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 Post Posted: Tue Sep 21, 2010 2:49 pm 
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Here is where I would like to have everyone end their move. If you don't mind, I'm not going to explain all the orders. The only thing that is complicated is having the scouts at A1 fly on the backs of the Thunder Bats to get the scouts farther out front. Listed attack values are without stack or leadership bonus since we now have a calculator that does both.

A1:
Archers x 5, Captain Ordinarius (Att-45 Ranged, Def-5).

C2:
Thunder Infantry x 1 (Att-6, Def-4).

C3:
a. Thunder Lizard x 2, Ewinyes x 1, King Edmund (Att-62, Def-4.25).
b. Imp x 1 (Att-1, Def-1).

D5:
Thunder Bat x 3, Imp x 1 (Att-16, Def-2.5).

D6:
a. Ogre x 1, Guardsman x 6, Ogre x 1 (-8 Hits), CPT-GEN Genericus, Outriders x 2 (Att-133, Def-5).
b. Thunder Infantry x 3, Thunder Cats x 4, CDR Lightning (Att-59, Def-4.625).
c. Thunder Infantry x 7, CDR Thunder (Att-51, Def-4.125).
d. Thunder Bats x 2 (Att-10, Def-3).
e. Hellflame Dwake x 8, CDR Vis (Att-81, Def-4).
f. Bezekiwa x 8, CDR Agrach (Att-72, Def-5).

E6:
a. Sparrowhawk x 1 (Att-1 Ranged, Def-1).

D7:
a. Sparrowhawk x 1 (Att-1 Ranged, Def-1).

END TURN.


Last edited by Twoy on Tue Sep 21, 2010 4:02 pm, edited 1 time in total.
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     Post Posted: Tue Sep 21, 2010 3:04 pm 
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    The thunder bats might be a bit exposed but... Well, anything that hits them will probably die, at a bad exchange rate - that works for me.

    And since there doesn't seem to be any reason not to, all of Thunderia's units will advance directly to those locations.

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     Post Posted: Tue Sep 21, 2010 3:52 pm 
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    Avewnus agrees with Chief Warlord's suggestion.

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    JadedDragoon wrote:
    I was hoping we could debate the meaning of "agent" in the the Declaration of Non-Aggression again. It totally hasn't been argued to death already.

    You know... at this point you boops aren't beating dead horses any more. You're making glue.

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     Post Posted: Tue Sep 21, 2010 4:35 pm 
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    Location: Probably totally lost.
    Okay, now, time for me to attack, I suppose. I'll post the combats, even though I'm attacking scouts. The reason being, there is a chance for the Sparrowhawks to injure the Sourmanders.

    A stack of 2 Decrypted Archers mounted on 2 Sourmanders enters E6 from the South, engages lone Sparrowhawk there.

    COMBAT!
    Battle is joined in hex: E6
    TIME OF POST (in minutes and seconds): 3507
    Attacker:
    Total Attack Value: 28
    Level of Highest Commander: 0
    Number of Units: 4
    Stacking Bonus: 1.4
    Average Defence: 2.5
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 80%
    Total Damage: 31

    Hits Inflicted on the Enemy: 22

    Defender
    Total Attack Value: 1
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 2.5
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 60%
    Total Damage: 1

    Hits Inflicted on the Enemy: 0

    Sparrowhawk squished. No survivors to see where the Sourmanders went.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer


    Last edited by Nihila on Tue Sep 21, 2010 4:41 pm, edited 2 times in total.
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     Post Posted: Tue Sep 21, 2010 4:37 pm 
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    Location: Probably totally lost.
    Stack of 2 Decrypted Archers mounted on 2 Decrypted Sourmanders enters D7 from the Southeast, engaging the lone Sparrowhawk there.

    COMBAT!
    Battle is joined in hex: D7
    TIME OF POST (in minutes and seconds): 3729
    Attacker:
    Total Attack Value: 28
    Level of Highest Commander: 0
    Number of Units: 4
    Stacking Bonus: 1.4
    Average Defence: 2.5
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Random Percentage: 75%
    Total Damage: 29

    Hits Inflicted on the Enemy: 20

    Defender
    Total Attack Value: 1
    Level of Highest Commander: 0
    Number of Units: 1
    Stacking Bonus: 1.0
    Average Defence: 2.5
    Terrain Bonus of Hex: 0.0
    Special Bonus: 1.0
    Ambush Bonus: 1.0
    Random Percentage: 90%
    Total Damage: 1

    Hits Inflicted on the Enemy: 1

    Sparrowhawk squished again. 1 Sourmander at 7 Hits. No survivors to see where the Sourmanders went.

    Turn summary: Sourmander/Archer stacks crush Sparrowhawks pettily, vanish into the mist.

    Alliance Scout/Popping Phase begins now. Alliance has, again, 200 pop points.

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Wed Sep 22, 2010 12:56 am 
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    Pop Points for Turn 4:
    Nawnia 10 + 50
    Thundermen 1 + 50
    Avewnus 12 + 50
    Generica 19 + 50

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     Post Posted: Wed Sep 22, 2010 1:00 am 
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    Outrider 1: Scout E6, F7, G7, F8

    Outrider 2: Scout D7, D8, E7, E8


    The Generics Suggest E7 as our objective hex this turn.

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    Last edited by LTD on Wed Sep 22, 2010 11:28 pm, edited 1 time in total.
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     Post Posted: Wed Sep 22, 2010 6:34 am 
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    2 Thunder cats this turn (42, altogether), leaving 9 unspent.

    And yes, let us advance inexorably upon the enemy's position, as a wave of rolling thunder in the wake of the march of lightning!

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     Post Posted: Wed Sep 22, 2010 9:21 am 
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    Avewnus pops 2 Imp and 2 Ewinyes.

    2 points left i think.

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    JadedDragoon wrote:
    I was hoping we could debate the meaning of "agent" in the the Declaration of Non-Aggression again. It totally hasn't been argued to death already.

    You know... at this point you boops aren't beating dead horses any more. You're making glue.

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     Post Posted: Wed Sep 22, 2010 12:44 pm 
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    Genericans,
    I will loan you 20 pop points if you pay me back next turn. I'm guessing you would like to pop an Ogre this turn. Next turn I will take my share plus the 20 points and pop myself a Griffon Rider.

    Nawnia Pop:
    Sparrowhawk x 2 = 30 points.


    30 + 20 loaned to Genericans = 50. 0 points left.

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     Post Posted: Wed Sep 22, 2010 12:51 pm 
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    Avewnus,
    Your imps in the field need to try and scout all the locations the Sourmanders could have gone. Those locations include, on the east flank, E4-5, E5-6, G6 and on the west flank C5-8 and B7.

    Genericans,
    No need to scout D6 since that is where you are standing. Perhaps you can extend your search to D8.

    The scouts at Base Camp can cover B6 and the supply route. That only leaves D9 as a potential spot for the Sourmanders that we will not be able to scout.

    E7 is a good objective.

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     Post Posted: Wed Sep 22, 2010 2:09 pm 
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    Chief, we have only 1 imp in field, and that is at C3. And the 2 new imps are at A1., so they can't really do much useful scouting other than our supply route.
    My suggestion for the imp at C3:

    C4 > C5 > C6 > B7 > C7

    or

    C4 > C5 > C6 > C7 > C8

    which one is more likely to find the sourmanders? I'm not sure.

    Additionally, the imps at A1 can cover all the way from A1 to A6 and B2 to B6.

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    JadedDragoon wrote:
    I was hoping we could debate the meaning of "agent" in the the Declaration of Non-Aggression again. It totally hasn't been argued to death already.

    You know... at this point you boops aren't beating dead horses any more. You're making glue.

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     Post Posted: Wed Sep 22, 2010 4:00 pm 
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    We also have an imp at D5 stacked with the 3 Thunderbats.

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     Post Posted: Wed Sep 22, 2010 11:31 pm 
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    Twoy wrote:
    Genericans,
    No need to scout D6 since that is where you are standing. Perhaps you can extend your search to D8.


    Well spotted. Edited to fix.


    Genericans pop 3 Archers at A1, using 2 of the 20 points offered by Twoy. 18 points left.

    Twoy - I don't think we need an ogre now, since it would take forever to get to the front. Happy to give points as needed in the future.

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     Post Posted: Thu Sep 23, 2010 12:55 am 
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    Turn 4 Scout Missions:
    Outrider 1: Scout E6, F7, G7, F8.
    Outrider 2: Scout D7, D8, E7, E8.
    Imp 1: C4, C5, C6, B7, C7.
    Imp 2: E4-5, E5-6, G6.
    Imp 3: A2-6.
    Imp 4: B2-6.
    Sparrowhawk 1: B2, C2-5.
    Sparrowhawk 1: B1, C1, D2-4.

    END SCOUT PHASE

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     Post Posted: Thu Sep 23, 2010 5:54 am 
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    Location: Probably totally lost.
    Scout Phase findings:
    F8: a. 3 Decrypted Sourmanders, 1 Decrypted Sourmander @ 7 hits, 4 Decrypted Archers. Attack: 56. Defense: 2.5
    b. 4 Decrypted Sourmanders, 4 Decrypted Archers. Attack: 56. Defense: 2.5.

    Move/Combat Phase begins now.

    And, didn't have the Attack/Defense earlier. Sorry about that, now you guys can accurately plan to croak them. :D

    _________________
    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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     Post Posted: Fri Sep 24, 2010 2:23 am 
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    Well, none of our units will reach the enemy this turn. So we'll just move.

    Restack at D6

    Stack 1: Ogre, 4 Guardsmen, 1 Captain General Genericus, level 2.2, 2 Outriders

    Stack 2: Ogre, 2 Guardsmen.

    Advance!

    Stacks 1 & 2, move to E7 via E6.

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     Post Posted: Fri Sep 24, 2010 2:45 pm 
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    Now is when it gets difficult. The GK forces can hit us and retreat out of the range of most of our stacks. Also, they will pop 200 points each turn that they can immediately bring to the combat, while we have to wait many turns for our units to reach the front. I'm not sure if we will have any units left by the time we reach their Base Camp. I guess we just need to push everyone forward as hard as we can, and see what we have left when we get there. If anyone has a brilliant plan, now would be the time to share it.

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     Post Posted: Fri Sep 24, 2010 3:25 pm 
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    Side note: When are we going to find the Arkenpaintbrush?

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     Post Posted: Fri Sep 24, 2010 3:27 pm 
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    Twoy wrote:
    Side note: When are we going to find the Arkenpaintbrush?
    I'm guessing that this is a take on the lack of maps... The answer is, I have a lot of trouble with maps. I'll try to have one up, or at least a link to one, with in... 24-ish hours.

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    "The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer

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