Carne wrote: It may also be possibly to leap from a flying unit to the tower, or use inertia to move from airspace to tower so long as you're not flying at the transition point (stunned, incapacitated, weirdomanced etc.) so long as the boundary between air/tower isn't treated the same as a vertical hex boundary (i.e. it counts as an air-to-ground attack, rather than a cross zone attack).
Carne wrote:Unloading the troops to the courtyard seems like folly, especially on your own off-turn. At that point, your flyers are stuck on the ground, since gravity only works one way. Plus, all enemy units with sufficient move are able to move back into the city and engage. With what we know about Jetstone being infantry heavy, this seems Bad.
A unit that jumps does not have the Flying ability, so it is unable to cross into airspace. It's kind of funny to think that Jetstone could make a human tower of infantry just to get up to Wanda's height and everyone blows her raspberries, but they can't touch them because no matter how tall they are, they're still on the ground.
BLANDCorporatio wrote:But you're still wrong. To summarize my response, creativity is a rare thing on Earth too, but when enough people work at a problem, for enough time, in favourable conditions (which when creativity is concerned, include war), they will find pretty much almost all there is to find, and certainly all that a stranger to their world, who needs to be potty trained, will be able to find in a mere couple hundred turns.
Lamech wrote:]And if they attack RIGHT NOW they would be going against... the limited garrison defense. Tram is messing around with the remaining ground forces last time we checked and Jillian is long gone. GK doesn't need to bother with moving into the tower, they can simply fall right on to it. The main difference is GK not Jillian chooses were they fall, and Jillian can't take pot shots before GK falls. Both those push the chance of victory up. (Assuming of course the dwagons can choose to fall and the wierdomancer could have blasted them all.)
imgran wrote:What it also means is that Ansom got lucky when Wanda knociking him off his carpet with her air force didn't kill him outright. Not a lot lucky, but lucky. (had about a 33% chance of dying there, but he was just Incapacitated.
Also AAARRGGGH for finishing in midsentence!!!!!
splintermute wrote:Except the klog specifically says that the air/tower boundary works the same as a vertical hex boundary: "He said if you shot it ... at the tower, it would stick in the air."
Since they can't go from airspace to tower, the courtyard is the next best thing - the courtyard, tower and dungeons are all part of the garrison. If the garrison is treated as a unitary zone, then they can enter the tower via the courtyard.
splintermute wrote:The disadvantage of leaving the air zone is that it leaves them vulnerable to JS flyers, except JS doesn't really have any, aside from a few orlies and unipegataurs (perhaps leave a dwagon behind to take care of them). The advantages, assuming they survive the fall, and land en masse in a single concentrated group, are numerous - they're resistant to the JS archers (assuming that's why Ansom ordered them to land during the capture of Ossomer), and they don't have to deal with all the JS infantry at once - this isn't a clash of armies on an open field; they'll have a relatively short front line or perimeter to deal with, and the rest of the JS infantry will just be massed uselessly behind that front line, awaiting their turn, except in this case any front line JS unit that falls becomes a powerful GK reinforcement (although the downside of a short perimeter is that there are fewer units that the JS casters need to divide their attention between). Even better if they can land near the gates before Tramennis gets a chance to bring his troops in, or if they can land next to the tower entrance.
JustDoug wrote:Do tell? Then all those many centuries of astronomy and mankind examining the heavens mean that folks like Copernicus, Gallileo and Newton were just rehashing old material?
JustDoug wrote:If you don't know what the problem is, or even that there's a problem to work at, nobody is going to work at it. They'll just do the things that they know the way they've always been done.
Everybody saying the Pliers need to be able to work across boundaries is missing the point. Two points, actually. First, there is no hex boundary between airspace and ground. It is some other kind of boundary, and the divider is the ground itself.
SteveMB wrote:The question is getting Wanda to honor the offer. They could keep going back and forth: offer, honor, offer, honor....
*no I'm not
BLANDCorporatio wrote:Because, since Erfworld is big bla-bla etc, and the tech level seems stable, surely by now a world dedicated to warfare and murder has discovered what murderous methods are possible at this tech level. Even if there are only a few smart and initiative-driven people. Earth works like that too.
splintermute wrote:Since they can't go from airspace to tower, the courtyard is the next best thing - the courtyard, tower and dungeons are all part of the garrison. If the garrison is treated as a unitary zone, then they can enter the tower via the courtyard.
I'm guessing Parson wrote that in the past and is flipping through his notes right now. Or Issue 2 page 1 isn't chronological to the Issue 1 last page cause new chapters/issues like to jump around a bit on occasion. Either way, the end result seems the same. Although I do agree it does read a bit odd.haviel wrote:@warriortribble
Issue 2 page 1 "asked Jack to help me with the specifics about what you can and can't do when its not your turn" The Last page of Issue 1 has Parson sending a Thinkagram to Jack. So that Klog atleast happened in the Present. The next Klog happened in the past but is numbered "situation room notes 11"? Page 1 said "situation room notes 7" which was before page 2 but in the future? Did Parson number his notes backwards?
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