The Battle for {Insert Name Here}

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Re: The Battle for {Insert Name Here}

Postby Nihila » Wed Oct 06, 2010 3:46 pm

And, 7 Infantry and 1 Decrypted Infantry Warlord (Lv. 2, "Leon") enter H9. Attack Thundermen. Simultaneous damage.
Spoiler: show
COMBAT!
Battle is joined in hex: H9
TIME OF POST (in minutes and seconds): 4609
Attacker:
Total Attack Value: 32
Level of Highest Commander: 2
Number of Units: 8
Stacking Bonus: 1.8
Average Defence: 4.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Random Percentage: 75%
Total Damage: 52

Hits Inflicted on the Enemy: 20

Defender
Spoiler: show
Total Attack Value: 56
Level of Highest Commander: 3
Number of Units: 7
Stacking Bonus: 1.7
Average Defence: 4.9
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 80%
Total Damage: 99

Hits Inflicted on the Enemy: 50

So, 4 Thunder Cats croaked (barely) and my entire Infantry stack just returns to dust.

Total casualties for both sides:
Alliance losses:
3 Bezekiwas croaked.
1 Bezekiwa @ 1 Hits, will heal right now.
4 Thunder Cats croaked.

Gobwin Knob losses:
4 Sourmanders croaked.
1 Archer croaked.
1 Archer @ 2 Hits, will not heal.
7 Infantry.
1 Infantry Warlord.

Scout/Pop phase starts now. 200 pop points.

Edit: And, I missed zil's question earlier. You may redesign your units, and replace them, but you'll still have 5 each. Which comes out as 20 units, so now that you know mine, you have twice the versatility total. And I'm keeping the units that I have now, they're set in stone.
"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: The Battle for {Insert Name Here}

Postby Twoy » Wed Oct 06, 2010 4:11 pm

Allies Pop: Hellflame Dwake x 7, Sparrowhawk x 1.
Cost is 197. 6 points left.


Turn 7 Start:
A1:
Archers x 8, Captain Ordinarius (Att-72 Ranged, Def-5).
Hellflame Dwake x 7, Sparrowhawk x 1 (Att-64 Ranged, Def-3.625).

C5:
Gwiffon Riders x 2, Sparrowhawk x 2 (Att-32 ranged, Def-3).
Hellflame Dwakes x 2 (Att-18, Def-4).

C6:
Thunder Lizard x 2, Thunder Infantry x 1, Ewinyes x 2 (Att-66, Def-3.6).

E7:
Thunder Cats x 2 (Att-16, Def-5).

F8:
a. Hellflame Dwakes x 3, Hellflame Dwake x 1, Sparrowhawk x 1, CDR Vis (Att-46, Def-3.67).
b. Gwiffon Rider x 1, King Edmund, Sparrowhawk x 1 (Att-44, Def-3.67).
c. Thunder Bats x 4, Sparrowhawk x 1 (Att-21, Def-2.6).

H9:
Bezekiwa x 4, CDR Agrach (Att-72, Def-5).
Thunder Infantry x 1, CDR Lightning, CDR Thunder (Att-56, Def-4.85)
Guardsmen x 2, Ogre x 1, Guardsmen x 2, Captain General Genericus, (Att-75, Def-5).

I'll do the proposed scout actions tomorrow if someone does not recommend something first.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Wed Oct 06, 2010 10:28 pm

We need to scout i9 and J10 as top priority. Generics stand ready to end this.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Thu Oct 07, 2010 11:09 am

Turn 7 Scout:
A1:
Sparrowhawk 1: B2, C2-4, D5.

F8:
Sparrowhawk 2: G8, H9, I9, J9-10.
Sparrowhawk 3: F9, G9-10, H10, I10.
Sparrowhawk 4: F7, G7, H8, I8, J8.
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Re: The Battle for {Insert Name Here}

Postby zilfallon » Thu Oct 07, 2010 1:14 pm

It seems we're really close to the end, lol.

And yes, Pit Commander has decided to send different units to the field. Avewnus will not hesitate to deploy some of its stronger and bigger devils this time.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Thu Oct 07, 2010 3:21 pm

*Sigh*
J10:
a. 2 Decrypted Archers, 1 Decrypted Archer @2 Hits. Attack=18, Defense=0, Ranged.

Items of Interest also @ J10.
"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: The Battle for {Insert Name Here}

Postby LTDave » Thu Oct 07, 2010 10:00 pm

Restack - Ogre, 4 Guardsmen, 1 Captain General Genericus.

Advance!

All Generic Forces move to J10.

Attack the enemy! Crush them!
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Re: The Battle for {Insert Name Here}

Postby LTDave » Thu Oct 07, 2010 10:01 pm

COMBAT!
Spoiler: show
Battle is joined in hex: J10
TIME OF POST (in minutes and seconds): 5
Attacker:
Total Attack Value: 75
Level of Highest Commander: 3
Number of Units: 6
Stacking Bonus: 1.6
Average Defence: 5.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Random Percentage: 85%
Total Damage: 133


Hits Inflicted on the Enemy: 50

Spoiler: show
Defender
Total Attack Value: 18
Level of Highest Commander: 0
Number of Units: 3
Stacking Bonus: 1.3
Average Defence: 5.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 90%
Total Damage: 21

Hits Inflicted on the Enemy: 8

Ogre lightly wounded.
All enemy archers cwoaked.

Position secured.

Genericus is now 3.2
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Re: The Battle for {Insert Name Here}

Postby Nihila » Fri Oct 08, 2010 5:45 am

Game, set, match Alliance. The following magic items are to be divided up among the four players, you can give them to a Commander at the start of the next game. It's been fun playing, expect to see another thread show up tomorrow, once I get my rules in order!

In the following items, the word "Commander" means "the Commander who is using this item."
Doombat's Utility Belt: For purposes of mounting (both while mounting and while being mounted), Commander is considered to have twice regular Hits.
Hat of Weightlessness: For purposes of mounting, Commander is considered to have one-half regular Hits.
Looking Glass: Commander can scout any hex during the Scout Phase, for 1 Move. This can be done until Commander runs out of Move.
Mirror, Sword, and Shield: Reduce's Commander's Move by 1. Adds 1 Hit to Commander, both for Mounting and Combat. Adds 2 Attack to Commander. Allows Commander to scout any hex in the scout phase, for 2 Move. This can be done until Commander runs out of Move.

So now, fight over these, once you work out who gets what, tell me in bold when you pop units which of your Commanders has what item. Enjoy your victory, prepare for the next. Hopefully, the addition of Special Retaliation should help fix the Ranged Problem, though it might not, and the Fortresses (I hope) will ensure that the Alliance has some scouting capabilities at all times.

Thanks again for making this a great game!
--Nihila
"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: The Battle for {Insert Name Here}

Postby zilfallon » Fri Oct 08, 2010 1:32 pm

Looking Glass: Commander can scout any hex during the Scout Phase, for 1 Move. This can be done until Commander runs out of Move.

Nihila, if a commander with, for example, 4 move looks at 2 hexes in Scout Phase, does he start the Move/Combat phase with 2 moves?

Doombat's Utility Belt: For purposes of mounting (both while mounting and while being mounted), Commander is considered to have twice regular Hits.

Also, this item seems good for Vis, since he is...well, the most "mountish" commander. And because 2 x hits will probably prevent the wearer from mounting something. But of course, there is no guarantee that Vis will participate in the next battle, so Nihila, i think we should fight over the artifacts once we make our new forces and determine our warlords, units, strategies and such.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Fri Oct 08, 2010 3:35 pm

zilfallon wrote:Nihila, if a commander with, for example, 4 move looks at 2 hexes in Scout Phase, does he start the Move/Combat phase with 2 moves?
Precisely. And, you can decide who gets what whenever you like. I don't really care, but tomorrow (probably in 15-18 hours), I'll start a new thread for a new campaign.

Edit: Or, one hour after this was originally posted. Funny how things work sometimes, isn't it?
"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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