The Battle for Gobwin Bump

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Re: The Battle for Gobwin Bump

Postby turbler » Wed Feb 24, 2010 8:44 am

"Those scouts I sent out should have enough move to get back here, since they stopped half-way, so they should come back to town. I will form a stack consisting of the 3 Pwinnies, Myself, the 2 Manticowes (one of which I'll be riding), and 2 Shadows (one of which will mount a Manticowe). The last Shadow may be commanded by Anyone in the MCC as they wish. My personal stack will move after the Diwigibles attack, along with the rest of the stacks who leave then .
As the Pwinnies took to the skies, they found Etna, the Manticowes, and the Shadows were already there, waiting for the moment to strike the enemies' stack.
Last edited by turbler on Wed Feb 24, 2010 2:01 pm, edited 2 times in total.
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Re: The Battle for Gobwin Bump

Postby Doug » Wed Feb 24, 2010 11:53 am

Form Stack
3 Loggators (3A, 3D, 3H, 3M)
4 Royal Lancers (5A, 4D, 5H, 3M)
Prince Chevy lv5 (5A, 3D, 5H, 3M)

Total Attack: 34
Total Defense: 28
Hold until Jetstone Advance

The Prince's mount danced eagerly under him; it was the moment before the attack. He could practically taste the tension in the air
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Re: The Battle for Gobwin Bump

Postby Ehbobo » Wed Feb 24, 2010 4:16 pm

Form stacks:

Jetstone Stack A:
4 infantry mounted on
4 Unipegataurs
Orders: Follow The Steam Gentlemen, avoid combat

Jetstone Stack B:
4 infantry mounted on
4 Unipegataurs
Orders: Follow The Steam Gentlemen, avoid combat

Jetstone Stack C:
Lord Mar Bull (myself)
7 Gumps
Orders: Assault the bridge and croak all defending units.
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Re: The Battle for Gobwin Bump

Postby LTDave » Wed Feb 24, 2010 5:44 pm

BLANDCorporatio wrote:"My orders: make a stack of {Diwigible, 6 Air Guns, and myself} and go attack the enemy stack to the North, at the rivers merging."



So, here's the result from that combat:

COMBAT!
Battle is joined in hex: i11
TIME OF POST (in minuites and seconds): 548 {This is the time of BLANDCorporatio's post}
Attacker:
Total Attack Value: 28
Number of Units in Stack: 8
Stack Bonus: 1.7
Level of Highest Commander: 3
Terrain Bonus of Hex: 1.0
Special Bonus: 1.0
Random Percentage: 25%

Hits Inflicted on Defender: 15 (So that's one Twoll croaked, and another with 6 hits)


Total Defence Value: 34
Number of Units: 8
Stack Bonus: 1.7
Level of Highest Commander: 1
Terrain Bonus of Hex: 1.5
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 20%

Hits Inflicted on Attacker: 19 (Hits on the Diwigable)


Folks, once you give your orders, break out the Spreadsheet and calculate the results of the combats yourself. Use the time of your orders post to determine outcomes.
Last edited by LTDave on Thu Feb 25, 2010 5:02 am, edited 1 time in total.
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Wed Feb 24, 2010 5:47 pm

Ah-ha, so I see that the attackers getting in the first hit isn't helping them as much as I thought- retaliation is computed on the still full stack. Ok, good to know and plan accordingly.

PS: dagn, that defense thing is huge. So without the random factors, the Diwigible stack does 60 dmg on attack (presumably there's also some bonus from Zep to the Diwigible in there *nudge*). The twoll stack does a whopping 110!

Stuff to think about.

So anyway, when can we get new units popped?
The whole point of this is lost if you keep it a secret.
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Wed Feb 24, 2010 5:58 pm

LTDave wrote:Hits Inflicted on Defender: 15 (So that's one Twoll croaked, and another with 6 hits)


For clarification, this means 3 hits left. Just as "22 hits on the Diwigible" means it has sustained 22 dmg.
The whole point of this is lost if you keep it a secret.
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Re: The Battle for Gobwin Bump

Postby Sinrus » Wed Feb 24, 2010 6:02 pm

LTDave wrote:Folks, once you give your orders, break out the Spreadsheet and calculate the results of the combats yourself. Use the time of your orders post to determine outcomes.


We can't, you didn't tell us what's in the enemy stacks.
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Re: End of Scout Phase Turn 1

Postby Crovius » Wed Feb 24, 2010 6:07 pm

LTDave wrote:End of Scout Phase, Turn 1

Stack A
Move 2
Location H14
2 Twolls
6 Gobwins
Total Attack 24
Total Defence 34
Total Hits 36

Stack B
Move 2
Location i11
2 Twolls
5 Gobwins
1 Commander (level 1)
Total Attack 23
Total Defence 34
Total Hits 36

Stack F
Move 2
Location G15
2 Gobwins
Total Attack 4
Total Defence 6
Total Hits 6

Spoiler: show
Image


Yes he did
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Re: The Battle for Gobwin Bump

Postby turbler » Wed Feb 24, 2010 6:51 pm

Sheet=where? Oh and this is my post for the roll, once I get there.
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Thu Feb 25, 2010 3:57 am

Something just occurred to me.

In Zep's battle, his stack got a leader bonus of 3, which is ok since Zep is level 3.

The defending stack got a leader bonus of 3, even though its commander was level 1. Was this intentional or is it a bug?
The whole point of this is lost if you keep it a secret.
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Re: The Battle for Gobwin Bump

Postby LTDave » Thu Feb 25, 2010 5:11 am

Bland - sorry, mistake. That guy's a level 1. His name is Waymond.

Since we seem to be waiting for combat results, I'll do them this turn to speed up the process.

I have Lord Mar Bull attacking the Bridge (I'm going to restack your forces, Mar Bull, otherwise your commander will be leading the charge and take all the hits).

COMBAT!
Battle is joined in hex: H14
TIME OF POST (in minuites and seconds): 1616
Attacker:
Total Attack Value: 31
Number of Units in Stack: 8
Stack Bonus: 1.7
Level of Highest Commander: 1
Terrain Bonus of Hex: 1.0
Special Bonus: 1.0
Random Percentage: 25%

Hits Inflicted on Defender: 14 (1 Twoll croaked, 5/9 hits on the next)


Total Defence Value: 34
Number of Units: 8
Stack Bonus: 1.7
Level of Highest Commander: 0
Terrain Bonus of Hex: 2.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 35%

Hits Inflicted on Attacker: 40 (All Gumps dead, and Commander as well - restacking didn't help...)
Last edited by LTDave on Thu Feb 25, 2010 5:42 am, edited 1 time in total.
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Re: The Battle for Gobwin Bump

Postby LTDave » Thu Feb 25, 2010 5:27 am

And here's the follow up attack of Prince Chevy on the Bridge...

COMBAT!
Battle is joined in hex: H14
TIME OF POST (in minuites and seconds): 5336
Attacker:
Total Attack Value: 34
Number of Units in Stack: 8
Stack Bonus: 1.7
Level of Highest Commander: 5
Terrain Bonus of Hex: 1.0
Special Bonus: 1.0
Random Percentage: 30%

Hits Inflicted on Defender: 26 (1 & 6 Gobwins Croaked)


Total Defence Value: 26
Number of Units: 8
Stack Bonus: 1.7
Level of Highest Commander: 0
Terrain Bonus of Hex: 2.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 15%

Hits Inflicted on Attacker: 13 (3 Loggators croaked, 1 Royal Lancer takes 4/5 hits)

The Bridge is cleared.
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Thu Feb 25, 2010 5:33 am

"A tragic loss to our cause. Lord Mar Bull will be missed."

"I dare say this is turning into a Call of Kool Lulu campaign. We better call for reserves, just in case."

"And I require a new Diwigible. We'll be hopeless against Dwagons without at least two of these."

PS: time of post in minutes and seconds- huh? Time of post here is hours and minutes.
The whole point of this is lost if you keep it a secret.
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Re: The Battle for Gobwin Bump

Postby LTDave » Thu Feb 25, 2010 5:46 am

And turbler's attack on the river to the north...

COMBAT!
Battle is joined in hex: i11
TIME OF POST (in minuites and seconds): 5137
Attacker:
Total Attack Value: 19
Number of Units in Stack: 8
Stack Bonus: 1.7
Level of Highest Commander: 2
Terrain Bonus of Hex: 1.0
Special Bonus: 1.0
Random Percentage: 35%

Hits Inflicted on Defender: 13 (1 Twoll takes 3 more hits, 3 Gobwins croaked, 1 Gobwin is 1/3 hits)


Total Defence Value: 26
Number of Units: 8
Stack Bonus: 1.7
Level of Highest Commander: 1
Terrain Bonus of Hex: 1.5
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 20%

Hits Inflicted on Attacker: 14 (2 Manticowe, 1 Pinny Croaked - 1 Pinny 1/3 hits)
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Re: The Battle for Gobwin Bump

Postby LTDave » Thu Feb 25, 2010 5:52 am

Here's where things are now ... Middle of Move / Combat, Turn 1

Only Sinrus hasn't issued move orders...

Bugger'al Location
Stack A
8 Fodderman (Infantry) H14
Stack B
4 Imperial Guards (Infantry) H14
4 Foe-Hammer Ballistas (siege)
Stack C H14
1 Delver (Flyer, Scout)
Dagnabbit, Commander, Level 2
Stack D J10
1 Delver (Flyer, Scout)
Stack E i14
4 Egg Breaker (Garrison)

Zamacommon
Hippotyla, Commander, Level 2 i14
3 Loggators (Cavalry) i14
4 Hippipos (Cavalry) i14
2 Psittacines (Flyer, Scout) i14
3 Wilsons (Infantry) i14

The Steam Gentlemen
Stack A i11
1 Diwigible (Flyer)
6 Air Gun (Flyer)
Graf Zeppellin, Commander, Level 3
Stack B H15
1 Gyro Scope (Flyer, Scout)
Stack C i14
1 Gyro Scope (Flyer, Scout)
Stack D i12
1 Gyro Scope (Flyer, Scout)


Nether-Erf
Stack A i11
2 Pwinny (Flyer)
Etna, Commander, Level 2
2 Shadow (Flyer)
Stack B i14
1 Shadow (Flyer)
4 Imps (Flyer, Scout)

Jetstone
Stack A i10
4 Infantry (Infantry)
4 Unipegataurs (Cavalry)
Stack B i10
4 Infantry (Infantry)
4 Unipegataurs (Cavalry)
Stack C H14
All Croaked.

NovaKing
Stack A H14
4 Royal Lancers (Cavalry)
Prince Chevy, Commander, Level 5 *
Stack B i14


Enemies on the Bridge destroyed, Enemies at the river are down to 2 Gobwins, 1 Commandew.

PS: time of post in minutes and seconds- huh? Time of post here is hours and minutes.


You need to change the settings in your User Control Panel at the top left of the forum screen.

There will be reinforcements soonish, though you might want to give them to Jetstone, so they can replace Mar Bull.

Now just waiting for Sinrus to move his forces and end the turn...
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Re: The Battle for Gobwin Bump

Postby Azgrut » Thu Feb 25, 2010 6:29 am

Is there still room for one more partner in the MCC?
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Thu Feb 25, 2010 7:30 am

"Princess Hippotyla, if you could send some troops to my location to croak the Gobwins and croak/capture the commander, I think that would be best. I think that it will count as a victory for us too and allow all participants, meaning yourself, princess Etna and myself, an experience point. We need all we can get after the loss of Mar Bull, and I conjecture that taking the mountains nearby will be both important to our cause and difficult. We need fliers there."

"Or we can take another approach and wait for reinforcements. We have to see how those can be brought*, but any turn spent waiting is a turn for Gobwin Bump to grow in strength."

PS:

* to LTDave: yes, how will those be brought? Every battle is going to result in massive casualties on both sides and since the defenders count full stack for retaliation, not even the Diwigible is safe.

PS: to LTDave: so if the opposing commander is lvl1, that means his bonus is 1.1 and not 1.3. Doing some calculation, it comes to inflicted damage 18.61. I'll round up (cause 22 was a round-down anyway), so it means the Diwigible sustained 19 damage.

PPS: wow did I get myself shafted. I assumed "normal" TBS mechanics, as in Heroes or Disciples, where attacker/higher initiative gets first strike and the defenders that retaliate are the ones that survive that attack. It makes it easier on offense**, and in the Diwigible's case it does not change too much on defense either since the Diwigible has a good(ish) chance to survive the first attack anway.

**: and this is important. Offense should be encouraged. Right now, I'd much rather sit in the city with fat defense bonus if it's the same to you, and wait for units to pop. And you should all do the same. If Gobwin Bump wants to attack, great, let 'em come and eat dust on our defender bonus.

If I pay a penalty for attacking there's nothing to encourage me to do so.
The whole point of this is lost if you keep it a secret.
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Re: The Battle for Gobwin Bump

Postby Doug » Thu Feb 25, 2010 10:38 am

Prince Chevy rubbed his forehead, attempting to concentrate. The squeaks and groans weren't helping as his men wandered the bridge delivering the coup de grace to any fatally wounded units. Finally he had a connection.

"Bridge is secured, but at terrible loss," he looked to the corpse of Lord Mar, who's men he'd already laid out in a somewhat more dignified fashion for their de-popping. "Bugger'al can advance as needed; NovaKing will nurse our wounds here on the bridge and make sure the terrain is not retaken."
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Re: The Battle for Gobwin Bump

Postby Crovius » Thu Feb 25, 2010 11:05 am

BLANDCorporatio wrote:*: and this is important. Offense should be encouraged. Right now, I'd much rather sit in the city with fat defense bonus if it's the same to you, and wait for units to pop. And you should all do the same. If Gobwin Bump wants to attack, great, let 'em come and eat dust on our defender bonus.

If I pay a penalty for attacking there's nothing to encourage me to do so.


This. After what I just saw I'd ratehr have everyone sit in our city and spend several turns building up a huge army because that 1 battle was not worth it. I expected that playing offense was an advantage because if a unit is croaked it shouldn't be a threat. In the comic we saw Jillian wipe out a twolla nd 2 uncoraked without any loses. Here we wiped out a whole squad but suffered some damage, and the other squad we attacked had barely anything left but our offense was wiped out.

Screw offense, if that's what combat is going to be like Dagnabit is staying in the city to build up a sizeable force that might actually survive attacking an enemy. I cringe at trying to imagine us hitting their city would end like. Since every turn all their defenders would get to make a hit before they lost anyone, we'd probably have been thrshed within 2-3 turns and then our city woud have been nearly defenseless.
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Re: The Battle for Gobwin Bump

Postby Doug » Thu Feb 25, 2010 2:01 pm

"At least advance up to the bridge with me Dagnabit; it's a good hex to defend from and close enough to protect our camp. I'm all for taking a turn or two to recover but we must not give the enemy time to fully reset their defenses- lest we end up in the exact same position. True, a blind charge to the keep might leave us in tatters, but that is not to say there isn't ground to be gained on this opponent."
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