Return to Gobwin Bump

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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Sat Mar 26, 2011 7:25 am

I was thinking of making a dash, attack stack Y (it has only 20 Attack) then retreat to where stack Z used to be.

LtDave, is this possible?
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby Twoy » Sat Mar 26, 2011 11:51 am

Stack Y has a 56 defense because of the wall.
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Sat Mar 26, 2011 12:02 pm

Right you are.

Then, Lord Wivingston attacks the remnants of stack Z, after which he and his stack retreat to the starting point.

Since the Rocking out Diwi has more than enough attack to croak the gobwin, and seeing as how one shot wonder for Z is out, no need to run calcs to see that: Z is croaked; Diwi takes no damage.
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby HerbieRai » Sat Mar 26, 2011 12:23 pm

I was hoping to get another commander soon. I only got freddy because I had to have a commander. I thought the level 4 scout was more important.

Should I move my stack up as well, or should they stay back? the 2 manbearpigs do have a decent bit of hits and defense to absorb damage if need be, and the it would allow us to see a little more. Although the cav. could take my stack out.
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Re: Return to Gobwin Bump

Postby Twoy » Sat Mar 26, 2011 12:43 pm

I hope you will move your stack up, because if not, GK will be able to double bump either my stack or Saruham's stack.

Perhaps you should consider leaving your scout behind at the base camp just in case. It is very valuable, and probably not necessary to take it all the way to the foot of Goblin Hollow's walls.

Speaking of which:

Queen Jadis advances with her 8 Dwarf Siege and her Cherry Blossom Scout to D3.
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Re: Return to Gobwin Bump

Postby LTDave » Sat Mar 26, 2011 10:34 pm

BLANDCorporatio wrote:I was thinking of making a dash, attack stack Y (it has only 20 Attack) then retreat to where stack Z used to be.

LtDave, is this possible?


Yes, you can engage in combat, then move (with remaining move) to any scouted hex with no enemy presence.
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Re: Return to Gobwin Bump

Postby LTDave » Sat Mar 26, 2011 10:35 pm

46 of the 96 hours have passed. If the Alliance completes movement, we can move on to turn 2.

Cheers
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Sun Mar 27, 2011 9:04 am

So far we have:

Z stack croaked. Mostly by Saruham (whose stack stayed at Z's location: D3) and a bit by Wivingston (who returned to base: B2).
Also at D3, Queen Jadis.

Still at B2, Freddy and the lvl 4 scout- the decision to move any of them is not yet official.
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby HerbieRai » Sun Mar 27, 2011 10:59 am

Another Question: Do scouts and commanders have to be tied to stacks, or can they be alone?

If they can be alone
Freddy 2 manbearpigs and Christmas critter move to D3

If not
Freddy and 2 manbearpig move to D3
level 4 scout and Christmas critter stay at base


Hopefully that makes sense.
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Re: Return to Gobwin Bump

Postby LTDave » Sun Mar 27, 2011 8:43 pm

Q. Do scouts and commanders have to be tied to stacks, or can they be alone?
A. They must be part of a stack. If they are alone, they die.

So that's the second of your movement options.
Are we all done? Ready for turn 2?
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Re: Return to Gobwin Bump

Postby LTDave » Mon Mar 28, 2011 2:37 am

About 22 hours remain until the Alliance turn auto-ends.

If you want to change anything, better do it now!
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Re: Return to Gobwin Bump

Postby LTDave » Tue Mar 29, 2011 3:17 am

Ferrr-DuRRRRPPP!

The Alliance Turn has now ended. The Gobwin Bump turn will begin once my kids are in bed (an hour or two).
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Re: Return to Gobwin Bump

Postby LTDave » Tue Mar 29, 2011 5:45 am

Alliance Unit Locations at start of Gobwin Bump Turn 2.
Spoiler: show
Isenlard
Stack B
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 2.1
8 Uruk-Ham Archers
Scout Lvl 1
Stack A
1 Bacon-rog


Stea,m Gentlemen
Stack C
Stack: Diwigible, Steam plane, (Scout Lvl 1, Wivingston Lvl 2)

Unnamed Halloween Theme Team
Stack E
2 Manbearpig - 168
commander Freddy Creuger Lvl 2
Stack F
1 Christmas Critter - 12
level 4 scout - 160

Nawnia
Stack D
8 x Dwarf Siege Cost 272
Scout 2 Cost
Queen Jadis the Cwoakamancer Cost Lvl 5



Gobwin Stack X 2 Twoll Stabbers, 6 Gobwin Stabbers, Commander Lv 2 78 Hits, 44 attack, 34 Defence,

ENTERS HEX D3
And Engages
Alliance Stack D * 8 x Dwarf Siege Cost 272 * Scout 2 * Queen Jadis the Cwoakamancer Cost Lvl 5 * 120 Hits, 88 Attack, 32 Defence

FIGHT!
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Re: Return to Gobwin Bump

Postby LTDave » Tue Mar 29, 2011 5:52 am

And some bad rolling later...
Spoiler: show
COMBAT!
Battle is joined in hex: D3
TIME OF POST (in minutes and seconds): 4552
Attacker:
Total Attack Value: 44
Total Defence of Top 8 Units: 34
Level of Highest Commander: 2
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 20%

Hits Inflicted on Defender: -21

Defender:
Total Attack Value: 88
Total Defence of Top 8 Units: 32
Total Terrain & Walls Defence: 0
Level of Highest Commander: 5
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 60%

Hits Inflicted on Attacker: 19


1 Twoll Stabber is cwoaked, and the second has 11/15 hits remaining. Stack X withdraws back to Gobwins' Hollow.

No Alliance Casualties.


Stack S 8 Spidew Riders 72 hits, 40 attack, 32 Defence
MOVES TO D3, and ENGAGES ALLIANCE STACK
Stack E * 2 Manbearpig * commander Freddy Creuger Lvl2
50 Hits, 26 Attack, 24 Defence

FIGHT!
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Re: Return to Gobwin Bump

Postby LTDave » Tue Mar 29, 2011 6:08 am

And some more horrendous rolling...
Spoiler: show
COMBAT!
Battle is joined in hex: D3
TIME OF POST (in minutes and seconds): 5213
Attacker:
Total Attack Value: 40
Total Defence of Top 8 Units: 32
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 1.0
Random Percentage: 20%

Hits Inflicted on Defender: -12

Defender:
Total Attack Value: 26
Total Defence of Top 8 Units: 24
Total Terrain & Walls Defence: 0
Level of Highest Commander: 5
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 60%

Hits Inflicted on Attacker: 1


1 Spidew is scratched with 1 hit.
And the Spidews withdraw into Gobwins' Hollow.

With the laughter of the Titans ringing in their ears, the Gobwins call off any further attacks this turn.

Ferrrr-Durrrppp!

Gobwin Bump Turn 2 has ended.
The Alliance Turn 2 has begun.
Each player recieves (dice roll) 70 pop points, + what was left from last turn, + any from Cwoakamancy.

Scout Map:
Spoiler: show
Image


Q 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
R 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
S 8 Spidew Riders 72 hits, 40 attack, 32 Defence
X 1 Twoll Stabbers, 6 Gobwin Stabbers, Commander Lv 2 63 Hits, 34 attack, 29 Defence,


Player have 96 hours from now to complete their turns.

Actually, I am arbitrarily changing that to 84 hours, so that I can process the turn saturday morning my time, rather than having to wait until Monday, what with a busy weekend and all. Any objections? Good.

84 hours from... wait for it... NOW!
Last edited by LTDave on Tue Mar 29, 2011 5:50 pm, edited 1 time in total.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Tue Mar 29, 2011 8:46 am

Quick question: Can warlords and scouts be upgraded after they pop? I.e. can I spend 50 points to give saruham another special, or pop a warlord without a special and give him one later? In similar fashion, can I level a rank 1 scout to rank 2 by spending the difference in points?
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Re: Return to Gobwin Bump

Postby HerbieRai » Tue Mar 29, 2011 10:51 am

I really don't want you to destroy me, but your spiders are cav against my stabbers, so you actually had 60 base attack. Also, the combat spoiler says i did 1 damage to you, not 1 damage to me.

60 * .2 = 12, still too low.
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Re: Return to Gobwin Bump

Postby Twoy » Tue Mar 29, 2011 4:05 pm

Before any one does anything hasty, let me knock down the walls.

If I use my whole stack I have 100 percent chance to destroy the walls.

6 units=97 percent
5 units=91.5 percent.

If I use the three units that are left to bombard an archer stack, on a roll of 7, I do 11 points of damage.
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Re: Return to Gobwin Bump

Postby LTDave » Tue Mar 29, 2011 5:51 pm

HerbieRai wrote:I really don't want you to destroy me, but your spiders are cav against my stabbers, so you actually had 60 base attack. Also, the combat spoiler says i did 1 damage to you, not 1 damage to me.

60 * .2 = 12, still too low.


A Good point. I have edited the combat post.
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Re: Return to Gobwin Bump

Postby LTDave » Tue Mar 29, 2011 5:53 pm

tigerusthegreat wrote:Quick question: Can warlords and scouts be upgraded after they pop? I.e. can I spend 50 points to give saruham another special, or pop a warlord without a special and give him one later? In similar fashion, can I level a rank 1 scout to rank 2 by spending the difference in points?


I'm going to say yes, but with this limitation - the scout or commander must begin the turn in the Spawn Point, ie, your base camp.
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