The Battle for {Insert Name Here}

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Re: The Battle for {Insert Name Here}

Postby Twoy » Fri Sep 17, 2010 3:22 pm

Nihila wrote:Oh, they do pop at my base camp and only at my base camp. I did get reinforcements last turn, just so you know. I thought that I had made that clear, but I might not have.

Did you start with 1200, and then pop 200 more on Turn 2?

Also,
END TURN
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Re: The Battle for {Insert Name Here}

Postby Nihila » Fri Sep 17, 2010 3:32 pm

Twoy wrote:Did you start with 1200, and then pop 200 more on Turn 2?
Exactly. I'll get my turn up in about 3 hours. If I send a Dwagon or 2 to hit the Imps (which I know are in separate stacks), do I really need to post that combat?
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Re: The Battle for {Insert Name Here}

Postby Twoy » Fri Sep 17, 2010 3:40 pm

OOC: BLANDCorporatio's post on the thread of our southern allies.
Spoiler: show
I've got an inchoate problem with policy. Too tired today to rant coherently today, will do so tomorrow, maybe, after some postings from y'all.

The topic, so as not to leave anyone guessing, is orders, delivering, and officializing them. I feel that TBfGB 2 had, especially at the latter stages, a problem of having several official players, out of which three provided actual input at any one time. "But BLAND, we're just four players, it should be ok!"

Yes, we're just four players. And you better play. I'm not going to decide for you. Even though I may voice (OOC) that bad ideas are floating about, I will not insist on a policy of me officialising scout or troop movements.

Your troops are yours. Use common sense and tactical wisdom when ordering them around, think what would most help the others (assuming they are clever). Just order them around.

We stand united. One's mistakes or brilliance impact us all. But one is the primary owner of their mistakes and brilliance.

Oh, and have fun!

I agree with his sentiments. I know I took over this last battle. The reason I did so was because 2/3 of GK's forces were sitting there just at the edge of our reach, and I wanted to make sure we destroyed them while giving all the warlords a chance to level. However, everyone needs to look at how their units can best contribute to the overall victory.

Here are some examples of things not to do:
1. Don't have your scouts explore all the closest hexes so that our allies' scouts have to pass through all of those explored hexes before they can reach an unexplored hex.
2. Don't completely destroy an enemy stack if you can destroy half of it leaving the other half for a different warlord to xp on.
3. Don't send in an unlead stack when there are warlords sitting around with nothing else to do. Your unlead stack gets no xps.
4. Don't launch a suicide attack when the allied stack sitting right next to you could destroy the enemy stack without even taking damage.
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Re: The Battle for {Insert Name Here}

Postby zilfallon » Fri Sep 17, 2010 3:46 pm

Well Twoy, I understand your concern. But for numbers 2), 3), 4), I need help learning how you make all those mathamancy. I searched but just couldn't find where those rules are explained in detail. (Maybe i'm blind?)
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Re: The Battle for {Insert Name Here}

Postby Nihila » Fri Sep 17, 2010 3:55 pm

zilfallon wrote:Well Twoy, I understand your concern. But for numbers 2), 3), 4), I need help learning how you make all those mathamancy. I searched but just couldn't find where those rules are explained in detail. (Maybe i'm blind?)
There is a spreadsheet in LTDave's signature. (And right here. It's the xls file.http://sites.google.com/site/erfworldempires/home/gobwin-bump-two)You will need to make your post time format to show the seconds, so change the time settings (under "Board Preferences" and "Edit Global Settings") to "Custom," and insert the following into the text box:

D M d, Y g:i:s a

And, I've done the Mathamancy on a 1 Imp vs. 1 Dwagon battle... The Imp is croaked, taking about 7 damage minimum (17*.875*.5). I'll post my turn now, but I won't bother posting the combats due to this detail. If someone really wants me to post the combats, I'll repost my turn later, but it's really an unnecessary procedure.
Fer-Durrrrp!!!

2 Stacks of 1 Dwagon each enter C4, engage the 2 Stacks of 1 Imp each and croak them. The Dwagons are seen moving to the south.


Fer-Durrrrp!!!

The Alliance once again has 200 pop points to work with.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Fri Sep 17, 2010 3:56 pm

Nihila wrote:Exactly. I'll get my turn up in about 3 hours. If I send a Dwagon or 2 to hit the Imps (which I know are in separate stacks), do I really need to post that combat?

A single Imp cannot do even 1 Hit of damage to a def five unit, so no need to post the combat results.

Note to self and other warlords: We should have stacked one of the imps with the 2 Thunder Bats. We could have done 3-6 points of damage to an attacking Dwagon. Or maybe stack each Imp with a Thunder Bat.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Fri Sep 17, 2010 4:11 pm

Turn 3 Pop Points
Nawnia: 0+40
Thundermen: 7+40
Avewnus: 0+40
Generica: 4+80

Generica, we need a warlord now to run the base camp. Use the rest of your points to set up a defense.

Note to warlords: We will have 1612 points worth of units after this pop (minus what we don't spend), and GK has 500.

Nawnia Pop:
Sparrowhawk x 2 with 10 points left for next turn.
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Re: The Battle for {Insert Name Here}

Postby zilfallon » Fri Sep 17, 2010 4:12 pm

Or maybe stacked those imps with the dwakes.
Also Twoy, would you prefer more imps, or Ewinyes?

Edit: But really, those imps are doing their jobs. They're helping us detect the dwagons :D
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Re: The Battle for {Insert Name Here}

Postby Twoy » Fri Sep 17, 2010 4:21 pm

zilfallon wrote:Or maybe stacked those imps with the dwakes.
Also Twoy, would you prefer more imps, or Ewinyes?

Edit: But really, those imps are doing their jobs. They're helping us detect the dwagons :D

I think imps for now.

Edit: Yes, we should have stacked them with the dwakes. Edit again: Or maybe not. The Imps make the Dwakes stack weaker by lowering their defense. The dwagons probably would have doubled up and did significant damage to the Dwakes. It is something we need to consider for future rounds.

Although if we get lucky, those two dragons will be in attack range of our main force.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Fri Sep 17, 2010 8:05 pm

Okay, my bureaucratic Stuffamancy: The option wins for the stack bonus's decline is Option C: Decline by .2 for each unit over 8. So, this is now a rule.

I seem to spend as much of my time codifying rules as playing the actual game.
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Re: The Battle for {Insert Name Here}

Postby Siralus » Fri Sep 17, 2010 9:25 pm

This turn, the Thundermen will pop 3 thunder bats, and one thunder infantry, for 46 points, leaving 1 point left over.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Sat Sep 18, 2010 1:29 am

Generics Pop Captain-Ordinarius at A1.
Also 1 Archer.

19 Pop points remaining - I'm saving up for the future.




Question: How can I build up a defence force at A1 if my four archers are off walking about in the scrub? And we have no commander in range to order them to do anything, except that Ordinarius could walk out there, order them on or back, and then be stuck there himself.

At this point, I'm pretty sure there aren't enough GK forces to trouble our spawn point. I say everything forward. Maybe.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Sat Sep 18, 2010 1:39 am

Also, am I right in thinking that the Generic Outriders are the only remaining scouts?

If so, I'm thinking of the following plan for their scouting:
Outrider 1: C5, D5, D6, E5 - to see if those Dwagons are nearby, and clear a path to E5 or D7 for the advance.

Outrider 2: D4, D3, C2, B1 - so that our supply route is clear and what we pop this turn can move with out being ambushed.

I think we need more scouts.


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Re: The Battle for {Insert Name Here}

Postby zilfallon » Sat Sep 18, 2010 1:39 am

Avewnus pops 2 imps. (12 points left)
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Re: The Battle for {Insert Name Here}

Postby Siralus » Sat Sep 18, 2010 1:59 am

Presumably my new units will join the doom tile of doom, where all our units are... Well, the bats anyway. The infantry will catch up on the lizards as and when they can. Since everything is moving in the Doom Stack, unless there's a general consensus otherwise, I'd be keeping the rest chugging along nicely. We'll see what scouts show up.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Sat Sep 18, 2010 4:05 am

LTDave wrote:Question: How can I build up a defence force at A1 if my four archers are off walking about in the scrub? And we have no commander in range to order them to do anything, except that Ordinarius could walk out there, order them on or back, and then be stuck there himself.

At this point, I'm pretty sure there aren't enough GK forces to trouble our spawn point. I say everything forward. Maybe.

Units can pass along orders to other units. My two sparrowhawks will be able to pass along orders to bring your 4 archers back to you if that is what we decide to do.

Nihila, We need to know the new Generican Warlord's level.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Sat Sep 18, 2010 5:55 am

LTDave wrote:Also, am I right in thinking that the Generic Outriders are the only remaining scouts?

If so, I'm thinking of the following plan for their scouting:
Outrider 1: C5, D5, D6, E5 - to see if those Dwagons are nearby, and clear a path to E5 or D7 for the advance.

Outrider 2: D4, D3, C2, B1 - so that our supply route is clear and what we pop this turn can move with out being ambushed.

I think we need more scouts.

I just popped two scouts as did Avewnus, so we can scout our supply route and probably almost all the other hexes within 5 hexes of the base camp. C2 does not need to be scouted because we still have units located there. I assume you mean B2 not B1 for Outrider 2. Anyway, I or Avewnus can scout B2.

I think you should focus on trying to find the 2 Dwagons, while Avewnus and I scout the supply route. The 2 Dwagons were last seen entering C5 which means they could have gone from there to B5, B6, C6, D6, or D5.

Edit: So, my scouts can cover our western flank, Avewnus can cover the supply route and the Genericans can try to locate the 2 Dwagons and ensure the planned route for the Tile (Hex) of Doom is scouted. The Tile of Doom for the end of this round should probably be either C6, D6 or E5, assuming that we don't end up with all our units sitting at wherever those two dwagons stopped.
Sparrowhawk 1: A2-6.
Sparrowhawk 2: B2-6.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Sat Sep 18, 2010 8:13 am

And, Ordinarius is a Level 2. Warlords for the Alliance: (Name: Level.XP's)
Edmund: 4.0, Chief Warlord (N.B. Edmund was a Warlord in TBfGB Book 2, so I'm letting him keep his Level and XP's)
Genericus: 2.1
Lightning: 3.1
Thunder: 1.1
Vis: 3.1
Agrach: 5.1
Ordinarius: 2.0

Ugh. I was using BLAND's wonderful unit reference, but the unit reference was updated before Edmund levelled to Level 4. So, I'm sorry about having to Retconjure stuff, but I am. I'm sorry about denying you guys the +.1 bonus in one of last turn's battles, but as far as I can tell, it doesn't affect much. There was never any point in time where any of those dwagons had low enough hits for the extra bonus to matter.

From this point on, consider Edmund a Level 4 Chief Warlord.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Sat Sep 18, 2010 3:34 pm

I was searching for a post I made in a different thread and found this first "Ooh! That makes Edmund level 4." I had forgotten that Edmund made level 4 and my notes still showed level 3.3.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Sat Sep 18, 2010 5:25 pm

Proposed Siege Rules
Type 1: Siege Tower
Spoiler: show
A Siege Tower has move 1 and Attack 0. Maximum holding capacity is equal to its hits. Only units with 6 Hits or less may use a siege tower. Defending units engaged by units inside of a Siege Tower do not receive a fortification bonus. The cost of a siege tower is according to the normal rules. Required specials for a Siege Tower are Siege (Cost +10) and Container (Cost +2/unit).

Sample Siege Tower:
Move: 1, Hits: 7, Att: 0, Def: 5, Cost: 38, Specials: Siege, Container 7. (Note: Container 7 cost 14 points)

Type 2: Battering Ram
Spoiler: show
A Battering Ram has move 1 and Attack 0. Units using a Battering Ram must have at least 4 Heavy Units (Greater than 6 Hits) to use a Battering Ram during an attack against a fortification. Defending units inside a fortification engaged by units using a Battering Ram receive a negative to their fortification bonus equal to the Battering Rams Battering Level. The cost of a Battering Ram is according to the normal rules. Required specials for a Battering Ram are Siege (Cost +10) and either Battering 1 (Cost +10) or Battering 2 (Cost +20).

Sample Battering Ram:
Move: 1, Hits: 5, Att: 0, Def: 5, Cost: 37, Specials: Siege, Battering 2.

Additional Rules:
Spoiler: show
Flying units may not use siege weapons of any kind. Defending units inside a fortification do not receive a fortification bonus to defense when attacked by a flying stack; however, defending units inside a fortification with a tower receive a +.1 leadership bonus when attacked by a flying stack.
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