Shell Game

Speculation, discoveries, complaints, accusations, praise, and all other Erfworld discussion.

Shell Game

Postby TiMothra » Mon Nov 09, 2009 4:30 pm

So Ansom just lifted the walnut that Jetstone thought the pea was under. Normally, they'd be irritated that it was the wrong shell, fork over the $10 and be on their way. Except in this case, it wasn't just that the pea wasn't under the walnut, it was some kind of crazy poisonous jumping spider (use your imagination here).

However-
Where *is* the pea? That is to say, where is the actual decrypted army that Ansom & Wanda brought conquering all the way to Jetstone's front doorstep? Dropping the veil shows Jetstone that the force at hand is not only more powerful than expected, but that the force they *did* expect is now.... where?

Taking things further, wouldn't Wanda then be expected to be accompanying the main GK infantry/siege host? Ansom said 'Casters and Warlords, mount up'. If the infantry et al is elsewhere, it could mean there will be nothing left in that hex given that everything could just fly off (as has been theorized elsewhere), leaving Jetstone forces defending an unimportant hex. People have already pointed out that the easiest way to deal with a concentrated opponent is to not engage them, and hit soft targets. If the only decrypted actually in that hex are Archons (themselves knight-grade), then it becomes a certainty that Wanda is elsewhere, leading the main GK force (which Jetstone has shown themselves to believe a serious enough threat to do overkill on the bridge hex). That at least would let people rest at ease that her Magenta phase won't last, if it's just an Archon with a veil to look like Wanda (who had different battle armor already drawn page 2).

This set-up wreaks of a Parson plan, and I would believe he's in contact with both prongs (aerial & siege). The last panel with Parson on page 2 has him opening his eyebook, to communicate with someone. Since Charlie can get into the network remotely, it would suggest that Parson can use it to communicate with units afield. Piling surprise on surprise, a multi-tiered plot would be just the thing that Parson come up with for the heretofore most difficult force to come against Wanda & Ansom. By using two forces with similar potential and opportunity to take the capital, Parson could literally checkmate Jetstone; especially if they only have the force to repel one prong, and the other could march ahead, while splitting could cause both to fail.

Summer update #42 did have Ansom promising a direct capital strike against Jetstone, after all. Maybe Stanley moving a siege stack figure directly onto a river actually *does* make sense? Judging from Ansom's reaction, it's not something most Erfworlders would expect.
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Re: Shell Game

Postby raphfrk » Mon Nov 09, 2009 8:14 pm

TiMothra wrote:If the infantry et al is elsewhere, it could mean there will be nothing left in that hex given that everything could just fly off (as has been theorized elsewhere), leaving Jetstone forces defending an unimportant hex. People have already pointed out that the easiest way to deal with a concentrated opponent is to not engage them, and hit soft targets. If the only decrypted actually in that hex are Archons (themselves knight-grade), then it becomes a certainty that Wanda is elsewhere, leading the main GK force (which Jetstone has shown themselves to believe a serious enough threat to do overkill on the bridge hex). That at least would let people rest at ease that her Magenta phase won't last, if it's just an Archon with a veil to look like Wanda (who had different battle armor already drawn page 2).


Wanda should be wherever the most valuable enemy units are.

In fact, the Jetstone casters are uniquely vulnerable to capture now. If Ansom can take the hex, they won't be able to send them to the Magic Kingdom.

He may yet be planning to hit the bridge hex. The benefit of the veil could have just been to have Jetstone configure their defences assuming siege (and to move the casters out of the city). Thus, Ansom's force would be optimised for destroying them.

3 extra casters is a pretty large prize, and could be worth the risk, even if they were planning to hit the capital.

A dittomancer doubling all of GK's bonuses would be pretty devastating, especially since bonuses are one of their main advantages.
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Re: Shell Game

Postby DevilDan » Mon Nov 09, 2009 8:23 pm

Thanks to a surfeit of flying units, the bridge won't be as easy to hold.
They could not possibly win. Every man knew this with certainty, and lo it was glorious.
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