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 Post Posted: Sun Jan 20, 2013 12:29 am 
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M18 Klump Will go East, NE, then eat.
M22 Buddy will go East, NE, then eat

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     Post Posted: Sun Jan 20, 2013 3:51 pm 
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    CroverusRaven wrote:
    M18 Klump Will go East, NE, then eat.
    M22 Buddy will go East, NE, then eat

    Those orders are physically impossible from your current location. Do you mean to go W and NW? And do you want your characters to be handed crossbows?

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     Post Posted: Mon Jan 21, 2013 4:26 am 
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    Swodaems, I think we should buy 4 heavy armour and 2 swords with the 6 gems. That will give 5 sets of heavy armour to pick up ( +2 marbits already with hvy armour) and an extra set of light armour for a melee stack. There will also be 4 swords to pick up ( +2 marbits with swords) and 5 shields ( +3 marbits with shields. Those marbits not having a sword can take one of the axes and the spear
    That would give a formidable melee stack

    The ranged stack would be the 5 remaining crossbows in the hex plus the 5 remaining axes


    Last edited by Werebiscuit on Mon Jan 21, 2013 5:56 am, edited 1 time in total.
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     Post Posted: Mon Jan 21, 2013 4:38 am 
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    circa 13 hours until the turn ends - unless Marbits would like an extension of 24 hours to plan?

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     Post Posted: Mon Jan 21, 2013 9:12 am 
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    Alright, looks like we're not going with a crossbows-for-everyone plan. I'll bring food for everyone to eat on the turn after the battle.

    M4 "Pod" will eat, equip shield, give carried bag to Zod, and fill bag with meat.
    M15 "Bod" will eat, equip heavy armor (He'll be taking it off after the fight), fill own bag with meat, fill Zod's bag with meat.
    M26 "Zod" will eat, equip sword, equip shield, and purchase&equip heavy armor using gem on ground.


    If we're going into the hex as separate melee and ranged stacks, the members of the melee stack should all have heavy armor (and maybe a shield).

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     Post Posted: Mon Jan 21, 2013 11:34 am 
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    Swodaems wrote:
    Alright, looks like we're not going with a crossbows-for-everyone plan. I'll bring food for everyone to eat on the turn after the battle.

    M4 "Pod" will eat, equip shield, give carried bag to Zod, and fill bag with meat.
    M15 "Bod" will eat, equip heavy armor (He'll be taking it off after the fight), fill own bag with meat, fill Zod's bag with meat.
    M26 "Zod" will eat, equip sword, equip shield, and purchase&equip heavy armor using gem on ground.


    If we're going into the hex as separate melee and ranged stacks, the members of the melee stack should all have heavy armor (and maybe a shield).


    Definitely agreed !
    There are enough shields to give every melee marbit some sort of armour ( mainly heavy but one poor marbit will have to take light) and a shield plus a weapon of which the main will be a sword. This will give them a def of 39/8 or 4.875 and an attack of 38+8d6
    The ranged group will have an attack of 15+5d6 and will not be attacked in the 1st round.

    We should do enough damage in the 1st round to kill 8 gobwins with shields

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     Post Posted: Mon Jan 21, 2013 6:18 pm 
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    Woops, my sense of directions are bad.

    M18 Klump Will go West, NW, then eat.
    M22 Buddy will go West, NW, then eat


    And if someone can hand them crossbows and it doesn't cost actions, then sure.

    Also, guys, DON'T FORGET TO EAT!

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     Post Posted: Mon Jan 21, 2013 7:45 pm 
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    So I guess we wanted the 24 hour extension? I don't have orders from Werebiscuit, or did I miss them?

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     Post Posted: Mon Jan 21, 2013 10:54 pm 
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    Yes let's have an extension.

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     Post Posted: Tue Jan 22, 2013 3:57 am 
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    Apologies Orders for M21 & M27 are as follows
    M21 will equip heavy armour, eat and then feed M27 as he arrives he will use his last action to feed the lowest numbered marbit who hasn't already eaten
    M27 will move w take 2 berries and move NW x 2 up the road to the home hex

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     Post Posted: Tue Jan 22, 2013 3:00 pm 
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    About 6 hours until I process if someone wants to change something...

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     Post Posted: Tue Jan 22, 2013 6:19 pm 
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    Or perhaps sooner, if I have a gap between clients...


    Processing...

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     Post Posted: Tue Jan 22, 2013 7:11 pm 
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    Turn 15
    Actions: . . . .

    M13 drops the shovel and axe before picking up a crossbow and shield He eats as well.

    Random VII equips crossbow, gathers food, eats.
    Random Henchmarbit II equips shield, scouts E, eats.

    M3, M12, and M25
    Eat, Rest until healed, Equip Axe and Crossbow (or shield if no crossbow available), Attempt Natural Rhyme-o-mancy (singing)
    "We marbits 13, we rest before the war tomorrow!" "Some will shoot their bows and arrows!" "But today, we sing, rest and shop" "All in preparation to chop." {The Natural-Rhyme-O-Mancy inspires the Marbits to greater courage - but they are disappointed at the lack of an Oxford Comma - even sung, they can it is missing. The group will receive +1 to net attack next turn}

    M4 "Pod" will eat, equip shield, give carried bag to Zod, and fill bag with meat.
    M15 "Bod" will eat, equip heavy armor (He'll be taking it off after the fight) {he'd better!}, fill own bag with meat, fill Zod's bag with meat.
    M26 "Zod" will eat, equip sword, equip shield, and purchase&equip heavy armor using gem on ground.

    M18 Klump Will go West, NW, then eat.
    M22 Buddy will go West, NW, then eat

    M21 will equip heavy armour, eat and then feed M27 as he arrives he will use his last action to feed the lowest numbered marbit who hasn't already eaten {not necessary}
    M27 will move w take 2 berries and move NW x 2 up the road to the home hex


    Unit Status
    Spoiler: show
    Name
    M2 "Random VII" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M3 "tech2" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M4 "Pod" (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M12 "The other Guy" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M13 "Em Fyv" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M15 "Bod" (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M18 "Klump" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M21 "Em Tyn" (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M22 "Buddy" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M24 "Random Henchmarbit II" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M25 "back up" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M26 "Zod" (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M27 (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
    M28 (WhirdCheese) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1

    Equipment List [spoiler]
    Sword Weapon, +3 Combat costs: 3 iron
    Spear Weapon, +2 Combat costs: 2 wood
    Crossbow Weapon, +1 Combat, Ranged costs: 1 wood, 1 iron
    Axe Chopping Tool, +2 Combat costs: 1 wood, 1 iron
    Shovel Digging Tool, +1 Combat costs: 1 wood
    Knife Tool costs: 1/2 wood
    Light Armour Armour, +1 Defence costs: 1 Hide
    Heavy Armour Armour, +2 Defence costs: 3 iron
    Shield Armour, +1 Defence costs: 2 wood
    Bag Carries up to 6 small things - food, gems, etc. costs: 1 Hide



    Pop Queue
    Spoiler: show
    CroverusRaven


    Turn 16 Ends in 72 hours, or sooner if everyone posts.

    Please put all your orders in Bold, and remember to tell me your Marbit's designation (Mx) and Name if you have one. ALSO IF ALL ORDERS COULD BE WRITTEN IN ONE LINE, this would be helpful in cutting and pasting. Thanks.
    All NPCs have now been divided up between players to control automatically - it does not cost an action to give them an order. Please name them, and be sure to be clear with your orders about who does what and when. Thanks.
    Image


    Things to Note:
    J-Raffes (aka OtisNecks) are Combat 0, Defence 1, Hits 8, Move 2.
    Testudo Aurbreii (aka VFCs) are Combat 2, Defence 5, Hits 8, Move 2.
    Butter Bear are Combat 4, Defence 2, Hits 6, Move 2.
    El Tigre are Combat 8, Defence 3, Hits 10, Move 6.
    Gobwins are Combat 2, Defence 2, Hits 4, Move 4.
    FereWolves are Combat 6, Defence 2, Hits 8, Move 6.
    Chee-Kee Mon-Kees are Combat 0, Defence 2, Hits 8, Move 8.
    Spidon'ts are Combat 2, Defence 3, Hits 3, Move 4.

    Rules (such as they are)
    Spoiler: show
    Marbit Island is a play-by-post game run by me. Each player will be a Marbit, looking to survive and succeed.
    Move is the most important stat. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc.
    Post your orders on the forum. For this game, orders will be resolved in the order in which they were posted - no editing of your posts, please!
    This gives an advantage to early posters to grab equipment and resources, but allows later posters to know what has happened before they give their orders - so later posters can eat the food others harvest, or use tools they create.
    Marbits like to eat. At least once per turn. Marbits do not eat automatically, but must be given an order to eat.
    If a Marbit is unable to eat, he will become hungry, and will be marked with a black dot. A hungry Marbit that does not eat will cwoak.
    Marbits may hold up to two items in their hands. It takes an action to equip one or more items. Excess items are dropped in the hex.
    If the weather turns bad, Marbits will need to take shelter in a hut. A hut can shelter up to six Marbits.
    Combat is a dangerous game. Combat plus d6 per fighter divided by enemy defence is hits inflicted. Hits are distributed equally across the stack before any one unit is cwoaked. Defence is calculated by the first 8 units' defence averaged across the whole stack, rounded down to one decimal (so 1 unit with 3 defence has defence of 3, but a stack of 20 units with 3 defence have a defence value of 1.2).
    Marbits who do not submit orders within the allotted time will default to eating once, and then singing lewd lyrics drafted into popular musicals.
    NPC Marbits may be given orders by Player Marbits. It takes one action to give a set of orders to one NPC. The first player to issue orders to an NPC controls it for that turn (no befriending).
    Marbits may "scout" a neighbouring hex for 2 move - essentially, they stick their head over the border, have a look, and then return. At the beginning of the next turn, the scouted hex will be revealed on the map.
    It costs 2 move to enter a neighbouring hex, unless the border is marked with a brown line, representing a road. It costs 1 move to enter a hex with along a road.
    All the necessary information should be displayed on the map, above. Any questions? Just ask.

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     Post Posted: Tue Jan 22, 2013 7:36 pm 
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    M13 equips best armor/shield/non-two-handed weapon possible.

    Let's put off the attack for another turn.


    Last edited by WhirdCheese on Wed Jan 23, 2013 8:03 pm, edited 1 time in total.
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     Post Posted: Tue Jan 22, 2013 7:58 pm 
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    Random VII and Random Henchmarbit II move E twice and attack.

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     Post Posted: Tue Jan 22, 2013 10:53 pm 
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    Wait guys... that won't work. We use up 4 actions just moving east twice.... Unless it no longer takes an action to attack. Stacking ALSO takes an action unless that was changed. So we need 6 actions total to move east twice, stack up into the ranged stack and melee stack, and then attack the gobwins. Unless stacking and attacking no longer take actions, there is no way for us to attack them this turn.

    If attacking and stacking no longer takes an action, use the following:


    M18 Klump Stack with melee marbits, move east(x2) and attack gobwins.
    M22 Buddy Stack with melee marbits, move east(x2) and attack gobwins.


    If it will take actions to stack and attack, we need to rebuild first, fortify the position, then move out, maybe see if we can build a road.

    Also @ LTDave: M15 is shown being hungry, but he used an eat action last turn.

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     Post Posted: Wed Jan 23, 2013 4:07 am 
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    WhirdCheese wrote:
    M13 moves east (x2) and attacks gobwins.



    Whird M13 is not armoured....at the very least he should have light armour to be in the melee stack.

    We also have some crossbow marbits who have armour, please if you have armour equip a sword and shield. M3...I'm looking at you.

    If M3 and M24 could Give each other their weapons then the stacks would be optimised for purpose.

    For erase the orders would read M3 give M24 crossbow, give M24 axe...... M24 give M3 shield, give M3 sword.
    This would give them both 2 orders which could be used to move E

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     Post Posted: Thu Jan 24, 2013 1:32 am 
    Print Book 2 & Draw Book 3 Supporter Here for the 10th Anniversary Has collected at least one unit
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    So I'm gonna head bot and take out those three gobwins before they start making new ones.


    M3, M25, M12 Orders
    Go SE, Go SE, Go SE, ATTACK!

    We should send in at leaswt 8 marbits to the main gobwin hex.

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     Post Posted: Fri Jan 25, 2013 4:30 am 
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    About 16 hours until the end of the turn...

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     Post Posted: Fri Jan 25, 2013 4:47 am 
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    Lamech... why are you worried about the Gobwins producing ONE extra gobwin,...when they're already producing 3 ?

    You've already weakened the melee stack by taking the armour...pleasde don't weaken our attack further by removing fighters from the ranged stack.
    We'll need both the ranged stack and melee stack to kill off the gobwins in the 3 hut hex without casualties.

    As it is you're taking on an equivalent stack, the only advantage you have is one set of armour and possibly a round of fire...so deaths in your stack are likely.

    M21 stack up with melee fighters, move east x2 move eastx 2 attack gobwins
    M27 equip crossbow equip axe move east x2
    M27 says to xino... "Xino thoase 2 berries are mine, I'll be back to see if they're worth anything" as he drops the berries to equip weapons

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