The Arkentool War - Prologue: "Gathering Clouds"

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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 9:28 pm

Spoiler: show
Defender:
Total Attack Value: 8
Average Unit level: 1.000
Average Defense: 0.000
Number of Units: 1.0
Dancefight? (1: yes, 0:no) 0.0
Stacking Bonus: 1.0
Highest Commander level: 0
Terrain Bonus of Hex: 0.0
Fatigue factor: 1.0
Ambush Bonus: 2.0
Random Percentage: 75%
Total Damage (before defense): 12.000

Hits Inflicted on the Enemy: 10

The AA thuds dully against the Yellow Dwagon, only somewhat wounding it. The hostiles have taken the AIRSPACE.

The Yellow Dwagon battlecwaps the TOWER!
FIGHT!
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 9:34 pm

Attacker:
Spoiler: show
Total Attack Value: 40.000
Average Unit level 1.500
Average Defense 1.500
Number of Units: 2
Dancefight? (1: yes, 0:no) 0
Stacking Bonus: 1.1
Highest Commander level: 2
Terrain Bonus of Hex: 0.0
Fatigue factor: 1.0
Hit and Run? (1: yes, 0: no) 0.0
Random Percentage: 80%
Total Damage (before defense): 44.352

Hits Inflicted on the Enemy: 44

The glorified hut that is Outpost's TOWER is melted into rubble!

The Yellow Dwagon battlecwaps Outpost's OUTER WALLS!
FIGHT! (or rather... CWAP!)
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 9:41 pm

TIME OF POST (in minutes and seconds): 3412
Attacker:
Spoiler: show
Total Attack Value: 40.000
Average Unit level 1.500
Average Defense 1.500
Number of Units: 2
Dancefight? (1: yes, 0:no) 0
Stacking Bonus: 1.1
Highest Commander level: 2
Terrain Bonus of Hex: 0.0
Fatigue factor: 0.75
Hit and Run? (1: yes, 0: no) 0.0
Random Percentage: 100%
Total Damage (before defense): 41.580


Hits Inflicted on the Enemy: 41

-wow... a good roll, when it's completely pointless. :P
Outpost's OUTER WALLS are dookied into oblivion! Walkers are free to enter!

A squad of 8 Archers enters the Outer Wall zone! They take the zone, unopposed!

Another squad of 8 Archers enters the Outer Wall zone!

The Command stack (6 x Piker, Battle Bear, Warlord Capt. Price, lvl 3) enters the Outer wall zone!

A squad of 7 Pikers enters the TUNNELS!

The squad of 7 Pikers enters the DUNGEON! They take the zone, unopposed!

The squad of 7 Pikers enters the COURTYARD! They are ambushed by the defending scouts!
FIGHT!
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 9:49 pm

TIME OF POST (in minutes and seconds): 4130
Attacker:
Spoiler: show
Total Attack Value: 35.000
Average Unit level 1.000
Average Defense 3.000
Number of Units: 7
Dancefight? (1: yes, 0:no) 0
Stacking Bonus: 1.6
Highest Commander level: 0
Terrain Bonus of Hex: 0.0
Fatigue factor: 1.0
Hit and Run? (1: yes, 0: no) 0.0
Random Percentage: 75%
Total Damage (before defense): 42.000

Hits Inflicted on the Enemy: 41

Defender:
Spoiler: show
Total Attack Value: 15
Average Unit level: 1.000
Average Defense: 0.000
Number of Units: 5.0
Dancefight? (1: yes, 0:no) 0.0
Stacking Bonus: 1.4
Highest Commander level: 0
Terrain Bonus of Hex: 0.0
Fatigue factor: 1.0
Ambush Bonus: 2.0
Random Percentage: 90%
Total Damage (before defense): 37.800

Hits Inflicted on the Enemy: 24

The Scouts fight valiantly, dusting 4 Pikers and severely wounding another (left with just 1 hit)... but they are more than routed by the unled Pikers.

The COURTYARD falls.

All three Garrison zones of Outpost have been taken.

OUTPOST HAS FALLEN.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 10:00 pm

OOC: Whew! That was quite an ordeal - and it was a practically empty city!!!

Time to rest for a bit and recoup before continuing the carnage... or not.

A stack of 8 Stabbers attacks Castlenau! They enter the TUNNELS! They take the zone, unopposed!

The Stabbers enter the DUNGEON! They take the zone, unopposed!

The Stabbers enter the COURTYARD! They take the zone, unopposed!

GM's note - I think Tunnels are an epic liability... they need to be rebalanced in future. I could have walked right into Outpost (without needing to smash stuff - but GK has no scouts), and now I'm walking in once again. Newcastle would probably have been a harder fight; pity the fight won't be there.

The Stabbers enter the TOWER! They are ambushed by Sir Tigger's Archers!!!
FIGHT!!!
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 10:13 pm

TIME OF POST (in minutes and seconds): 0028
Defender:
Spoiler: show
Total Attack Value: 30
Average Unit level: 1.375
Average Defense: 2.000
Number of Units: 8.0
Dancefight? (1: yes, 0:no) 0.0
Stacking Bonus: 1.7
Highest Commander level: 4
Terrain Bonus of Hex: 2.0
Fatigue factor: 1.0
Ambush Bonus: 2.0
Random Percentage: 55%
Total Damage (before defense): 81.485

Hits Inflicted on the Enemy: 71

Even without the best battle conditions, Tigger's Archers are more than able to return the Stabbers to the dust from whence they came...

A stack of {5 x Stabbers, 2 x Battle Bear, Warlord Capt. Discount, lvl 3} attacks the OUTER WALLS!
SIEGE!
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 10:24 pm

TIME OF POST (in minutes and seconds): 1353
Attacker:
Spoiler: show
Total Attack Value: 40.000
Average Unit level 1.250
Average Defense 0.000
Number of Units: 8
Dancefight? (1: yes, 0:no) 0
Stacking Bonus: 1.7
Highest Commander level: 3
Terrain Bonus of Hex: 0.0
Fatigue factor: 1.0
Hit and Run? (1: yes, 0: no) 0.0
Random Percentage: 80%
Total Damage (before defense): 72.488

Hits Inflicted on the Enemy: 72

The Battle Bears smash through Castlenau's thin, 40 pt. OUTER WALLS. The OUTER WALLS have been breached. The Stack enters the Outer Wall Zone and captures it, unopposed.

GM's note - I just noticed that Sir Tigger could have ambushed the Stabbers as they marched through the Courtyard. The result would have been the same - annihilation of the Stabbers and discovery of the troops in the Tower - but Castlenau's Courtyard would not have fallen quite then. I will therefore assume the Stabbers have been dusted in the Courtyard.

A max siege stack of {7 x Battle Bear, Knight General Orders, lvl 4} enters the Outer Wall Zone! It proceeds to attack the Garrison Wall!
SIEGE!
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 10:30 pm

TIME OF POST (in minutes and seconds): 2413
Attacker:
Spoiler: show
Total Attack Value: 140.000
Average Unit level 1.375
Average Defense 0.500
Number of Units: 8
Dancefight? (1: yes, 0:no) 0
Stacking Bonus: 1.7
Highest Commander level: 4
Terrain Bonus of Hex: 0.0
Fatigue factor: 1.0
Hit and Run? (1: yes, 0: no) 0.0
Random Percentage: 90%
Total Damage (before defense): 311.125

Hits Inflicted on the Enemy: 311

The seven Battle Bears pound right through the Garrison Wall! The Garrison Wall has been breached!

The stack now proceeds into the Courtyard!
At this point, the ability for the Tower to rain fire on the Courtyard becomes relevant. I will therefore halt this line of attacks, waiting for tigerusthegreat's orders.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Fri Apr 29, 2011 11:11 pm

Continuing the battle - but on a different front:

The Dwagons of Doom! stack (2 x (Pink Dwagon {Hobgob Knight, Hobgob Knight}), Red Dwagon {Lady Sylvia, lvl 7}) attacks Newcastle! They enter the AIRSPACE!

AA Defenses fire!
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby tigerusthegreat » Sat Apr 30, 2011 2:17 am

There's really nothing I can do to hold off that stack, except fire into the courtyard with my ranged stacks. I will leave the calculations up to you DM.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby BLANDCorporatio » Sat Apr 30, 2011 6:31 am

Awww, poor WaterMonkey314. Bet you hate that multi-attack rule now, doncha?
The whole point of this is lost if you keep it a secret.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Sat Apr 30, 2011 9:10 pm

BLANDCorporatio wrote:Awww, poor WaterMonkey314. Bet you hate that multi-attack rule now, doncha?


Erm... I think it cuts both ways, actually. :twisted:

Picking up where I left off... the attack on Newcastle!

TIME OF POST (in minutes and seconds): 1123
Defender:
Spoiler: show
Total Attack Value: 25
Average Unit level: 0.000
Average Defense: 0.000
Number of Units: 1.0
Dancefight? (1: yes, 0:no) 0.0
Stacking Bonus: 1.0
Highest Commander level: 0
Terrain Bonus of Hex: 0.0
Fatigue factor: 1.0
Ambush Bonus: 2.0
Random Percentage: 60%
Total Damage (before defense): 27.000

Hits Inflicted on the Enemy: 22

MAYDAY, MAYDAY!!! A Pink Dwagon rolls over slowly and begins to fall! Its two Hobgobwin Knight riders (1 at 4 hits) are now moonlighting as paratroopers...

SPLAT!
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Sat Apr 30, 2011 9:18 pm

From the SSERNG: Post Time - 1058

D6 results: 2, 3

Assuming 1,2 = injury; 3,4 = incap; 5,6 = SPLAT (insta-croak):

The injured Hobgobwin takes 2 additional damage, leaving it at 2 hits in the Outer Wall zone. Its comrade is incapacitated for the remainder of the turn and is left with 3 hits. The body of the Pink Dwagon lands nearby with a thump.

The impromptu paratroopers capture the OUTER WALLS.

The remaining troops on the Dwagon stack cross over into the TOWER (2 x Hobgob Knight, Sylvia). They capture the zone, unopposed.

Sylvia leads her stack into the COURTYARD. They take the zone, unopposed.

Sylvia leads her stack into the DUNGEON. They take the zone, unopposed.

All three zones of Newcastle's Garrison have been taken.

NEWCASTLE HAS FALLEN.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Sat Apr 30, 2011 9:33 pm

tigerusthegreat wrote:There's really nothing I can do to hold off that stack, except fire into the courtyard with my ranged stacks. I will leave the calculations up to you DM.


Castlenau's defenders fire a volley at the battle bears! Sir Tigger's archers fire first!

FIGHT!

TIME OF POST (in minutes and seconds): 1713
Defender:
Spoiler: show
Total Attack Value: 30
Average Unit level: 1.375
Average Defense: 2.000
Number of Units: 8.0
Dancefight? (1: yes, 0:no) 0.0
Stacking Bonus: 1.7
Highest Commander level: 4
Terrain Bonus of Hex: 0.0
Fatigue factor: 1.0
Ambush Bonus: 2.0
Random Percentage: 75%
Total Damage (before defense): 111.116


Hits Inflicted on the Enemy: 104

Another victory for Cameria! 6 Battle Bears are turned into adorable fluffy pincushions; 1 is left with just 1 hit remaining.

I'm assuming at this point Lady Rookang's archers let loose their own volley. We don't need a Mathamancer to guess the result...
The last Battle Bear and General Orders are felled as they attempt to retreat from the Courtyard!

Oh, and I almost forgot - Sir Tigger's stack has gained 2XP and now levels up!!! Lady Rookang's stack gains 1 XP. Sir Tigger is now level 4**; Lady Rookang is 2*.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Sat Apr 30, 2011 10:06 pm

Far away, a giant potato-like man reads the battle report...

"No, send them on - that city'll cost us too much to take. We're going to need those forces later. Just tell them to keep going. March through the city if they have to!


A column enters Castlenau from the south, marches through, and leaves to the northwest:
== 8 x Archer
== 8 x Archer
== 6 x Stabber, Spidew {Warlord Capt. Crunch (lvl 2)}

The column continues to march through Castlenau:
== 8 x Stabber
== 8 x Stabber
== 7 x Archer, Spidew {Warlord Capt. Morgan (lvl 3)}

The stack in the Outer Wall zone (5 x Stabber, 2 x Battle Bear, Warlord Capt. Discount, lvl 3) leaves to the northwest.


CASTLENAU HAS BEEN HELD!!!

All units in the city gain a bonus XP!

Sir Tigger is now lvl 4***; his archers are lvl 2*.
Lady Rookang is now lvl 2**. Her archers level up!!! They are now level 2.
Yenniw Hoop and his pikers are now level 1*!

Ferrrr-durrrpppppppp!

The rest of the turn passes without incident. The night is pleasant, though thunder rumbles in the distance.
-------------------------------------------------------------------------------------
It is a beautiful sunrise over Cameria... perhaps the Titans will smile on the battered kingdom.

FERRRR-DURRRPPPPPPPPPPP!!!!!!!!!

Cameria's turn begins at dawn. 7394 pop points are available for production.


Pop pt accounting:
Spoiler: show
Pop Point Status:
Outpost: 36
Castlenau: 37
Newcastle: 121
Neufchatel: 0
Bailey: 0

+4000 gems
+3200 production
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby WaterMonkey314 » Sat Apr 30, 2011 10:23 pm

Recap:

Cameria survives another turn!

Outpost is flattened by a lone Yellow Dwagon. Tunnels are revealed to be a major defensive weakness (no surprise there) as a stack of Pikers almost singlehandedly captures Outpost's Garrison. The empty Newcastle is attacked, and tower AA reveals itself to be a potent threat, even in small quantities and unled. Cameria scores its first minor victory as a Pink Dwagon is blasted... but the falling Hobgobwin Knight captures the Outer Walls. :P Sylvia then leads her remaining knights in an exploratory mission through the castle, and she is disappointed to find no one to croak.

The real excitement of the day comes with the siege of Castlenau - GK sends a squad of Stabbers to storm the city from below, as with Outpost, but they are ambushed in the Courtyard by Sir Tigger's archery fire. An attempt to take the city directly then ensues, as a pair of Battle Bears led by Capt. Discount smash Castlenau's thin walls. After they secure the Outer Walls, a max siege stack of seven Battle Bears, led by Gen. Orders, smashes the much thicker Garrison Wall - only to be obliterated by another volley of arrows from the tower.

The enemy then inexplicably marches several large stacks through the city before withdrawing its remaining troops. Castlenau has stood firm.

Bookkeeping:

City Status:
Spoiler: show
Neufchâtel
Lv. 5 CAPITAL
Outer Walls 120 hp
Garrison 140 hp
Tower 175 hp
60 AA

Castelnau
Lv. 5 City
BIG TUNNELS (10 hits or less can enter)
Outer Walls 0 (40) hp
Garrison 0 (125) hp
Tower 175 hp
45 AA

Newcastle
Lv. 4 City - HELD BY ENEMY
NO TUNNELS
Outer Walls 70 hp
Garrison 100 hp
Tower 100 hp
no AA remaining

Bailey
Lv.3 City
Outer Walls 50 hp
Garrison 60 hp
Tower 30 hp (leaning tower :P )
8 AA

Outpost
Lv. 1 Pancake
Outer 0 (10) hp
Garrison 0 (15) hp
Tower 0 (30) hp
no AA remaining

Oldcastle
Lv. 3 CAPITAL
Outer 37 (50) hp
Garrison 69 (120) hp
Tower 58 (125) hp
60 AA


Unit Listing:
Spoiler: show
Castlenau (K8)
= Tower:
7 x Piker (L1*), Lord Yenniw Hoop (1*)
6 x Archer (L2*), Scout (L2*), Sir Tigger the Spring (4***)
6 x Archer (L2), Scout (L2), Lady Rookang (2**)

Bailey (G2)
= Courtyard: 6 x Scout

Neufchatel (G6)
= Outer Walls:
=== 8 x Piker, Deus (4**)
=== 7 x Piker, Cmdr. Pwnd (5)
= Tunnels: EMPTY!
= Airspace: EMPTY!
= Tower:
=== 2 x Archer, 5 x Archers (L2), Cdr. Betia (4)
=== 7 x Archer, Ex (L2)
=== 5 x Archer, Joan's Horse {Joan of Arc (6)}
= Courtyard:
=== The 75th Royal Alkaline (14 x Dance-Fighting Piker, 1 x Dance-Fighting Horse, Cmdr. Ziegfeld Tiller (3), 3 x Scout)

= Dungeon:
=== 6 x Scout
=== 2 x Horse, Betia's Horse

Oldcastle (L3)
= Courtyard:
D8-Horse (0M) {Cmdr. Leroy Jenkins (1)}
Caster's Horse {Miranda}, Lily (LSFT, lvl 6), Royal Horse

= Tower:
3 x Abandoned Ballista
King


Oh, and before you guys finalize popping orders, there is a significant development at Oldcastle. I doubt I'll have it up tonight, but it's a good development. :) Anyway, please start thinking about scouting and popping.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby BLANDCorporatio » Sun May 01, 2011 7:06 am

Wait, don't tell me. Twin heirs have popped at Oldcastle. One of them has a goatee. One of them is evil. Who shall be the next King?

Also, where are General Store and General Electric? I can understand that General Specific is busy chasing them sheep, but those other two, where are they?

Ok, orders: what's the thing with Outpost, we still can pop there or what?

In any case, my idea now is to split the pop points sorta-evenly between our three big cities.

(Oldcastle would get the King's share of about half, or 40% more like, with Neufchatel and Castlenau each getting half of the remaining)

(Scout orders: I'll have the Bailey scouts thoroughly cover their surrounding area. We should also scout a path between Neufchatel and Oldcastle, Castlenau and Neufchatel. Other scouting should confine itself toward the hostile area, that is, toward SW and W, where the enemy seemed to be)
The whole point of this is lost if you keep it a secret.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby BLANDCorporatio » Sun May 01, 2011 7:18 am

"Great news Sir Tigger! You are to be commended for holding Castlenau for one more turn."

From what the knight had told her, it wasn't just the valor of Castlenau's defenders that kept the enemy away. And this may have been the best news of all.

"Knights, our duty is to protect the King, and with him Cameria's future. Oldcastle should be defended to the best of our possibility. However, our enemy might not be out to destroy us; we may be just in their way to someplace else, and we're in no position to make it our battle just now. What we can do is keep a strong line of defense between them and Oldcastle, and hope they choose the path of least resistence and move on."


As indicated, split 40% Oldcastle, 30% Neufchatel, 30% Castlenau. Bailey scouts have the same orders as last turn.
The whole point of this is lost if you keep it a secret.
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby Nihila » Sun May 01, 2011 12:53 pm

We still have the points that Outpost saved last turn, but I don't think we have our beloved pancake. :P

Still, those Scouts did a good job.
Commander Betia glanced out of the Tower window at the Alkaline forces in the battlespace. Judging by events so far, the Pikers would be needed for the Kingdom's defense.

"Chief, I would recommend finding the enemy column that passed through Castlenau and destroying it. Whatever these abominations are, they are not our friends."
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Re: The Arkentool War - Prologue: "Gathering Clouds"

Postby tigerusthegreat » Sun May 01, 2011 7:43 pm

find the remaining battle bears and stabbers and I will wipe them out Sir Tigger thought to the thinkamancer. tell the chief to order my scouts so we have good coverage


Cw, order my scouts as you see fit. Seems best to have one person decide to prevent overlap.
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