The Battle for the Orgchart Wastelands

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Re: The Battle for the Orgchart Wastelands

Postby LTDave » Sun Oct 10, 2010 6:52 pm

I think that all the above aside, our biggest problem in the last game was not having an all-ranged stack with our advance column. If we'd had just one big stack of archers, we wouldn't have lost the Outriders. The Dwagons wouldn't ahve dared to enter the hex, they'd have been shot to bits.

What is the official costing formula for scouts, now?

Remember guys, this is all play-testing - we won't know pros and cons till the game actually gets going. Go easy on the GM.
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Re: The Battle for the Orgchart Wastelands

Postby Nihila » Sun Oct 10, 2010 7:00 pm

LTDave wrote:What is the official costing formula for scouts, now?
{5+.5[Hits+(Attack*.5*Defense)]}
LTDave wrote:Remember guys, this is all play-testing - we won't know pros and cons till the game actually gets going. Go easy on the GM.
Sorry, who's going easy on whom!? I am being at least as mean as all of you guys! :lol:

And, LTDave, in your first post, the Shield Ogre is listed with "0 SPECIAL", but it has siege. That should give it 15 SPECIAL, as its Attack is 15.
"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 the Orgchart Wastelands

Postby Twoy » Mon Oct 11, 2010 4:12 am

Stack 1: Faun Archers x 5, Mole x 2, King Edmund. Cost=238.
Stack 2: Minotaurs x 1, Badger x 4, Faun Archers x 1, Sir Badger. Cost=260.
2 points left.
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Re: The Battle for the Orgchart Wastelands

Postby zilfallon » Mon Oct 11, 2010 9:31 am

Nihila, i know about the move thing. It was 2 in the post because it wasn't clear if Agrach would get them. Soon i'll make it 3 and update him.
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Re: The Battle for the Orgchart Wastelands

Postby LTDave » Mon Oct 11, 2010 3:11 pm

0x Infantry 4 HITS 6 ATTACK 4 DEFENCE 2 MOVE 0 SPECIAL {none} 11 EACH COST
10x Archer 4 HITS 6 ATTACK 4 DEFENCE 2 MOVE 6 SPECIAL {ranged} 17 EACH COST
2x Scout 4 HITS 6 ATTACK 4 DEFENCE 4 MOVE 19 SPECIAL {scout, ranged} 34 EACH COST
2x Captain 6 HITS 8 ATTACK 5 DEFENCE 2 MOVE 28 SPECIAL {commander, ranged} 45 EACH COST
3x Gun Ogre 12 HITS 15 ATTACK 5 DEFENCE 2 MOVE 15 SPECIAL {ranged} 55 EACH COST

493 spent, 7 spare.

I've decided to go with all ranged units, just for fun.
Captain-General Genericus returns, with his ordinary associate, Captain Ordinarius.
Last edited by LTDave on Mon Oct 11, 2010 3:20 pm, edited 1 time in total.
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Re: The Battle for the Orgchart Wastelands

Postby LTDave » Mon Oct 11, 2010 3:12 pm

And I still can't see the map. Can someone help me out with that?
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Re: The Battle for the Orgchart Wastelands

Postby Nihila » Mon Oct 11, 2010 3:47 pm

Oh. I thought I posted a link to that. Here it is again.
Link: http://img710.imageshack.us/img710/3221/battleforsomewhere.png
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"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 the Orgchart Wastelands

Postby Nihila » Mon Oct 11, 2010 9:27 pm

Okay, some bookkeeping stuff. Commander Levels:
Generican Captain Ordinarius: Lv. 2.0
Generican Captain-General Genericus: Lv. 3.2
Siralus's Commanders may or may not be returning, we'll wait for him to start.
Nawnian King Edmund: Lv. 4.1--I know that Edmund won at least 1 Combat, so I'll assume 4.1 for now.
Nawnian Sir Badger: Lv. 1.0
Avewnus Commander Agrach: Lv. 5.1--I know that Agrach won at least 1 Combat, so I'll assume 5.1 for now.

The 3.2 for Genericus comes right from LTDave, but I'm a little uncertain on Edmund and Agrach. If you guys don't mind a little digging around, can you point me to other times when they won combats?
"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 the Orgchart Wastelands

Postby Twoy » Tue Oct 12, 2010 12:28 pm

My records show that King Edmund is 4.1.

Zilfallon: You can have the Mirror, Sword and Shield and also the Hat of Weightlessness if it will help with your design of Agrach and Hellflame Dwakes.
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Re: The Battle for the Orgchart Wastelands

Postby LTDave » Thu Oct 14, 2010 10:09 pm

OK, are we ready to go yet?

By the looks of that map we are definitely going to need some Siege. Did anyone buy some?
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Re: The Battle for the Orgchart Wastelands

Postby zilfallon » Thu Oct 14, 2010 11:46 pm

no need for the hat, twoy. i'm not going to bring any air since i want to have archers and siege available.

Also, my first post about units is now confirmed and ready to go.
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Re: The Battle for the Orgchart Wastelands

Postby Nihila » Fri Oct 15, 2010 5:46 am

Still waiting on zil to pick his units, I'll start with... 900 deployed points, 300 more if Siralus joins in. Once zil posts his starting units, your scout phase starts.
"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 the Orgchart Wastelands

Postby zilfallon » Fri Oct 15, 2010 1:53 pm

1 x Imp
1 x Abyssal Cannon
7 x Cownugon
Commander Agrach (Level 5, "Mirror, Sword and Shield")

Total:499 pts
1 point left.
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Re: The Battle for the Orgchart Wastelands

Postby Twoy » Fri Oct 15, 2010 3:05 pm

Below are our Scouts. Correct me if I'm wrong. Moles have scout range of 3 or 5 along a road. Generic Scouts have scout range of 6 or 8 along a road. Imps have a scout range of 8 with no bonus for roads.

Mole x 2
Move: 2 Scout 3
Hits: 5
Att: 8 Ranged
Def: 5
Cost: 40

Scout x 2
Move: 4 Scout 6
Hits: 4
Att: 6 Ranged
Def: 4
Cost: 34

Imp x 1
Move: 5 Scout 8 Flight
Hits: 1
Att: 1
Def: 0
Cost: 12
Last edited by Twoy on Fri Oct 15, 2010 3:22 pm, edited 1 time in total.
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Re: The Battle for the Orgchart Wastelands

Postby Nihila » Fri Oct 15, 2010 3:07 pm

Twoy is correct about the scouts.
"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 the Orgchart Wastelands

Postby Twoy » Fri Oct 15, 2010 3:24 pm

Is our starting point A1?
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Re: The Battle for the Orgchart Wastelands

Postby Nihila » Fri Oct 15, 2010 3:26 pm

Yes, you start at A1, my units start wherever I feel like starting them.
"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 the Orgchart Wastelands

Postby Twoy » Fri Oct 15, 2010 3:33 pm

Proposed Turn 1 Scout Orders:
Generic Scout 1: A2, B2, C3, D3, E4, E5, F5, G6.
Generic Scout 2: A2, A3, A4, B4, C4, D4.
Imp 1: B1, C1, D1, E1, E2, E3, F2, F1.
Mole 1: A2, A3, B3.
Mole 2: B1, C2, D2.
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Re: The Battle for the Orgchart Wastelands

Postby zilfallon » Fri Oct 15, 2010 3:37 pm

good. we should use imps to scout terrain which has high move penalty to take advantage of their flight ability.

Also, a reminder: let's not forget about "special retaliation" rule when marching our forces.
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Re: The Battle for the Orgchart Wastelands

Postby LTDave » Sun Oct 17, 2010 4:38 am

I like the proposed scout plan.
My question is about terrain and scouting - it costs 2 to scout woods for infantry, yes?

Also, where is the line between infantry and cavalry? My scouts may be cavalry because of their move, limiting their scouting capacity in swamps, etc.
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