

If I choose to believe that things depicted as mountains are mountains, and you choose to believe that things depicted as mountains must be volcanoes, I believe that I have the force of evidence with me. The single volcano we have seen was called out to the readers. There will be no repeat volcano uncroaking. Mark this post and quote it to mock me in the future once there is another volcano uncroaking. I'll be wrong, and the story will suck a little bit more for the destruction of the unique ending of Book 1. Either way I lose.oslecamo2 wrote:Not all dormant volcanos are calderas. And the terrains of the other factions weren't given a type at all so far.Oberon wrote:We do, however, know that we have seen exactly one site described as being a dormant volcano. And not even artwork to suggest another caldera. I think we're safe on this point until it is specifically pointed out.
First off, there is nothing to suggest that the casters have time to do anything other then enter a portal after they uncroak a volcano. That they can take any other action than that is just speculation. Secondly, it wasn't the GK turn when they did their cast. So even if your speculation is correct, it's only usefully correct when it is your turn. Third, multi-hex trap. So even in the fringe case where you're right about actions and it is your turn, you've got to hope that your movement speed puts you outside a multi-hex radius before you all die. Forth, you're investing more and more into this... 3 casters, 3 high move mounts, and a warlord. Every additional resource increases your cost and lowers your chances of getting a good return on the investment.oslecamo2 wrote:No I'm not. I'm pulling out the casters before everything explodes. That's for what high-movement mounts (like dwagons) are for.Oberon wrote:You're forgetting that it was a multi-hex trap, and killed everything for hexes around. Good luck timing it right! And you're still sacrificing three casters, which GK didn't have to even consider.
And yet more resources. 3 casters, 3 fast mounts, a warlord, and infantry which will be left behind to die. Or are you now going to mount all of them on fast mounts?oslecamo2 wrote:Well, that can be easily replicated. Cheap infantry is cheap. You'll take some losses, but if you time it right your oponent will take a lot more.Oberon wrote:You are also sending casters alone into an enemy occupied hex. Parson and company had the comparative security of the dungeons and a line of defensive troops. It just doesn't compare.
I've already addressed both the supposition that mounted movement eliminates all risk, and the ever increasing resources you're throwing at this. Sooner or later you just can't afford it.oslecamo2 wrote:Oberon wrote:And how do you give orders from another hex? That mechanic hasn't been made clear. Stanley was able to send a force of dwagons to capture Jillian, but he had the trimancer table. Other than that, units removed from the capitol appear to need to be issued orders via hat, thinkamancy, or runner. So you send the L1 Warlord. You've now sacrificed 3 casters and a Warlord. If they survive any attacks against them before they get the spell off, you're still losing them. Good luck keeping your morale up. Not to mention, you know, losing 3 casters... It might be worth it in some fringe situation, but probably not many at all.
Again, I don't know where you're pulling the caster sacrifice thingy. If I can tell them to go trough a portal, I can damn well tell some dwagons to carry them out of the hex in a hurry. Sacrifice some basic infantry as meat shields and presto!
Stanley didn't leave because a tri-mancer casting party was coming to kill him. If you're not in the exact same position as Stanley when the need comes for the tri-mancer, you can't just assume that you're going to fly away before you get caught. There's no guarantee of advance notice, Jetstone thought they were going to bottle up the GK forces in an infantry and siege battle hexes away from Jetstone. And then the major part of their army was flown past and they were about to be ended.oslecamo2 wrote:Oberon wrote:When the fight comes to you, as it did in TBfGK, you don't always have the luxury of not being there.
With dwagons, hell yes I have! Stanley didn't stood in the capital waiting for his doom, he pulled out from a place he knew would become a deathfield one way or the other.
You can roll all you want, I've still pointed out a Overlord led battle that you decided to qualify away for some unknown reason. While it wasn't an even exchange, things you're leaving out are that Stanley got Jack's sanity back and the GK side did kill at least one TV warlord. And headed back to GK, where he needed to go. So as I said, he didn't lose.oslecamo2 wrote:You really seem to have your definitions of "winning" and "losing" confused. Making the casters cast a spell and pulling them out is "losing", but sacrificing 3/4 of your dwagons and troops to pull a desesperate retreat killing just a bunch of bats in return is "winning"?
That is no basis for making a decision. The guy with the nukes might have plenty of reasons for being hesitant to use them. Many have been floated about in this thread alone. Only the fool would decide that a lack of "spamming" a spell meant that it couldn't or wouldn't be used at any time the owner felt it was really necessary. When your neighboring country has exploded a nuke, you don't attack it (um, as a national entity, and with conventional weapons or warfare, just to rule out the pedants) thinking that they are all out of nukes now. This simple fact has worked on our world for 65 years.oslecamo2 wrote:Because like also pointed out, if Charlie could easily spam that, he would've conquered Erfworld by now.Oberon wrote:True, we do not know. And until we do know, it looms ever present as a repeatable threat. After your neighboring nation tests a nuke for the first time, you have to ask yourself: Did your neighboring nation have one nuke, or two, or many? You don't know, but until you do know you have to anticipate that what they can do once they can do again.
Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
effataigus wrote:EDIT: Hmm, another time a snaking falling motion happens is when something, broader on the bottom side, falls through an especially viscous medium. I'm thinking a falling feather here, or if any of you have ever dropped a spoon or something similar into water. Perhaps Erfworld air is especially viscous, or perhaps it is more so when objects are moving off turn?


And this is my point exactly. Either Tram is an idiot for not recognizing that offering to take a 'Tool from a Toolist is never going to be a valid point of compromise and bargain, or he is offering those terms fully intending to deliberately offer insult.ftl wrote:Strongly disagree. It is neither insult nor idiocy.
It is NOT an offer to let some GK forces live at the cost of Wanda and the pliers.
It is an offer to let the some forces (some Dwagons, some mounts, and Jack) live in exchange for an alliance afterwards. Any deal wouldn't offer anything about Wanda or the Pliers - they're being shot down and taken regardless of any deal, from Tram's point of view.
But not more than....Stanley!zilfallon wrote:Yes...now that you wrote all fails by Wanda thanks to her love, we can say: Wanda did more damage to GK than Charlie did
They are spherical! With lots of little dimples.pSycHOtic chICkeN wrote:Golf balls are also not round.
Or maybe, you know, ask his bracer?mortissimus wrote:If Parson was more of a gamer he would have ordered his least valuable units to perform experiments in jumping of dwagons.
Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
That kingworld is not more powerful than Summon Perfect Warlord because for the coalition to overcome Summon Perfect Warlord they needed Charlie. If Charlie helped Parson, then Charlie could have enticed or forced Haggar to end the turn and kingworld would have done nothing.Ytaker wrote:Erm, what argument are you making? That Kingworld isn't overpowered because Charlie also has a ton of archons? Surely that makes it more overpowered. He can force people to end their turns with his massive army.
Parson has significantly less forces than the coalition did when they attacked GK. In book one the coalition had four times the forces needed to beat GK at their base. Now GK lacks the force to even defeat Haggar in the field. Again Summon Perfect Warlord turned a certain defeat into a victory; even if Kingworld could do the same (we don't know how likely Parson is too win really), it works once a cast. Summon Perfect Warlord works for the battle your in and then works for the next and the next and the next.The reason he is so powerful is because he has dwagons with so many abilities. The author noted elsewhere that he always had them in the back of his mind- they had so many abilities that they could serve as a save if he wrote Parson into a corner. The kingworld spell worked, and if nothing else, has turned near certain defeat into a 50 50 battle.
Just because the MK hates GK and GK can't use a certain tactic doesn't mean its less valid. (Also not all the MK, see Janice.) And asking "Who's the turnamancer woring for Charlie?" won't seem suspicious; people talk. Charlie is NOT some master thinkamancer. He has a powerful artifact; this doesn't mean he suddenly is better at being in a link. And there are ways that you can learn were the enemy forces are; for example the lookamancy table, or a predictamancer.They can't ask around in the magic kingdom, as it hates them. Likewise, it's not really likely to work since you are trying to manipulate the neutral magic kingdom for a combat mechanic. Charlie is a master of thinkamancy, and it would be hard to break his link. Mentally adapt at ignoring you and all, he's not actually there. It's generally hard to get any air units into a city, as they will be watching out for anything doing that, and a veil does not make you invisible. Digging a tunnel is a slow, risky, and very painful strategy, that would take many turns, and give the enemy many, many chances to counter you.The enemy doesn't always know which hex your caster is in. Turning failed the only time we ever saw it.
The spell was fairly big and obvious. In the on the final panel of page 21 is doesn’t appear that anyone is in the way of the board. And you break veils with a “spot check” as we see in the text 18, which if you note is at a distinct time. Recognizing veils is something else which you do at any time. And you can save against the spell by it giving you a save and making it, again as we see with the veils you can resist spells that do not affect you.Someone right next to kingworld can see it, and that requires getting past a city full of units- and it's real, so seeing it wouldn't make it break like foolamancy. The way people save against veils is recognising that the objects are not supposed to be there. You can't do that with this spell. And, how could someone save against ending a turn? It's the world, not you. If Stanley had noted that he had ended the turn, then that would be something to resist. This spell bypassed all units, who could resist, and directly effected a mechanic. Units can save- the world, probably, can't.
Now GK lacks the force to even defeat Haggar in the field.


Oberon wrote: I believe that the ending of Book 1 clearly established that Parson is bound to work for Stanley's best interests.
Morgaln wrote:Only the dragons shouldn't be protected from the archers inside, because those can just shoot in through that big hole that formerly was a roof. The way the last panel of page 47 looks to me, it should be possible to put archers on the tower and let them shoot inside the atrium. No risk involved for them at all.


Oberon wrote:And this is my point exactly. Either Tram is an idiot for not recognizing that offering to take a 'Tool from a Toolist is never going to be a valid point of compromise and bargain, or he is offering those terms fully intending to deliberately offer insult.

Saying he is offering dwagons a caster, and warlords "in exhange for peace", is really misleading. While Jetstone can kill those things, GK can kill Jetstone. So its more like dwagons, caster and warlords for all of Jetstone. Thats not even close to an even trade for GK, especially when we consider that GK loses the Jetstone cities they still stand to take.Ansan Gotti wrote:Second, and you've already been told this many times and have never addressed it satisfactorily, from TRAMENNIS' point-of-view, they have a guaranteed win. The pliers are essentially theirs already. And everything else dies in the hex as well. So anything more than zero is more than GK could expect to get out of it. So he's offering 70-80 dwagons, some decrypted warlords, AND a Foolamancer, and that's just his OPENING offer, in exchange for peace. That's a LOT. Even a fanatic might go for it, because the alternative is ZERO. This is a turn-based game, and that way of thinking is absolutely entrenched.



Chit Rule Railroad wrote:Regarding the "snaking", the update was describing what Antium saw at the far end of the Atrium, so a helical path could have been mistaken for side-to-side movement. Air currents might also be involved.
Selexor wrote:Is it worth pointing out that I apologised several pages ago for derailing this thread and have since been doing my best to stay on-topic?


OneHugeTuck wrote:If you look closely, you'll see acid crap golems inside the falling tear drops of poo.
Dirtamancer made them, Parson ordered the dwagons to swallow them whole.
Endgame: Acid craps hits and splashes and croaks Jetstone troops. Then acid crap golems slide about, delivering more crapastation.
One can imagine them bashing from side to side in their teardrop containers, thus the 'snaking' motion through the air.
Dr Pepper wrote:Coming to a gaming convention near you: Erfworld: Web Monkey Death Match.


Lamech wrote:That kingworld is not more powerful than Summon Perfect Warlord because for the coalition to overcome Summon Perfect Warlord they needed Charlie. If Charlie helped Parson, then Charlie could have enticed or forced Haggar to end the turn and kingworld would have done nothing.
Parson has significantly less forces than the coalition did when they attacked GK. In book one the coalition had four times the forces needed to beat GK at their base. Now GK lacks the force to even defeat Haggar in the field. Again Summon Perfect Warlord turned a certain defeat into a victory; even if Kingworld could do the same (we don't know how likely Parson is too win really), it works once a cast. Summon Perfect Warlord works for the battle your in and then works for the next and the next and the next.
Just because the MK hates GK and GK can't use a certain tactic doesn't mean its less valid. (Also not all the MK, see Janice.) And asking "Who's the turnamancer woring for Charlie?" won't seem suspicious; people talk. Charlie is NOT some master thinkamancer. He has a powerful artifact; this doesn't mean he suddenly is better at being in a link. And there are ways that you can learn were the enemy forces are; for example the lookamancy table, or a predictamancer.
The spell was fairly big and obvious. In the on the final panel of page 21 is doesn’t appear that anyone is in the way of the board. And you break veils with a “spot check” as we see in the text 18, which if you note is at a distinct time. Recognizing veils is something else which you do at any time. And you can save against the spell by it giving you a save and making it, again as we see with the veils you can resist spells that do not affect you.
Lamech wrote:Saying he is offering dwagons a caster, and warlords "in exhange for peace", is really misleading. While Jetstone can kill those things, GK can kill Jetstone.
So its more like dwagons, caster and warlords for all of Jetstone. Thats not even close to an even trade for GK, especially when we consider that GK loses the Jetstone cities they still stand to take.

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