The Battle for Mine Island (Turn 7, I.A.R.)

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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby LTDave » Fri Jul 01, 2011 9:33 pm

Do you mean west? Or are you being ironic?

Eitherway, time to poke out those eyes with a pointy stick!
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby BLANDCorporatio » Sun Jul 03, 2011 11:45 am

I.A.R. traps detonate at G14!

Trap 1 does 1 damage.

Trap 2 does 4 damage.

1 Chimaera is croaked.

Chimaera 3H 6A 4D 3M Walker 3C Ranged Dancefighting

(Note: trap damage is damage dealt to the stack, after defense; only croaked units are listed)
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby WaterMonkey314 » Sun Jul 03, 2011 12:29 pm

O SNAP.
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby LTDave » Sun Jul 03, 2011 8:31 pm

Full speed ahead! Boop the torpedoes!
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby WaterMonkey314 » Sun Jul 03, 2011 9:12 pm

ARRRR!!! -pirate grin-
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby BLANDCorporatio » Mon Jul 04, 2011 11:04 am

I.A.R. traps detonate at F12!

Traps 1 to 3 do 1 damage. One Clansman is croaked.

Clansman 3H 4A 4D 5M Walker Ranged Dancefighting

Trap 4 does 1 damage.
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby Sihoiba » Mon Jul 04, 2011 11:39 am

They call it Mine Island for a reason.
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby BLANDCorporatio » Mon Jul 04, 2011 11:47 am

Thunder strikes in the mountains of Mine Island as another battle erupts!

Combat at I8. Random seed 3509.

Attacker:
Gryphon L1.0 {2x Chimaera L2.0}, Gryphon L1.0 {Keeper Officer (Commander) A L3.1}

Defender:
5x Ghost
receives +1Defense from terrain.

Gryphon 6H 12A 4D 5M Flier 6C Ranged
Chimaera 3H 6A 4D 3M Walker 3C Ranged Dancefighting
Keeper Officer 5H 5A 4D 3M Walker 5C Ranged Healomancy Dancefighting Sapper
Ghost 5H 0A 0D 5M Hover Scout Ranged Siege Dancefighting Sapper

Random roll 70%. The Escotians seem to suffer some morale loss upon fighting the spirits of departed warriors, but the Ghosts pack no real punch and are easily sent to their graves, again. Attackers deal 49 damage, Defenders deal none. All defenders croaked.

PS: I should've said where the Attackers came from. They came from the SE, J8, one of the lava hexes.
Last edited by BLANDCorporatio on Mon Jul 04, 2011 11:55 am, edited 1 time in total.
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby Sihoiba » Mon Jul 04, 2011 11:54 am

Which direction did the attackers approach from?
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby BLANDCorporatio » Mon Jul 04, 2011 11:56 am

Lol, ninajed.
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby BLANDCorporatio » Mon Jul 04, 2011 12:18 pm

And the battles continue!

Another group of Escotians is spotted, this time at J6, entering from the South.

Attacker:
Gryphon L1.1 {2x Bombardier L1.0}, Gryphon L2.0 {2x Bombardier L1.0}, Gryphon Commander Courageous L2.2 {2x Bombardier L2.0},
Gryphon Commander Furious L3.2 {2x Bombardier L2.0}

Defender:
6x Ghost L1.0, Ghost Commander "Shallott" L5.0
Defender receives +1Defense from terrain.

Gryphon 6H 12A 4D 5M Flier 6C Ranged
Bombardier 3H 6A 4D 3M Walker 3C Ranged Shockamancy
Ghost 5H 0A 0D 5M Hover Scout Ranged Siege Dancefighting Sapper

Ok ... just looking at the Gryphons, they do 48Damage; add the 36* damage from the bombardiers, it's now 84. Just with the leader's bonus, that becomes 109.

Meanwhile the Ghosts have 40 effective hits. So even on the worst roll, the Escotian forces are enough to exorcise them. OTOH, the Escotians are not damaged in the battle.

EDIT: *: oops, forgot to count the last 2 Bombardiers, which means the damage dealt by the Escotians is even higher. Battle result stays the same.
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby LTDave » Mon Jul 04, 2011 8:44 pm

Sihoiba wrote:They call it Mine Island for a reason.


Shame on you! Children play in those fields!
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby Nihila » Thu Jul 07, 2011 8:26 am

Mhm, right. Any progress on your turn, or have your sensibilities been too far offended by our explosive welcome? :P
"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 Mine Island (Turn 6, Generic Scots)

Postby BLANDCorporatio » Thu Jul 07, 2011 8:51 am

Glad to see you're having fun!

And yes, they've sent all orders for their turn. It's just a matter of timezones why I didn't get to them sooner.

So anyway, ferrr-derrrrp!

The Generic Scots, after having removed some of I.A.R.'s Scouts, conclude the first turn that sees major battles between the sides.

The conflict is definitely heating up. What will the I.A.R. do in retaliation?
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby LTDave » Thu Jul 07, 2011 10:34 pm

BLANDCorporatio wrote:Glad to see you're having fun!


Which is more than the IAR can say... since they can't see anything!

{now that we've knocked out 11 of their scouts}
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby Sihoiba » Fri Jul 08, 2011 7:14 pm

LTDave wrote:Which is more than the IAR can say... since they can't see anything!

{now that we've knocked out 11 of their scouts}


Unfortunately that's the least of our worries, due to the complexity of IAR's orders one set of them got entirely skipped last turn, giving the Scotts a partial turns advantage. As I'm the only person on IAR whose actively been planning any of our moves for the last 4 turns, and these sort of situations really wind me up, expect our next turn to take a long time, until either I've had a chance to come to terms with the unfortunate slip and can think about planning anything, or we manage to find a more palatable solution than just carrying on anyway.

I'm afraid I've made poor Bland's life quite difficult with running this game at times, and I just want to thank him here for all his patience with my orders and corrections these last few turns.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby LTDave » Fri Jul 08, 2011 7:25 pm

Sihoiba - "Some have greatness thrust upon them..."

Perhaps it is time to assume dictatorial powers over your allies. Oblige them to submit to your superior will and commitment. (I know it's what I've done!)

Cheers
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby Nihila » Fri Jul 08, 2011 7:39 pm

LTDave wrote:Sihoiba - "Some have greatness thrust upon them..."
Ignoring, of course, that this was in a letter intended to make the recipient foolish. :P

Which, obviously, fits the Scots quite well.
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby WaterMonkey314 » Fri Jul 08, 2011 8:15 pm

Sihoiba wrote:I'm afraid I've made poor Bland's life quite difficult with running this game at times, and I just want to thank him here for all his patience with my orders and corrections these last few turns.


I'd like to echo this sentiment, as I feel like I've sent my share of super-complex orders as well. Afterwards we should compare notes to see who had the most convoluted evil plan. :P
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Re: The Battle for Mine Island (Turn 6, Generic Scots)

Postby BLANDCorporatio » Sat Jul 09, 2011 7:07 am

Sihoiba wrote:or we manage to find a more palatable solution than just carrying on anyway.


Treading some glass here to explain the nature of the problem, while not giving away what it is, exactly. Anyway, not yet.

The problem is that some orders for certain I.A.R. units got overlooked. It is made worse by the fact that they involve an area of the map that could- not saying it was, nor that it wasn't ... get it?- have been affected by the Generic Scot turn that just elapsed. The only clean solution to this would have been to redo the Scot turn (with maybe the added limitation that pop and scout orders stay the same- so that, having seen that some hexes are uninteresting, you'd decide to scout other ones).

I decided that would be too much to ask, however. So we're not redoing the Scot turn. At present, there are no compensation measures for I.A.R. (no extra pops, no extra actions or whatever)- and I'm not sure what could fix it exactly, because the actions that were skipped in their previous turn, might (or not, of course) be reacted to by the Scots.

So at the moment I can just hope that the skipped orders will turn out not to be too important in the final scheme of things, and/or that I.A.R.'s resourcefulness will find a way to compensate.
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