Erfworld Empires

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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 1:12 pm

Empire: Kingdom of Nawnia.
Colour: Red.
Player: Twoy.
Turn: 8.
Starting Schmuckers: 1.
Total Income from Cities: 220.
Upgrade Costs: None

Cities:
L4: Caer Paravel Lv 5.
L2: White Witch's Castle Lv 4.
N3: Beaver's Dam Lv 4.
A1: Aslan's Camp Lv 4.
K5: Hakin9 Lv 2.
I4: Serverfarm lv 3.

Units:
Pop units: 3 Siege in Serverfarm; 1 Trumpkin the Economaster in Caer Paravel; 2 Infantry in Hakin9; 2 Infantry in Beaver Dam.

Location Before Movement:
L4: Caer Paravel 0 Flyers, 0 Cavalry, 6 Infantry, 0 Siege, 1 Characters--Trumpkin the

Economaster.
L2: White Witch's Castle 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters.
N3: Beaver's Dam 0 Flyers, 0 Cavalry, 9 Infantry, 0 Siege, 0 Characters.
A1: Aslan's Camp 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters.
K5: Hakin9 0 Flyers, 0 Cavalry, 5 Infantry, 0 Siege.
I4: Serverfarm 1 Flyers, 2 Cavalry, 19 Infantry, 4 Siege, 2 Characters--Warlord King Edmund (3); Andrew the Foolamancer.

Movement:
From I4 to H3 via I3 1 Flyers, 2 Cavalry, 19 Infantry, 4 Siege, 2 Characters--Warlord King Edmund (3); Andrew the Foolamancer.
From N3 to A1 via A2 3 infantry.
From K5 to I4 via J5 4 Infantry.
From L4 to K5 via K4 3 infantry.

Location After Movement:
L4: Caer Paravel 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 1 Characters--Trumpkin the Economaster.
L2: White Witch's Castle 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters.
N3: Beaver's Dam 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 0 Characters.
A1: Aslan's Camp 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 1 Characters.
K5: Hakin9 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege.
I4: Serverfarm 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 0 Characters

Field Units
H3: 1 Flyers, 2 Cavalry, 19 Infantry, 4 Siege, 2 Characters--Warlord King Edmund (3); Andrew the Foolamancer.

UPKEEP COSTS:
1 Flyers=-9
2 Cavalry=-12
4 Siege=-24
45 Infantry=-135
3 Characters=-30
Upgrades=-0

Total: 221-210=11

Combat:
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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 1:14 pm

COMBAT!
Battle is joined in hex: H3
TIME OF POST (minutes and seconds): 1212
Attacker: 1 Fliers
2 Cavalry
19 Infantry
4 Siege
3 Level Warlord
Total Combat Factors: 22
Random Number: 5
Tactical Bonus Result: 4
Total Combat: 9
Combat Result: SUPERIOR
Hits Inflicted: 15

Defender: 0 Fliers
0 Cavalry
18 Infantry
0 Siege
1 Defence Factor (City Level less Siege - minimum of 1)
1 Level Warlord
Total Combat Factors: 18
Random Number: 2
Tactical Bonus Result: 0
Total Combat: 2
Combat Result: INFERIOR
Hits Inflicted: 6

VICTORY TO: ATTACKER
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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 1:25 pm

Nawnia loses 1 Cavalry, 1 Infantry and 4 Siege.

Location After Combat:
L4: Caer Paravel 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 1 Characters--Trumpkin the Economaster.
L2: White Witch's Castle 0 Flyers, 0 Cavalry, 3 Infantry, 0 Siege, 0 Characters.
N3: Beaver's Dam 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 0 Characters.
A1: Aslan's Camp 0 Flyers, 1 Cavalry, 6 Infantry, 0 Siege, 1 Characters.
K5: Hakin9 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege.
I4: Serverfarm 0 Flyers, 0 Cavalry, 4 Infantry, 0 Siege, 0 Characters
H3: 1 Flyers, 1 Cavalry, 18 Infantry, 0 Siege, 2 Characters--Warlord King Edmund (4); Andrew the Foolamancer.

ENCOM loses 15 Infantry:

ENCOM Report after Combat:
H6: 13 Infantry at 2600.
G4: 9 Infantry, 1 Cavalry at Uplink.

Field Units:
G2: 3 Infantry, 1 Warlord.

END TURN
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Re: Erfworld Empires

Postby Crovius » Fri Aug 27, 2010 1:30 pm

If they had 18 Infantry... wouldn't they hold the city?

Edit: Especially the freakign capital! If you don't croak every enemy ina capital city, you haven't won. Sure you wiped em out but they were able to hold you off, at considerable losses. In anycase, as soon as a capital is down, the Ruler should be dead and sides turned to Neutral.
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Re: Erfworld Empires

Postby Nihila » Fri Aug 27, 2010 1:37 pm

Crovius wrote:If they had 18 Infantry... wouldn't they hold the city?

Edit: Especially the freakign capital! If you don't croak every enemy ina capital city, you haven't won. Sure you wiped em out but they were able to hold you off, at considerable losses. In anycase, as soon as a capital is down, the Ruler should be dead and sides turned to Neutral.
There's no ruler in Erfworld Empires. Units auto-retreat if they lose the combat, even on defense. Nawnia's Siege forces, which were annihilated, reduced the capitol's walls to so much rubble. Their cavalry and infantry outnumbered the 18 infantry in the city, while the flyer ensured air superiority. The Level 3 Warlord didn't help ENCOM either. Nawnia took every Tactical Bonus possible. The Black Hand has one turn to recapture the capitol, with no siege and limited infantry.
"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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Re: Erfworld Empires

Postby BLANDCorporatio » Fri Aug 27, 2010 1:44 pm

Good show. Slightly risky maneuver, but well played.
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 1:51 pm

Crovius wrote:If they had 18 Infantry... wouldn't they hold the city?

Edit: Especially the freakign capital! If you don't croak every enemy ina capital city, you haven't won. Sure you wiped em out but they were able to hold you off, at considerable losses. In anycase, as soon as a capital is down, the Ruler should be dead and sides turned to Neutral.

Check the rules. The winner of the battle takes the hex. The loser retreats.
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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 1:56 pm

Nihila wrote:Nawnia took every Tactical Bonus possible.

There is one tactical bonus that Nawnia did not have. It's not reflected in the spreadsheet.

Quote from EERules 1.4: Think-A-Mancer – For each Think-A-Mancer in the Capital, a side may add +1 to the Tactical Bonus of an attack anywhere on the map – this represents superior command and control.
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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 2:34 pm

BLANDCorporatio wrote:Good show. Slightly risky maneuver, but well played.

OOC: Thanks. I had a 65 percent chance to take Hakin9 with minimal losses, and I got lucky; another 65 percent chance for Serverfarm and I got lucky again. If I had come up on the short end of the stick in either of those battles, I would have had no chance at all to take ENCOM's capitol. I got lucky in the Battle for Mainframe. 27 percent chance to hit three in a row, and I did it.

Completely out of character: I bought lottery tickets today... three of them. That gives me a 3 in 138 million chance to win 11 million Euro. If I win the jackpot, I will send each player in this game 10k Euro. Wish me luck.
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Re: Erfworld Empires

Postby BLANDCorporatio » Fri Aug 27, 2010 2:36 pm

:lol: Pull the other one.
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Empires

Postby Nihila » Fri Aug 27, 2010 2:45 pm

Twoy wrote:Completely out of character: I bought lottery tickets today... three of them. That gives me a 3 in 138 million chance to win 11 million Euro. If I win the jackpot, I will send each player in this game 10k Euro. Wish me luck.
If The Black Hand doesn't want his share, I'll take it. And, congratulations on your swift capitol strike.
"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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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 2:47 pm

BLANDCorporatio wrote::lol: Pull the other one.

I have absolutely no idea what you mean.
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Re: Erfworld Empires

Postby BLANDCorporatio » Fri Aug 27, 2010 2:53 pm

It's an expression in the U of K, as a reply to some incredible statement.

The full version is "pull the other one {leg}, it's got bells on it".
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 2:56 pm

Nihila wrote:
Twoy wrote:Completely out of character: I bought lottery tickets today... three of them. That gives me a 3 in 138 million chance to win 11 million Euro. If I win the jackpot, I will send each player in this game 10k Euro. Wish me luck.
If The Black Hand doesn't want his share, I'll take it. And, congratulations on your swift capitol strike.

I already counted you as one of the players just for good luck.
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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 3:00 pm

BLANDCorporatio wrote:It's an expression in the U of K, as a reply to some incredible statement.

The full version is "pull the other one {leg}, it's got bells on it".

I will hand deliver. My word on it. Maybe we can play a version of Chris's Erfworld when I visit you.

That is assuming the 3 in 138 million happens.
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Re: Erfworld Empires

Postby BLANDCorporatio » Fri Aug 27, 2010 3:00 pm

Oh my goodness, you're serious.

What's that lottery, El Gordo?
The whole point of this is lost if you keep it a secret.
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Re: Erfworld Empires

Postby Crovius » Fri Aug 27, 2010 3:06 pm

Still, retreatign from a capital... sounds kinda... IDK... unrealistic. I thought only the defender retreated if they lose in an open hex. Abandoning cities means that an enemy only has to win combat,t ehy don't have to wipe out the defnding force. And as you said, the seige reduced the walls to rubble, does that mean it's now a level 1 city?
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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 3:07 pm

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Re: Erfworld Empires

Postby Twoy » Fri Aug 27, 2010 3:08 pm

Crovius wrote:Still, retreatign from a capital... sounds kinda... IDK... unrealistic. I thought only the defender retreated if they lose in an open hex. Abandoning cities means that an enemy only has to win combat,t ehy don't have to wipe out the defnding force. And as you said, the seige reduced the walls to rubble, does that mean it's now a level 1 city?

That is one of the challenges of the game. Hold the city. The city is still level 5.
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Re: Erfworld Empires

Postby BLANDCorporatio » Fri Aug 27, 2010 3:11 pm

Why so serious? :)

Well then, good luck!
The whole point of this is lost if you keep it a secret.
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