Uhm... World of Erfcraft?

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Re: Uhm... World of Erfcraft?

Postby Siralus » Wed Sep 08, 2010 4:14 pm

Anyone who hasn't reached fifth turn can now talk about taking about fourth.
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Re: Uhm... World of Erfcraft?

Postby Siralus » Thu Sep 09, 2010 4:23 pm

Fifth turns tonight or tomorrow.

You heard it here first, folks.
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Re: Uhm... World of Erfcraft?

Postby Nihila » Thu Sep 09, 2010 5:26 pm

I sent my Turn 5 orders yesterday, so take care of that when you have time and feel like it.

Also, as a Theocracy, I can still pop other casters, like, I can pop Divination or Necromancy casters when I want to, right?
"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: Uhm... World of Erfcraft?

Postby Siralus » Thu Sep 09, 2010 5:59 pm

Absolutely.
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Re: Uhm... World of Erfcraft?

Postby Nihila » Thu Sep 09, 2010 6:14 pm

Excellent, a divination caster will be perfect for finding mercenary opportunities. :)
"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: Uhm... World of Erfcraft?

Postby Siralus » Thu Sep 09, 2010 7:57 pm

Anyone can ask me about their fifth turn now, go ahead folks.
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Re: Uhm... World of Erfcraft?

Postby Lazzarian » Fri Sep 10, 2010 12:44 pm

All Shall Be Stone!...*cough* hey im the Cordon player...finaly came on the forums :P
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Re: Uhm... World of Erfcraft?

Postby Crovius » Fri Sep 10, 2010 1:43 pm

Awaiting to start Turn 6.

I might start doing a few rounds of rushing city production and get a handful of Special units so I can really PWN noobs.

Also I wanted to bring up a question about Fearless

It allows a unit to attack a unit with the Fearsome special. It also says they will not flee from a fight so attacking enemies must kill them to take the Fearless unit's hex. Does this also mean that if they attack they must keep fighting until they defeat the enemy and take their hex or die trying? And does this mean that they won't retreat even if ordered to, or will orders override their Fearless special?

Also on Fearsome, if an attacker has Fearsome, can defending units without Fearless or a character stilldefend or will they retreat automatically?
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Re: Uhm... World of Erfcraft?

Postby Nihila » Fri Sep 10, 2010 3:02 pm

Lazzarian wrote:All Shall Be Stone!...*cough* hey im the Cordon player...finaly came on the forums
Nice to have you with us. Have you read the comic yet? It is high quality art and drawing, and a good portion of my units use Erfworld naming conventions. That is, have silly-cutesy names with w's instead of r's and l's.

And if you ever need a navy, Risun still exists. For that matter, if anyone needs a naval supplement, Risun still exists. Mercenary rates negotiable.
"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: Uhm... World of Erfcraft?

Postby Siralus » Fri Sep 10, 2010 4:44 pm

Crovius wrote:Awaiting to start Turn 6.

I might start doing a few rounds of rushing city production and get a handful of Special units so I can really PWN noobs.

Also I wanted to bring up a question about Fearless

It allows a unit to attack a unit with the Fearsome special. It also says they will not flee from a fight so attacking enemies must kill them to take the Fearless unit's hex. Does this also mean that if they attack they must keep fighting until they defeat the enemy and take their hex or die trying? And does this mean that they won't retreat even if ordered to, or will orders override their Fearless special?

Also on Fearsome, if an attacker has Fearsome, can defending units without Fearless or a character stilldefend or will they retreat automatically?


Fearsome only prevents things from declaring attacks on it.

Fearless units can retreat from a combat when ordered - they're fearless, not brain dead. =D


And... Crov, you can take your 6th turn if you want.

Edit: As can Nihila, Atomic, and Lazzarian
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Re: Uhm... World of Erfcraft?

Postby Lazzarian » Sat Sep 11, 2010 10:19 am

Nihila wrote:
Lazzarian wrote:All Shall Be Stone!...*cough* hey im the Cordon player...finaly came on the forums
Nice to have you with us. Have you read the comic yet? It is high quality art and drawing, and a good portion of my units use Erfworld naming conventions. That is, have silly-cutesy names with w's instead of r's and l's.

And if you ever need a navy, Risun still exists. For that matter, if anyone needs a naval supplement, Risun still exists. Mercenary rates negotiable.



Naa i havent read it yet although i plan to, from what Siralus showed me it looks hilarious.
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Re: Uhm... World of Erfcraft?

Postby zilfallon » Sat Sep 11, 2010 2:43 pm

Ow Siralus, why am I the only one who can't take Turn 6? :(
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Re: Uhm... World of Erfcraft?

Postby Molotch » Sat Sep 11, 2010 9:02 pm

The Magisterium Prophet reporting in. Taking my people to the promised land.
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Re: Uhm... World of Erfcraft?

Postby Siralus » Sat Sep 11, 2010 9:06 pm

zilfallon wrote:Ow Siralus, why am I the only one who can't take Turn 6? :(


Due to the... Imminence of other players earlier in the turn order.
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Re: Uhm... World of Erfcraft?

Postby Siralus » Sun Sep 12, 2010 1:54 pm

The Cordonn People agreed that maybe a token navy would be a good idea.

Naval Units:
a) Ocean Goliaths: Move 7, Hits 6(7), Attack 5(6), Defense 5, vessel, Heavy
b) Ocean Juggernauts Move 5, Hits 9, Attack 2, Defense 6, Vessel, Transport

Furthermore, Atomic, Zil, can take their turns still.
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Re: Uhm... World of Erfcraft?

Postby Nihila » Thu Sep 16, 2010 6:18 pm

Just some questions that I think should be public:
If two sides form an alliance, do they count as one or two factions? For instance, if I ally with (*dice roll*) Tarenthia, could I put one of my stacks in a hex that has one of their stacks in it already?

Also, could their units mount my mounts? And could my characters lead their stacks?
"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: Uhm... World of Erfcraft?

Postby Siralus » Thu Sep 16, 2010 7:01 pm

No. I'd go absoflippin'lutely crazy tracking that across multiple pages.

There's no official rules for diplomacy, you are, by default, enemies, and if you tell me otherwise, all that really establishes is that you sometimes won't accidentally kill each other.
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Re: Uhm... World of Erfcraft?

Postby Siralus » Fri Sep 17, 2010 2:33 pm

Ok, the following players can start turn 7: -

Crovius, Nihila... Actually, that's all for now, people have started stumbling over each other.

And a re-stated turn order.

Crovius
Nihila
Atomic
Lazzarian
Zilfallon
"Forest Lad" as he's been so aptly named.
NPCs
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Re: Uhm... World of Erfcraft?

Postby Siralus » Wed Sep 22, 2010 6:50 am

Ok, Forest Lad and Zilfallon can take their turns whenever now.
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Re: Uhm... World of Erfcraft?

Postby Siralus » Wed Sep 22, 2010 7:06 am

Ok, one of those was swift - and dramatic, too.

Ladies and gentlemen, our first war is about to begin. Between the nations of Darkovan and Fenlundor.
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