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

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

Postby LTDave » Tue Jul 12, 2011 3:38 am

These things happen. In life, in games, in war. Orders get confused, things do not happen as we might wish.

Congratulations, Bland, on simulating reality so well in your game.

Any word on the next turn?
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby Sihoiba » Tue Jul 12, 2011 4:22 am

I'm hoping to have time to do pop and scout orders today, so it'll be a while yet. Unfortunately the rest of my team is unavailable for the next week.

ETA: Pop and scout orders have been submitted.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 5:27 am

And I would like to confirm that I got the orders, and will process them shortly.

It appears massive battles are forthcoming, as the Scout phase will show.

On another note, I figured some compensation for I.A.R. for missed orders would be appropriate. Part of that compensation is the ability to scout two extra hexes at any point in the turn (they haven't used this yet, and Sihoiba claims one extra scout hex will be enough). The other part of the compensation is NOT more pop points NOR more move for any unit NOR items. (Hint, this leaves abilities, as in, a few units will get to use a certain ability more than once per turn, this turn).
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 5:52 am

Ghostly eyes set ethereal sights on MASSIVE Generic Scot forces!

At D14
Gryphon L1.0 {2x Bombardier L1.0}, Gryphon Commander "Glorious" L3.0 {Chimaera L1.0}
There is an (unclaimed) Gem here!

At F2
8x Fast Archer L1.1
8x Fast Archer L1.1
8x Fast Archer L1.1
8x Fast Archer L1.1
8x Fast Archer L1.1
5x Fast Archer L1.1
15x Fast Archer L1.1 Commander "Groucho" L5.1 (Drum Machine)
3x Scout L1.1
7x Scout L1.0, Commander B "Bugsy" L4.4 (Bag of Poop)

At F12:
<baffled> 10x Scout L1.0, Chimaera L1.1 1/3H, Foolomancer L1.1, Commander "Ernie" L3.0
Clansman L2.0 2/3H, 14x Clansmen L2.0, Chieftain McGregor L5.2 (Doughnut Gap)
8x Fast Archer L1.0
8x Fast Archer L1.0

At G11
5x Scout L1.0, Commander A "Genericus" L1.0

At L4
3x Scout L1.0, Commander Gary L2.0


Doughnut gap: it's ... a gap. That somehow exists on its own. Can be thrown at a stack to reduce its average defense by 1 for the duration of the battle. Must be reclaimed after each use.

Can only be used by Commanders.

Let's put a hole in one.

Rating: moderate.

Drum Machine: a box emitting wild rhytms from unexplored continents. Can bestow, for the duration of one battle, the Dancefight ability to sixteen units of the user's choice, from the same stack as the user; further, this item allows a stack of up to 32 (natural or item-enhanced) Dance-fighting units to retain the maximum stack bonus. Can be used once per turn.

Can only be used by Commanders.

This is Waaar! On the Dance-Floor!

Rating: powerful.

(EDIT, oops forgot the most important item :P)

Bag of poop: a paper bag into which someone of questionable diet has left their early motions. It sure stinks now, but imagine what it will do once it's set on fire. Can only be used once, after which it becomes a "Flaming Bag of Poop": an item that stays in one hex, cannot be picked up by anyone, and denies any autoheal or Healomancy in that hex for 5 turns.

Can only be used by Commanders.

All right, all right, I'll go see who's at the door, quit your nagging.

Rating: powerful given the right context.


Unit stats to be added in a subsequent edit, I bet yer dyin' to find out what your scouts saw. Now you know.

EDIT the second:

Unit stats:


Bombardier 3H 6A 4D 3M Walker 3C Ranged Shockamancy
Chieftain: 5H 6A 4D 5M Walker Ranged Dance-Fighting Commander
Chimaera 3H 6A 4D 3M Walker 3C Ranged Dancefighting
Clansman: 3H 4A 4D 5M Walker Ranged Dance-Fighting
Commander: 5H 0A 4D 5M Walker Commander
Fast Archer: 3H 6A 4D 5M Walker Ranged
Foolamancer: 3H 1A 4D 3M Walker Foolamancy
Gryphon 6H 12A 4D 5M Flier 6C Ranged
Scout: 5H 0A 4D 5M Walker Scout
Last edited by BLANDCorporatio on Wed Jul 13, 2011 10:05 am, edited 1 time in total.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby WaterMonkey314 » Wed Jul 13, 2011 8:04 am

Oh hi. What's up, Doc? :P
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 10:02 am

Combat at F2!

I.A.R. are beginning a shock and awe air campaign against the Generic Scots, sending forth

Attacker
1 Warm Front L1.0

vs.

Defender
8x Fast Archer L1.1

Generic Archers seem to sneer at bad weather. They just wait for it to pass, then, removing their hats, reveal they kept spare bow strings there which are still dry and therefore function at peak performance, unlike- no wait that was another battle.

Anyway, Warm front is dispelled. Archers win.

EDIT: check out the scout post, a few posts above this. The Fast Archers at F2 should all be L1.1, not L1.0 as originally claimed.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 10:07 am

Combat at F2

Another

Attacker
1 Warm Front L1.0

vs.

Defender
8x Fast Archer L1.1

Warm front is dispelled. Archers win.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby Sihoiba » Wed Jul 13, 2011 10:08 am

Don't forget to specify which direction the fronts come from.

And to the Generic Scotts, enjoy the nice weather for now, there's a storm coming.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 10:12 am

Yes, point on the direction.

First two battles, the Fronts entered from the North.

Yes I said first two battles, because a third

Attacker
1 Warm Front L1.0

vs.

Defender
8x Fast Archer L1.1

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

Postby BLANDCorporatio » Wed Jul 13, 2011 10:13 am

That last Front came from the North-East.

Also from the North-East, a fourth

Attacker
1 Warm Front L1.0

vs.

Defender
8x Fast Archer L1.1

and once more, the battle is a mere formality.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 10:17 am

A fifth Warm Front attacks a stack of L1.1 Fast Archers. Result as always.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby Sihoiba » Wed Jul 13, 2011 10:24 am

The last one was from the South.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 10:27 am

Indeed it was.

I contemplated writing that in a Southern drawl, but I thought better of it.

J/K.

I don't know how to write a Southern drawl, that's why I didn't.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby WaterMonkey314 » Wed Jul 13, 2011 10:31 am

As Elan would say - DUN DUN DUNNNNNNN!!! :P
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 10:48 am

Combat at F2!

For reals, this time.

From the South, I.A.R. sends forth

Attacker
Christmas Critter L2.1, 4x Storm Trooper L2.0, 2x Storm Trooper L2.1

vs.

Defender
15x Fast Archer L1.1, Commander "Groucho" L5.1 (Drum Machine)

Unit stats:

Christmas Critter: 3H 6A 4D 4M Walker Ranged Dancefighting Sapper (117 cost)
StormTrooper: 3H 9A 4D 4M Walker Ranged Dancefighting Siege Shockamancy (275 cost)

Commander: 5H 0A 4D 5M Walker Commander (207 cost)
Fast Archer: 3H 6A 4D 5M Walker Ranged (90 cost)

The Storm Troopers use their shock ability to stun the Fast Archers! (all six Storm Troopers needed to disable 54H of units > 50H which the Archers and Commanders actually have).

So yeah. Usually now I'd look at the remaining, not-stunned units, to see what the average defense, level etc. of a stack is. No units left active in the Defender stack, so average defense drops to 0. Meanwhile, Attacker stack can deal 6*9+6 = 60 damage, 1.1 level bonus (66), 1.6 stack bonus brings it to 106. On the worst roll that is 53. I'm afraid that the Critter and Storm Troopers avenge the fronts, and eliminate Groucho and company.

PS: if anyone asks, I'll follow Two Cities convention, and say that the Drum Machine is now in Bugsy's possession.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby Sihoiba » Wed Jul 13, 2011 11:01 am

BLANDCorporatio wrote:On the worst roll that is 53. I'm afraid that the Critter and Storm Troopers avenge the fronts, and eliminate Groucho and company.


Out of curiosity what exactly was the roll?
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 11:04 am

Moar combat at F2.

From the South,

Attacker
Storm Trooper L1.1
Nacl Aq L2.0

vs.

Defender
5x Fast Archer L1.1

Unit stats:

Nacl Aq: 5H 10A 4D 5M Ranged Shockamancy Dancefighting (450 cost)
StormTrooper: 3H 9A 4D 4M Walker Ranged Dancefighting Siege Shockamancy (275 cost)

Fast Archer: 3H 6A 4D 5M Walker Ranged (90 cost)

Predictably, Attacker uses Shockamancy, which is enough to disable the Fast Archers. Even at 0 defense though, combat resolution will need the time of this post.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 11:08 am

Sihoiba wrote:
BLANDCorporatio wrote:On the worst roll that is 53. I'm afraid that the Critter and Storm Troopers avenge the fronts, and eliminate Groucho and company.


Out of curiosity what exactly was the roll?


Didn't fire the spreadsheet then. But if I did, the random seed would've been 4829. Which would have given 55%.

Anyway, now the random seed is 429, which gives 85% to Attacker. 85% of 19*1.05*1.1 damage is 19. Defense of Fast Archers is 0 because of Stun. Therefore, they are all croaked.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Wed Jul 13, 2011 11:18 am

Combat at F2!

From the South,

Attacker
12x Christmas Critter L1.0, 2x Christmass Critter L2.1, Acid Legionnaire L2.0, Nacl Aq Commander "Ethanoic" L2.1

vs.

Defender
3x Scout L1.1, 7x Scout L1.0, Commander Bugsy L4.4 (Bag of Poop, Drum Machine)

Unit stats:

Acid Legionnaire: 5H 15A 4D 5M Walker Ranged Siege Dancefight Sapper (638 cost)
Christmas Critter: 3H 6A 4D 4M Walker Ranged Dancefighting Sapper (117 cost)
Nacl Aq: 5H 10A 4D 5M Ranged Shockamancy Dancefighting (450 cost)

Commander: 5H 0A 4D 5M Walker Commander (207 cost)
Scout: 5H 0A 4D 5M Walker Scout

For some reason, Attacker uses all their Shockamancy (10Dmg) to disable 2 Scouts.

The other part of Combat resolution, in the next PM.
Last edited by BLANDCorporatio on Wed Jul 13, 2011 11:31 am, edited 3 times in total.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby Sihoiba » Wed Jul 13, 2011 11:23 am

BLANDCorporatio wrote:Combat at F2!

From the South,

Attacker
2x Christmass Critter L2.1, Acid Legionnaire L2.0, Nacl Aq Commander "Ethanoic" L2.1

vs.

Defender
3x Scout L1.1, 7x Scout L1.0, Commander Bugsy L4.4 (Bag of Poop, Drum Machine)

Unit stats:

Acid Legionnaire: 5H 15A 4D 5M Walker Ranged Siege Dancefight Sapper (638 cost)
Christmas Critter: 3H 6A 4D 4M Walker Ranged Dancefighting Sapper (117 cost)
Nacl Aq: 5H 10A 4D 5M Ranged Shockamancy Dancefighting (450 cost)

Commander: 5H 0A 4D 5M Walker Commander (207 cost)
Scout: 5H 0A 4D 5M Walker Scout

For some reason, Attacker uses all their Shockamancy (25Dmg) to disable 5 Scouts.

The other part of Combat resolution, in the next PM.


Um Bland in your scouting report above the 3 Scout Stack and the 7 scout stack are different stacks...

And the stack only has 10 points of shockomancy...
Last edited by Sihoiba on Wed Jul 13, 2011 11:29 am, edited 1 time in total.
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