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Re: Return to Gobwin Bump

Postby HerbieRai » Wed May 04, 2011 1:05 pm

Who will move north with me? My lvl 4 scout should be able to scout any cities to the north next turn, but I'd like another stack with me in case of attack.

Poping 40 + 11 (left over) = 51
giving darth vader lookamancy 51 - 50 = 1 left over

If I can use lookamancy this turn I'll look at F7

If not, here are my orders:

4 christmas critters in e4 stack together and move to G5

Freddies stack moves to H6
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Wed May 04, 2011 1:46 pm

Wait a little on moving north- if Bad Stuff doesn't happen, the SG will tag along.

About Bad Stuff- this relates to possible undesirable outcomes of the parley with Elves. My idea is that it's only worth planning what to do once that parley is complete. I don't want to move a stack this turn, then, once its move is spent, find out that the Elf stacks will attack GB. At least if the Elves do not declare war on our turn, but go on to take GB on our off-turn regardless, I can act surprised and outraged, outraged, I say.
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby Twoy » Wed May 04, 2011 4:04 pm

Two Questions:

1. Can we destroy cities we control?
2. Can we destroy walls in a hex that we control
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Re: Return to Gobwin Bump

Postby LTDave » Wed May 04, 2011 9:59 pm

1. Can we destroy cities we control?
I suppose so. Why would you want to?
It will take 1 stack of 8 units per level of the city to destroy it in one turn.

2. Can we destroy walls in a hex we control?
Yes - it will take 1 stack of 8 units a full turn to destroy the walls in an empty hex.

Conversations continue in [i5]:
"The Gobwins are a cursed blight on this part of the Erf."
"That we signed an agreement with them was necessary, not desirable."
"We are not impressed with Dwarf emissaries of Cwoakamancers."
"We will not interfere in your intervention. We invite you to respect our territory, which extends 2 hexes in every direction from our many cities. Enter our borders at your own risk."
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Thu May 05, 2011 5:20 am

Well, the Elves said they are neutral. I totally believe them, so HerbieRai, where to?
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby HerbieRai » Thu May 05, 2011 7:55 am

We need to know the lookamancy question first. If we can see F7 (with lookamancy from Darth Vader), then we'll move to G7, otherwise we'll go to H6. The 2 of our main stacks should be plenty of defense.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Thu May 05, 2011 11:08 am

I don't trust the elves, but there's little we can do about it. We should take GP, hunt down Gwegor, and take any other cities to the north.
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Re: Return to Gobwin Bump

Postby Twoy » Thu May 05, 2011 11:27 am

LTDave wrote:1. Can we destroy cities we control?
I suppose so. Why would you want to?

To stop our enemies from retaking the city and using it as a pop point.

QUESTION: Can Darth Vader use his lookamancy this turn? If yes, please see HerbieRai's post at the top of this page.
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Re: Return to Gobwin Bump

Postby LTDave » Thu May 05, 2011 8:03 pm

HerbieRai wrote:If I can use lookamancy this turn I'll look at F7


QUESTION: Can Darth Vader use his lookamancy this turn? If yes, please see HerbieRai's post at the top of this page.


My answer is yes and no, depending on what the question means.
Yes - he can use Lookamancy this turn, and what he spots will be listed in the next turn's scout report.
No - I'm not going to give you a scout report on F7 and surrouding hexes this turn.
A Lookamancer is like a complicated scout - you can say which set of hexes you want to inspect, and at the beginning of the next turn (like a scout) you will see those hexes.
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Re: Return to Gobwin Bump

Postby LTDave » Fri May 06, 2011 8:20 am

I would like to end the turn 4 hours earlier, so I can process Sunday night. To this end, the turn will now end at 7pm AET (9am GMT) this Sunday. That is, in about 45 hours.
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Re: Return to Gobwin Bump

Postby HerbieRai » Fri May 06, 2011 10:08 am

Ah, I get it now.

Freddy's stack move to H6

Darth Vader uses lookamancy on C9
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Re: Return to Gobwin Bump

Postby Twoy » Sat May 07, 2011 2:14 am

Pop points=46
Pop 1 Centaur=35 (46-25=11 pp remaining)

Jadis and Edmund move to H6.

Peter upgrades the walls of Fort Beaver to 68. (LTDave: I think you missed one of the walls' upgrades in your last update.)

Nawnia
Stack H [h6]
8 Centaurs
Queen Jadis the Cwoakamancer (Rockin' Out) Lvl 6.1

Stack F [h6]
8 Dwarf Siege
King Edmund Lvl 4

Stack K [g5]
3 Dwarf Siege

Stack P [g5]
8 Beaver Pikers
Scout 2
High King Peter (Dirtamancy) Lvl 3.1

Stack Q [i5]
1 Dwarf Siege

Stack R [e4]
3 Centaur
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Re: Return to Gobwin Bump

Postby Twoy » Sat May 07, 2011 4:56 pm

I will be gone on vacation to the Black Forest until around May 14 or 15. BLANDCorporatio has authority to move my units and attack as necessary.
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Re: Return to Gobwin Bump

Postby LTDave » Sun May 08, 2011 12:59 am

Four hours until the end of the turn...
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Re: Return to Gobwin Bump

Postby LTDave » Sun May 08, 2011 5:19 am

Ferrr-Durrrp!

The Alliance Turn has come to an end.

The Gobwin Bump turn will start shortly.
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Re: Return to Gobwin Bump

Postby LTDave » Sun May 08, 2011 7:51 am

Alliance Units and Locations:
Spoiler: show
Isenlard
Stack B [c7]
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3.2
9 Uruk-Ham Archers
Scout Lvl 1

Stack A [g5]
4 Bacon-rog
Commander Hamwise Hamgee Lvl 3.1
Stack G [c7]
Lardz the Uruk Ham Captain(Dirtamancy) Lvl Lvl 2.1
10 Uruk-Ham Pikers
Scout Lvl 3

Steam Gentlemen
Stack C [g5]
Stack: 2 Ottow Motor, Diwigible, 4 Steam plane, Diwigible, Scout Lvl 1, Lord Wivingston (Rockin' Out, Cwoakamancy, Foolamancy) Lvl 3

Evil Imagination Land
Stack E [h6]
3 Manbearpig
5 Christmas Critter
Commander Freddy Creuger (Dancefighting, Cwoakamancy) Lvl 2.1
level 4 scout - 160

Stack D [e4]
6 Storm Troopers
Commander Darth Vader (Dittomancy, Lookamancy) Lvl 2

Stack L [g5]
4 Christmas Critter

Nawnia
Stack H [h6]
8 Centaurs
Queen Jadis the Cwoakamancer (Rockin' Out) Lvl 6.1

Stack F [h6]
8 Dwarf Siege (1st is 4/15 hits) 120H 88A 32D
King Edmund Lvl 4

Stack K [g5]
3 Dwarf Siege

Stack P [g5]
8 Beaver Pikers
High King Peter (Dirtamancy) Lvl 3.1
Scout 2

Stack Q [i5]
1 Dwarf Siege

Stack R [e4]
3 Centaurs

Fort Beaver [g5] has X point walls (where X is a number I can't remember)




Attack!
Gobwin Stack X [c7] 2 Twoll Stabbers, 6 Gobwin Stabbers 90H, 64A, 26D
Engage
Alliance Stack Stack G [c7]
Lardz the Uruk Ham Captain(Dirtamancy) Lvl 2.1
10 Uruk-Ham Pikers 40A, 40D
Scout Lvl 3

Fight!

Spoiler: show
COMBAT!
Battle is joined in hex: C7
TIME OF POST (in minutes and seconds): 5100
Attacker:
Total Attack Value: 64
Total Defence of Top 8 Units: 26
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 1.0
Random Percentage: 70%

Hits Inflicted on Defender: 27

Defender:
Total Attack Value: 40
Total Defence of Top 8 Units: 40
Total Terrain & Walls Defence: 0
Level of Highest Commander: 2
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 90%

Hits Inflicted on Attacker: 17


2 Urukham Pikers are cwoaked, and the next is 3/10 hits remaining.
1 Twoll at 4/21 hits.
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Re: Return to Gobwin Bump

Postby LTDave » Sun May 08, 2011 7:55 am

Attack!

Gobwin Stack W [c7] 2 Twoll Stabbers, 6 Gobwin Stabbers 90H, 64A, 26D
Engages
Alliance Stack Stack B [c7]
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3.2
9 Uruk-Ham Archers
Scout Lvl 1

Fight!

Spoiler: show
COMBAT!
Battle is joined in hex: G5
TIME OF POST (in minutes and seconds): 5500
Attacker:
Total Attack Value: 64
Total Defence of Top 8 Units: 26
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 60%

Hits Inflicted on Defender: -1

Defender:
Total Attack Value: 40
Total Defence of Top 8 Units: 40
Total Terrain & Walls Defence: 0
Level of Highest Commander: 3
Special Bonus: 1.0
Trump Bonus: 0.0
Random Percentage: 60%

Hits Inflicted on Attacker: 29


And utter failure.
1 Twoll is cwoaked, and the archers keep their one shot, so the archers can't hit the Pikers. They can't possibly get past the Urukham Archers Defence, so no more combats.

Ferrrrr-Durrrp!

The Gobwin Bump has come to an end.
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Re: Return to Gobwin Bump

Postby LTDave » Sun May 08, 2011 8:16 am

Map:
Spoiler: show
Image


Alliance Units and Locations:
Spoiler: show
Isenlard
Stack B [c7]
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3.3
9 Uruk-Ham Archers
Scout Lvl 1

Stack A [g5]
4 Bacon-rog
Commander Hamwise Hamgee Lvl 3.1
Stack G [c7]
Lardz the Uruk Ham Captain(Dirtamancy) Lvl 2.1
8 Uruk-Ham Pikers
Scout Lvl 3

Steam Gentlemen
Stack C [g5]
Stack: 2 Ottow Motor, Diwigible, 4 Steam plane, Diwigible, Scout Lvl 1, Lord Wivingston (Rockin' Out, Cwoakamancy, Foolamancy) Lvl 3

Evil Imagination Land
Stack E [h6]
3 Manbearpig
5 Christmas Critter
Commander Freddy Creuger (Dancefighting, Cwoakamancy) Lvl 2.1
level 4 scout - 160

Stack D [e4]
6 Storm Troopers
Commander Darth Vader (Dittomancy, Lookamancy) Lvl 2

Stack L [g5]
4 Christmas Critter

Nawnia
Stack H [h6]
8 Centaurs
Queen Jadis the Cwoakamancer (Rockin' Out) Lvl 6.1

Stack F [h6]
8 Dwarf Siege (1st is 4/15 hits) 120H 88A 32D
King Edmund Lvl 4

Stack K [g5]
3 Dwarf Siege

Stack P [g5]
8 Beaver Pikers
High King Peter (Dirtamancy) Lvl 3.1
Scout 2

Stack Q [i5]
1 Dwarf Siege

Stack R [e4]
3 Centaurs

Fort Beaver [g5] has X point walls (where X is a number I can't remember)


Gobwin Units:
Spoiler: show
K [f9] 8 Spidew Riders 72H 40A 32D
M [f9] 8 Gobwin Archers 56H 32A 24D
N [c7] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
O [f9] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
P [f9] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
S [f9] 9 Twoll Siege Guns 134H, 112A, 8D
T [f9] 2 Twoll Stabbers, 2 Gobwin Stabbers 58H, 48A, 10D
U [f9] 2 Twoll Stabbers, 6 Gobwin Stabbers, Commander Buzket: Lvl 3, Scout 3 90H, 64A, 26D
W [c7] 1 Twoll Stabbers, 6 Gobwin Stabbers 69H, 44A, 25D
X [c7] 2 Twoll Stabbers, 6 Gobwin Stabbers 90H, 64A, 26D
Y [f9] 2 Twoll Stabber, 6 Gobwin Stabbers, Commander Pozka Lvl 2 (Dancefighting) 90H, 64A, 26D

Gobwin Bump is a level 4 city, with 0 points of walls.
Gobwins' Hollow is a level 1 city, with 70 points of walls.
Gobport is a level 2 city with 40 points of walls.
Little Bump is a level 2 city with 40 points of walls.


C-Elf units:
Spoiler: show
A 8 C Elf Archers, Lvl 4 Scout
B 8 C Elf Archers
D 8 C Elf Archers
E 8 C Elf Archers, Commander Lvl 2


The Alliance Turn 13 starts now. Each player has 70 points to spend.
The turn will end in 92 hours, which is 7pm Thursday AET (9am GMT).
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Re: Return to Gobwin Bump

Postby HerbieRai » Sun May 08, 2011 9:59 am

So my idea is most of our units in beaver camp march north to Little bump. Fliers wait till tigers report

Tiger, assess your current ability to take goboport. If you need assistance fliers will head your way. Otherwise filers march up with the force attacking little bump.

I figure forming stacks (bogrolls, stormtroopers, ect) can stay back and protect the spawn. I'm not sure if moving the spawn to Bump would be good since it has no walls.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun May 08, 2011 6:11 pm

Well since they are able to use it as a pop area, (as evidenced by the new twolls) I don't think I can do it alone. If I take down the archers, can I get some air support?
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