3 Supporter This user is a Tool! Year of the Dwagon Supporter This user was a Tool before it was cool Shiny Red Star Pin-up Calendar and New Art Team Supporter This user posted the comment of the month This user is a part of Erfworld canon! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    NO AND WE DON'T CARE EITHER, LETS JUST DO IT FINALLY.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post Posted: Fri Dec 21, 2012 2:33 pm 
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    Okay... But if Triage gets captured, I doubt the elves will need a Turnamancer to convince him to turn then. :P

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