A battle of two cities - Turn 11

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Re: A battle of two cities

Postby Twoy » Tue Oct 12, 2010 12:24 pm

What are the movement costs for each terrain type?
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Re: A battle of two cities

Postby Sihoiba » Tue Oct 12, 2010 12:39 pm

Twoy wrote:What are the movement costs for each terrain type?


It's described in the design your force section, under terrain capable.

Roads and Plains are 1, though ground units who only move on roads gain +1 move (this can be spent moving into a non road hex assuming the cost to enter is 1).
Woods and Swamps are 2 (siege can not enter).
Mountains can't be entered except by flyers (at a cost of 2) or mountain capable units at a cost of 1.
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Re: A battle of two cities

Postby Nihila » Tue Oct 12, 2010 4:54 pm

If a flying scout scouts a mountain hex, can it scout 4 other open hexes or 3 open hexes?
"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: A battle of two cities

Postby Sihoiba » Tue Oct 12, 2010 5:13 pm

Nihila wrote:If a flying scout scouts a mountain hex, can it scout 4 other open hexes or 3 open hexes?


4 open hexes.

---------

FERRR DERRRRP! TEAM B has ended turn. Team A Scout phase begins now

I'd like to aim to complete a turn every 72 hours maximum, so that each day takes no more than 1 week. So the sooner Team B can get me their scouting orders the better.
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Re: A battle of two cities

Postby Sihoiba » Wed Oct 13, 2010 5:59 am

FERRR DERRRRP! TEAM A has ended turn and so Day 1 passes bloodlessly.

Dawn rises and Team B's Scout phase begins now
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Re: A battle of two cities

Postby Sihoiba » Wed Oct 13, 2010 2:19 pm

Just to clarify turn order goes:

Start Turn
Units Heal
Units Pop
Scout Phase
Move Combat Phase
End Turn

So any scouts you pop can help scout that turn.

And a reminder from Turn 2 onwards (i.e this turn and all future turns) you get 50 pop points per player (so 150 total) to be divided as you choose until I say otherwise, in case I forget to say it explicitly again.
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Re: A battle of two cities

Postby Sihoiba » Fri Oct 15, 2010 3:57 pm

FERRR DERRRRP! TEAM B has ended turn. Team A Scout phase begins now
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Re: A battle of two cities

Postby Sihoiba » Sat Oct 16, 2010 5:31 pm

Team A Scouts are spotted as they fly through hexes controlled by Team B!

D7:
One Decoy Octopus is seen as it discovers:
AV1 - Imp
AV2 - Imp
AV3 - Imp
AV6 - 2 Hellflame Dwakes {Ewinyes}, Hellflame Dwakes {Vakshasa}, Hellflame Dwakes {Commander Aesa} - Baffled

Vakshasa stats are:
Hits 6
Attack 2
Defence 4
Move 5
Foolamancy

Commander Aesa's is a Level 3 Ewinyes with the Commander Special.

E7:
One Decoy Octopus is seen as it discovers:
SG1 - Otto Motor, Otto Motor, Otto Motor(Tactician), Wail Gowem{Klaus Witz} - Baffled
AV4 - Imp
AV5 - Imp

Wail Golems stats are:
Hits 12
Attack 21
Defence 2
Move 5
Dirtamancy

Klaus Witz is a level 2 Tactician with the Commander Special.
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Re: A battle of two cities

Postby Nihila » Sat Oct 16, 2010 6:10 pm

Are either of these secret units ranged?
"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: A battle of two cities

Postby Sihoiba » Sat Oct 16, 2010 7:19 pm

Nihila wrote:Are either of these secret units ranged?


No they are exactly as stated.
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Re: A battle of two cities

Postby Nihila » Sat Oct 16, 2010 7:23 pm

Thanks, just checking--it didn't seem to make sense to me to stack a non-ranged unit with a ranged stack.
"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: A battle of two cities

Postby Sihoiba » Sat Oct 16, 2010 7:29 pm

Nihila wrote:Thanks, just checking--it didn't seem to make sense to me to stack a non-ranged unit with a ranged stack.


The Non-Ranged units are either mounted or non-mounted, and so can choose not to engage as per the new mounted rules.
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Re: A battle of two cities

Postby Nihila » Sun Oct 17, 2010 5:55 am

Question: If a Non-flying Rider on a Flying Mount falls but survives, do they count as a separate stack?
"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: A battle of two cities

Postby Sihoiba » Sun Oct 17, 2010 6:32 am

Nihila wrote:Question: If a Non-flying Rider on a Flying Mount falls but survives, do they count as a separate stack?


Yes
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Re: A battle of two cities

Postby Sihoiba » Sun Oct 17, 2010 4:52 pm

A Veiled Likuit enters E7 and engages the AV4 an Imp

Code: Select all
COMBAT!
Battle is joined in hex:    E7   
TIME OF POST (in minutes and seconds):    2519   
Attacker:       
Total Attack Value:    3   
Level of Highest Commander:    0   
Number of Fighting Units:    1   
Total Level of Fighting Units:    1   
Number of Units:    1   
Total Defence:    0   
Stacking Bonus:    1.0   
Average Defence:    0.0   
Commander Bonus:    1.0   
Level Bonus:    1.0   
Terrain Bonus of Hex:    0.0    {Depends on the terrain}
Fatigue Penalty:    1.0    {Default is 1.0}
Dancefighting Bonus    1.0    {Default is 1.0}
Ambush Bonus    1.0    {Default is 1.0, Ambushing 2.0}
Random Percentage:    65%   
Total Damage:    2   
     
Hits Inflicted on the Enemy:    2


The units do not break the veil, and so the Imp does not see the enemy in time to retaliate before it is cwoaked.

The Likuit gains an experience point.
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Re: A battle of two cities

Postby Sihoiba » Sun Oct 17, 2010 5:01 pm

A Veiled Likuit wearing a message hat enters E7 and engages AV5 an Imp

Code: Select all
COMBAT!
Battle is joined in hex:    E7
TIME OF POST (in minutes and seconds):    2720
Attacker:   
Total Attack Value:    3
Level of Highest Commander:    0
Number of Fighting Units:    1
Total Level of Fighting Units:    1
Number of Units:    1
Total Defence:    0
Stacking Bonus:    1.0
Average Defence:    0.0
Commander Bonus:    1.0
Level Bonus:    1.0
Terrain Bonus of Hex:    0.0
Fatigue Penalty:    1.0
Dancefighting Bonus    1.0
Ambush Bonus    1.0
Random Percentage:    65%
Total Damage:    2
   
Hits Inflicted on the Enemy:    2


The units do not break the veil, and so the Imp does not see the enemy in time to retaliate before it is cwoaked.

The Likuit gains an experience point. The two Likuits appear to confer and leave the hex travelling to the SW.
Last edited by Sihoiba on Sun Oct 17, 2010 5:18 pm, edited 1 time in total.
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Re: A battle of two cities

Postby Sihoiba » Sun Oct 17, 2010 5:06 pm

A Veiled Likuit enters D7 and engages the AV1 an Imp, with Commander Aesa battle experience the veil is broken.

Code: Select all
COMBAT!   
Battle is joined in hex:    D7
TIME OF POST (in minutes and seconds):    2825
Attacker:   
Total Attack Value:    3
Level of Highest Commander:    0
Number of Fighting Units:    1
Total Level of Fighting Units:    1
Number of Units:    1
Total Defence:    0
Stacking Bonus:    1.0
Average Defence:    0.0
Commander Bonus:    1.0
Level Bonus:    1.0
Terrain Bonus of Hex:    0.0
Fatigue Penalty:    1.0
Dancefighting Bonus    1.0
Ambush Bonus    1.0
Random Percentage:    50%
Total Damage:    1
   
Hits Inflicted on the Enemy:    1
   
Defender   
Total Attack Value:    1
Level of Highest Commander:    0
Number of Fighting Units:    1
Total Level of Fighting Units:    1
Number of Units:    1
Total Defence:    0
Stacking Bonus:    1.0
Average Defence:    0.0
Commander Bonus:    1.0
Level Bonus:    1.0
Terrain Bonus of Hex:    0.0
Fatigue Penalty:    1.0
Dancefighting Bonus    1.0
Ambush Bonus    1.0
Random Percentage:    80%
Total Damage:    1
   
Hits Inflicted on the Enemy:    1


The Imp is cwoaked, the Likuit takes 1 hit and is injured, but victorious gains an experience point.
Last edited by Sihoiba on Sun Oct 17, 2010 5:15 pm, edited 1 time in total.
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Re: A battle of two cities

Postby Sihoiba » Sun Oct 17, 2010 5:09 pm

A Veiled Likuit enters D7 and engages the AV2 an Imp

Code: Select all
COMBAT!   
Battle is joined in hex:    D7
TIME OF POST (in minutes and seconds):    2951
Attacker:   
Total Attack Value:    3
Level of Highest Commander:    0
Number of Fighting Units:    1
Total Level of Fighting Units:    1
Number of Units:    1
Total Defence:    0
Stacking Bonus:    1.0
Average Defence:    0.0
Commander Bonus:    1.0
Level Bonus:    1.0
Terrain Bonus of Hex:    0.0
Fatigue Penalty:    1.0
Dancefighting Bonus    1.0
Ambush Bonus    1.0
Random Percentage:    85%
Total Damage:    3
   
Hits Inflicted on the Enemy:    3


The units do not break the veil, and so the Imp does not see the enemy in time to retaliate before it is cwoaked.

The Likuit gains an experience point.
Sihoiba
 
Posts: 584
Joined: Wed Mar 17, 2010 12:50 pm

Re: A battle of two cities

Postby Sihoiba » Sun Oct 17, 2010 5:13 pm

A Veiled Likuit wearing a message hat enters D7 and engages AV3 an Imp

Code: Select all
COMBAT!
Battle is joined in hex:    D7
TIME OF POST (in minutes and seconds):    3111
Attacker:   
Total Attack Value:    3
Level of Highest Commander:    0
Number of Fighting Units:    1
Total Level of Fighting Units:    1
Number of Units:    1
Total Defence:    0
Stacking Bonus:    1.0
Average Defence:    0.0
Commander Bonus:    1.0
Level Bonus:    1.0
Terrain Bonus of Hex:    0.0
Fatigue Penalty:    1.0
Dancefighting Bonus    1.0
Ambush Bonus    1.0
Random Percentage:    70%
Total Damage:    2
   
Hits Inflicted on the Enemy:    2


The units do not break the veil, and so the Imp does not see the enemy in time to retaliate before it is cwoaked.

The Likuit gains an experience point. The Likuits appear to confer and flee the hex to the North West.
Sihoiba
 
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Re: A battle of two cities

Postby Sihoiba » Sun Oct 17, 2010 5:48 pm

FERRR DERRRRP! TEAM A has ended turn and so Day 2 has ended with a vicious assault on Team B's scouts by Team A.

Dawn rises and Team B's Scout phase begins now
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