The Battle for {Insert Name Here}

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Re: The Battle for {Insert Name Here}

Postby Nihila » Tue Sep 28, 2010 3:51 pm

As I erm... simplified the scouting situation, and all four sides have declared their pops, I will post the results from Twoy's scouting orders to the Sparrowhawks.

@D5:
1 Decrypted Sourmander; 8 Attack; 5 Defense

@C5:
3 Decrypted Sourmanders, 1 Decrypted Archer @ 3 Hits; 30 Attack; 3.75 Defense
"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 » Tue Sep 28, 2010 4:26 pm

Turn 5 Move:

This is a proposed move. I don't have time to do the mathamancy now.

Sparrowhawk 1 relays orders to units in C3 and C4 then moves to C5 when it is cleared.

Thundercats x 2 (C3), Thunder Infantry x 1, (C4) Ewinyes x 1, (C4)
attack the Sourmander at D5, then move to C5 aafter it is cleared.

Thunder Lizard x 2, King Edmund (C4)
hit the enemy stack at C5.

Thunderbat 1 at E7 moves to E8 to spring the ambush if there is one.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Tue Sep 28, 2010 4:28 pm

Quick addendum to the above findings:
@C4:
2 Decrypted Archers, 12 Attack, 0 Defense.

Not part of scouting, just there beforehand.
"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 Siralus » Tue Sep 28, 2010 6:22 pm

I rest easy in this judgement. Go ahead, send the little squawkers to their death. We shall send them to a glorious death in battle to the thematic anthem of our people. Ride the Lightning.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Tue Sep 28, 2010 11:53 pm

Petulantly: But I wanna rush in where angels fear to tread! You guys never let me have any fun!

All Generic Stacks HOLD and await further instructions.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Wed Sep 29, 2010 3:18 pm

From A1: Thunder Bat x 1, Hellflame Dwakes x 2, Gwiffon rider x 1, (Att-43, Def-4)
To C4: vs. 2 Decrypted Archers, 12 Attack, 0 Defense.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Wed Sep 29, 2010 3:20 pm

Defenders strike first killing 1 Thunder Bat and 2 Hits on Hellflame Dwake:
Spoiler: show
COMBAT!
Battle is joined in hex: C4
TIME OF POST (in minutes and seconds): 1805
Attacker:
Total Attack Value: 33
Level of Highest Commander: 1
Number of Units: 3
Stacking Bonus: 1.3
Average Defence: 4.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Random Percentage: 95%
Total Damage: 45

Hits Inflicted on the Enemy: 45

Defender
Total Attack Value: 12
Level of Highest Commander: 0
Number of Units: 0
Stacking Bonus: 1.2
Average Defence: 0.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 65%
Total Damage: 9

Hits Inflicted on the Enemy: 5

2 Decrypted Archers destroyed.
Last edited by Twoy on Wed Sep 29, 2010 3:48 pm, edited 1 time in total.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Wed Sep 29, 2010 3:24 pm

Sparrowhawk 1 relays orders to units in C3 and C4.

Thunder Infantry x 1 (C4), Thundercats x 2 (C3), Ewinyes x 1, (C4) (Att-28, Def-4)
attack the Sourmander (8 Attack; 5 Defense) at D5, then move to C5 after it is cleared.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Wed Sep 29, 2010 3:27 pm

Defender's 1st strike inflicts 2 Hits on Thunder Infantry.
Spoiler: show
COMBAT!
Battle is joined in hex: D5
TIME OF POST (in minutes and seconds): 2437
Attacker:
Total Attack Value: 28
Level of Highest Commander: 0
Number of Units: 4
Stacking Bonus: 1.4
Average Defence: 4.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Random Percentage: 90%
Total Damage: 35

Hits Inflicted on the Enemy: 13

Defender
Total Attack Value: 8
Level of Highest Commander: 0
Number of Units: 1
Stacking Bonus: 1.0
Average Defence: 5.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 55%
Total Damage: 4

Hits Inflicted on the Enemy: 2

Decrypted Sourmander destroyed.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Wed Sep 29, 2010 3:29 pm

Thunder Lizard x 2, King Edmund (C4) (Att-56, Def-5)
hit the 3 Decrypted Sourmanders, 1 Decrypted Archer @ 3 Hits; 30 Attack; 3.75 Defense at C5.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Wed Sep 29, 2010 3:32 pm

Defender's 1st strike inflicts 10 Hits on Thunder Lizard.
Spoiler: show
COMBAT!
Battle is joined in hex: C5
TIME OF POST (in minutes and seconds): 2921
Attacker:
Total Attack Value: 56
Level of Highest Commander: 5
Number of Units: 3
Stacking Bonus: 1.3
Average Defence: 5.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Random Percentage: 90%
Total Damage: 98

Hits Inflicted on the Enemy: 52

Defender
Total Attack Value: 30
Level of Highest Commander: 0
Number of Units: 4
Stacking Bonus: 1.4
Average Defence: 3.8
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 65%
Total Damage: 27

Hits Inflicted on the Enemy: 10

3 Decrypted Sourmanders and 1 Decrypted Archer destroyed.
King Edmund gains an xp.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Wed Sep 29, 2010 3:33 pm

Orders: Thunderbat 1 at E7 moves to E8 to spring the ambush if there is one.
Last edited by Twoy on Wed Sep 29, 2010 3:38 pm, edited 2 times in total.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Wed Sep 29, 2010 3:33 pm

Actually, it does have a purpose. No ambush in E8.
Last edited by Nihila on Wed Sep 29, 2010 3:54 pm, edited 2 times in total.
"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 Sep 29, 2010 3:36 pm

Oops.
Orders: Thunderbat 2 at E7 moves to F8 to spring the ambush if there is one.
Last edited by Twoy on Wed Sep 29, 2010 3:38 pm, edited 1 time in total.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Wed Sep 29, 2010 3:38 pm

No ambush in F8. Earlier post will be filled with rambling. Or not. Whatever.
Last edited by Nihila on Wed Sep 29, 2010 3:54 pm, edited 1 time in total.
"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 Sep 29, 2010 3:39 pm

It was my mistake. Just leave it.

Orders: Thunderbat 3 at E7 moves to G8 to spring the ambush if there is one.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Wed Sep 29, 2010 3:40 pm

G8... None there either.
"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 Sep 29, 2010 3:58 pm

A1:
Archers x 8, Captain Ordinarius (Att-72 Ranged, Def-5).

C4:
Ewinyes x 2 (Att-12 Ranged, Def-2).

C5:
a. Thunder Lizard x 1, Thunder Infantry x 1, Thunder Cats x 2, Thunder Lizard x 1 (-10 Hits), (Att-70, Def-4.8).
b. Hellflame Dwakes x 1,
Hellflame Dwakes x 1 (-2 Hits), Sparrowhawk x 1 (Att-19, Def-3).
c. Gwiffon Rider x 1, King Edmund, Sparrowhawk x 1 (Att-44, Def-3.67).
d. Ewinyes x 1 (Att-6, Def-2).
e. Thunder Bats x 4, Sparrowhawk x 1.

G8:
a. Ogre x 2, Guardsmen x 6, Captain General Genericus, (Att-123, Def-5).
b. Thunder Infantry x 3, Thunder Cats x 4, CDR Lightning (Att-59, Def-4.625).
c. Thunder Infantry x 7, CDR Thunder (Att-51, Def-4.125).
d. Thunder Bats x 5 (Att-25, Def-3).
e. Hellflame Dwake x 8, CDR Vis (Att-81, Def-4).
f. Bezekiwa x 8, CDR Agrach (Att-72, Def-5).

If anyone has any suggestions, please speak up. If not, give me a thumbs up and I will make these final. And sorry, Captain General Genericus, no one for you to kill this turn.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Wed Sep 29, 2010 6:46 pm

Very well. We will move to G8 as ordered, and prepare for the final conflict!

OOC: I'm concerned that it sets a dangerous precedent for the GM to give hex by hex responses to 'moving scouts'. Players might opt not to pop scouts, and just do everything by blind advance. I think it would be better if the GM insisted on all movement being posted before indicating ambushes, etc.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Wed Sep 29, 2010 7:04 pm

Perhaps, but I was online and I wanted to get it done fast. Also, if you do decide to do everything by blind advance, the efficiency is minimal, and there is a very, very high chance that a massive force can quietly evade pursuit when scouts would have revealed it. Or, even more dangerous, if there are two moderately mobile forces, finding one results in a "scout" croaking, and that one might not even be croakable on that turn, and then there is either one or two forces, at least one of which is invisible.

So, I will modify the rules again, to prevent a potential exploit: In the case of an ambush, I will only reveal what is in the ambush hex if there are survivors. If all pseudo-scouts croak, I do not reveal units, reduce the ambush bonus, or reduce the special bonus. I will post the combat results, but the "Attack" box will have the real attack--with Leadership and stacking bonus calculated in--the Leadership and Stacking bonus boxes will always say 1.0(that is, "Level of Highest Commander"=0), and the number of units will always say "0".

This minimizes the chance that you can figure out what my force is, beyond speculation. Which feels right, the Romans after Teutoberg Forest probably had some speculation, if no hard facts. Will this work?
"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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