Return to Gobwin Bump

Your new games, homebrews, mods and ideas. Forum games go here.

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 12:45 am

No, points earned this turn from Cwoakamancy will have to wait until next turn to be spent.
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby tigerusthegreat » Fri Apr 01, 2011 9:18 am

2 more questions:

1. If I upgrade my pikers with a commander next turn, will they be able to move that turn.

2. If I upgrade them with a dirtamancy commander, would be be able to build walls that turn.
Prehendo Victoria - My first erfworld story. Comment thread

Last Updated 6/25/2014

Imperial Destiny (My Science Fiction Story) Updated 6/24/2014 (First Page)
Party Raid, a TCG Development Journal Updated 6/24/14
tigerusthegreat
 
Posts: 549
Joined: Wed Mar 02, 2011 12:17 pm

Re: Return to Gobwin Bump

Postby BLANDCorporatio » Fri Apr 01, 2011 10:33 am

Hmm. Those remaining archers are ripe for the picking, but cannot attack them yet, not without going after the other stacks.

Which I think that right now (since I'm not allowed to use the newly popped Steam Planes) is not a good idea.

However, I can provide some air cover for the Siege.

So, stack of {Diwi, Steam Plane, L1 Scout, Lord Wivingston} flies to where Queen Jadis is. We should have something like 2 or 3 stacks there, right?
The whole point of this is lost if you keep it a secret.
User avatar
BLANDCorporatio
Tool + YOTD Supporter!
Tool + YOTD Supporter!
 
Posts: 3446
Joined: Fri May 01, 2009 5:24 am

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 5:06 pm

The rules are not clear, but I'm going to say "No."
COmmanders and Scouts popped cannot move the turn they are popped, nor may they use their abilities (Dirtamancy, for example).
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby Twoy » Fri Apr 01, 2011 6:00 pm

If you could move your stack back to D3, Saruham, that would give us a better defense.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 6:12 pm

Ferrrr-Duuurrrppp!

The Alliance Turn 3 has ended. The Gobwin Bump turn has now begun.

Ending position of Alliance Units:
Spoiler: show
Isenlard
Stack B
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 2.2
8 Uruk-Ham Archers
Scout Lvl 1
Stack A
1 Bacon-rog
Stack G
8 Uruk-Ham Pikers

Steam Gentlemen
Stack C
Stack: Diwigible, Steam plane, (Scout Lvl 1, Wivingston Lvl 1.1)
Stack I
2 Steam Planes

Evil Imagination Land
Stack E
2 Manbearpig
commander Freddy Creuger Lvl 2
Stack F
1 Manbearpig
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 5.1

Stack H
3 Centaurs


Which means Saruham and his Archers are alone in Gobwins' Hollow. Interesting.

Attack!

Gobwin Stack "S" 8 Spidew Riders 72 hits, 40 attack, 32 Defence
ENGAGE
Saruham's 8 Archers 80 hits, 40 attack, 40 defence (Dittomancy)

FIGHT!
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 6:39 pm

And Dagnibbit, these Gobwins are still struggling with the complexities of the combat system.

Spoiler: show
COMBAT!
Battle is joined in hex: D3
TIME OF POST (in minutes and seconds): 1223
Attacker:
Total Attack Value: 40
Total Defence of Top 8 Units: 32
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 50%

Hits Inflicted on Defender: -20

Defender:
Total Attack Value: 40
Total Defence of Top 8 Units: 40
Total Terrain & Walls Defence: 0
Level of Highest Commander: 2
Special Bonus: 1.0
Trump Bonus: 0.0
Random Percentage: 60%

Hits Inflicted on Attacker: 28

No Archers cwoaked.
3 Spidew Riders cwoaked, and one with 1/9 hits remaining. The Spidew Riders remain in the hex.

Right, time to bring out some "Big" guns.

A Stack of Dwagons enters Gobwin's Hollow from the North East.
Gobwin Stack "W" 2 King Dwagon, 6 Dwagon, Scout 4, Commander Lvl 4 (Rockin' Out), Commander Lvl 3. 102 Hits, 70 Attack, 32 Defence
ENGAGE
Saruham's 8 Archers 80 hits, 40 attack, 40 defence (Dittomancy)

FIGHT!

{edited for Commander Levels}
Last edited by LTDave on Fri Apr 01, 2011 6:47 pm, edited 1 time in total.
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 6:46 pm

Into the valley of Death flew the 8!
Spoiler: show
COMBAT!
Battle is joined in hex: D3
TIME OF POST (in minutes and seconds): 3958
Attacker:
Total Attack Value: 70
Total Defence of Top 8 Units: 32
Level of Highest Commander: 4
Special Bonus: 1.0
Trump Bonus: 0.0
Random Percentage: 50%

Hits Inflicted on Defender: 44

Defender:
Total Attack Value: 40
Total Defence of Top 8 Units: 40
Total Terrain & Walls Defence: 0
Level of Highest Commander: 2
Special Bonus: 1.0
Trump Bonus: 1.0
Random Percentage: 90%

Hits Inflicted on Attacker: 38


4 Uruk-Ham Archers cwoaked, 1 with 6/10 hits remaining.
1 King Dwagon cwoaked, and 1 with 4/21 hits remaining.

The Dwagons leave the hex to the North East.
Last edited by LTDave on Fri Apr 01, 2011 6:52 pm, edited 1 time in total.
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby Twoy » Fri Apr 01, 2011 6:48 pm

Shouldn't that be 4/21 remaining on the King Dwagon?
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 6:50 pm

And time to stick in the boot.

Gobwin Stack "R" 7 Gobwin Archers 49 Hits, 28 Attack, 21 Defence
ENGAGE
Saruham's Archer Stack {ONE SHOT WONDER}

FIGHT!
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 6:52 pm

Spoiler: show
COMBAT!
Battle is joined in hex: D3
TIME OF POST (in minutes and seconds): 5045
Attacker:
Total Attack Value: 28
Total Defence of Top 8 Units: 21
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 80%

Hits Inflicted on Defender: 22

Defender:
Total Attack Value: 0
Total Defence of Top 8 Units: 0
Total Terrain & Walls Defence: 0
Level of Highest Commander: 2
Special Bonus: 1.0
Trump Bonus: 0.0
Random Percentage: 70%

Hits Inflicted on Attacker: -16


2 more Archers cwoaked. 1 with 4/10 hits remaining
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 6:55 pm

Twoy wrote:Shouldn't that be 4/21 remaining on the King Dwagon?


Good Point. Fixed in Edit.

I'm tempted to let Saruham live, just to show I'm a good sport. But that would leave my wounded King Dwagon vulnerable, so I can't.

Gobwin Stack "X" 1 Twoll Stabbers, 6 Gobwin Stabbers, Commander Lv 2
ENGAGE
Saruhams' Archers.
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 6:59 pm

Spoiler: show
COMBAT!
Battle is joined in hex: D3
TIME OF POST (in minutes and seconds): 5516
Attacker:
Total Attack Value: 34
Total Defence of Top 8 Units: 29
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 40%

Hits Inflicted on Defender: 13

Defender:
Total Attack Value: 0
Total Defence of Top 8 Units: 0
Total Terrain & Walls Defence: 0
Level of Highest Commander: 2
Special Bonus: 1.0
Trump Bonus: 0.0
Random Percentage: 70%

Hits Inflicted on Attacker: -11


But it isn't enough. 1 Archer cwoaked, with the final one having 1/10 hits remaining! Saruham survives. Can you credit it?

That concludes the Gobwin Bump Turn. Give me a few minutes to update the map, and then the Alliance turn can start.
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby Twoy » Fri Apr 01, 2011 7:04 pm

Saruham leveled before the King Dwagons attacked. Should be 2/21 for the surviving King Dwagon.

Isenlard picks up 127 pop points from Cwoakamancy. Saruham is level 3.0.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 01, 2011 7:14 pm

Ferrr-Duuurrrp!

Turn 3 Map and Scout Results:
Spoiler: show
Image


Gobwin Stacks
Spoiler: show
R 7 Gobwin Archers 49 Hits, 28 Attack, 21 Defence
S 5 Spidew Riders 45 Hits, 25 Attack, 20 Defence
V 6 Gobwin Stabbers 48 Hits, 24 Attack, 24 Move
W 1 King Dwagon (2/21), 6 Dwagon, Scout 4, Commander Lvl 4 (Rockin' Out), Commander Lvl 3. 102 Hits, 70 Attack, 32 Defence
X 1 Twoll Stabbers, 6 Gobwin Stabbers, Commander Lv 2 63 Hits, 34 attack, 29 Defence,
Y 4 Spidew Riders 36 Hits, 20 Attack, 16 Defence
Gobwins' Hollow is a level 1 City with a 0 point wall.



Alliance Stacks
Spoiler: show
Isenlard
Stack B
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3
1 Uruk-Ham Archers (1/10 hits)
Scout Lvl 1
Stack A
1 Bacon-rog
Stack G
8 Uruk-Ham Pikers

Steam Gentlemen
Stack C
Stack: Diwigible, Steam plane, (Scout Lvl 1, Wivingston Lvl 1.1)
Stack I
2 Steam Planes

Evil Imagination Land
Stack E
2 Manbearpig
commander Freddy Creuger Lvl 2
Stack F
1 Manbearpig
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 5.1

Stack H
3 Centaurs


The Alliance Turn 3 has now begun. Each player receives 60 points + cwoakamancy + what's left from last turn.

Players have 96 hours to post their turns (in fact 97, because Day Light Savings ends for us down under tonight). So the Alliance Turn will end on Wednesday, 10:15am, Australia Eastern Time (which is what, 0015 GMT?).

Cheers

{Edited for Twoy's corrections. Good work, Twoy. Can you spot my creative error to the Alliance's Favour? Cheers}
User avatar
LTDave
 
Posts: 2380
Joined: Sun Aug 23, 2009 7:53 pm

Re: Return to Gobwin Bump

Postby Twoy » Fri Apr 01, 2011 8:00 pm

I did not spot the creative error, but I believe Jadis should be level 5.2. She should have received one xp for attacking and one xp for defending.
Twoy
 
Posts: 814
Joined: Fri Mar 12, 2010 4:55 pm

Re: Return to Gobwin Bump

Postby tigerusthegreat » Fri Apr 01, 2011 9:30 pm

I was under the impression that you couldn't keep a stack in the same hex as enemy units, which is why I didn't specify returning to the hex I attacked from. Not going to ask you to change it now though.

Gonna have to think through my move, other than the obvious retreat of Saruham. Could I make a unit of archers then merge them with Saruham's unit at a later time?
Prehendo Victoria - My first erfworld story. Comment thread

Last Updated 6/25/2014

Imperial Destiny (My Science Fiction Story) Updated 6/24/2014 (First Page)
Party Raid, a TCG Development Journal Updated 6/24/14
tigerusthegreat
 
Posts: 549
Joined: Wed Mar 02, 2011 12:17 pm

Re: Return to Gobwin Bump

Postby HerbieRai » Sat Apr 02, 2011 1:03 pm

Freddy and his manbearpigs attack stack R (archer stack) in E4

COMBAT!!!
Spoiler: show
COMBAT!
Battle is joined in hex: E4
TIME OF POST (in minutes and seconds): 347
Attacker:
Total Attack Value: 26
Total Defence of Top 8 Units: 24
Level of Highest Commander: 2
Special Bonus: 0.0 {Default is 0}
Trump Bonus: 0.0 {Default is 0}
Random Percentage: 50%

Hits Inflicted on Defender: -5

Defender:
Total Attack Value: 28
Total Defence of Top 8 Units: 21
Total Terrain & Walls Defence: 0
Level of Highest Commander: 0
Special Bonus: 0.0 {Default is 0}
Trump Bonus: 0.0 {Default is 0}
Random Percentage: 30%

Hits Inflicted on Attacker: 2


no hits inflicted on archers. 1 manbearpig is left at 23/25
Stack retreats to D3

popping

60 + 6 left over
4 christmas critters - 48
leaves 18

Stack F moves to D3
Restacking
3 manbearpigs, christmas critter, lvl 4 scout, Freddy Cruger Attack: 45 defense: 38 total hits 81/83
HerbieRai
 
Posts: 481
Joined: Mon Sep 13, 2010 1:58 pm

Re: Return to Gobwin Bump

Postby tigerusthegreat » Sat Apr 02, 2011 9:31 pm

Thoughts, guys? I could just retreat Saruham into our stack, but then he just dies to whatever attacks the stack first. I'm thinking about dropping him back to C4, that way the fliers with 4 move cannot get to me (they'd have to go through our stacks, or waste all their move in the mountains) and then put my bacon-rog onto C3 to stop the spidew riders from attacking Saruham. Next turn, he goes into the base camp, where he can be restacked or have units added to him.

BTW, do I get to spend the croakamancy points I earned during the gobwins turn this turn or next?

If this turn: Looking at 127 + 5 (leftover) + 96+60 = 288, enough for my Dirtamancer commander for my pikers (100) and 7 Uruk-ham archers (133)....one Worg-hog (33) and a Uruk-ham stabber (18 points) = 4 points left

If I can't use them this turn, I'll just spend 100 points on a dirtamancer, buy 3 archers (57) and have 4 left

Team, what do you think of my strategy? I'll probably end up loosing the baconrog, but that's worth saving the lvl 3 commander with croakamancy. Plus if anything takes out the baconrog, they will probably be fodder for our units. Thoughts?
Prehendo Victoria - My first erfworld story. Comment thread

Last Updated 6/25/2014

Imperial Destiny (My Science Fiction Story) Updated 6/24/2014 (First Page)
Party Raid, a TCG Development Journal Updated 6/24/14
tigerusthegreat
 
Posts: 549
Joined: Wed Mar 02, 2011 12:17 pm

Re: Return to Gobwin Bump

Postby HerbieRai » Sat Apr 02, 2011 10:49 pm

I'd suggest moving the pikers up outside the city where are other units are (D3). Then move your last archer back and make your commander switch to the pikers, leaving the archer by himself. He'll be a very hard target in the stack with the pikers with all our other units around. Then bring up the other commander and reinforcement archers next turn.

The only unit that can reach our base camp are the fliers, and with the siege and diwi next to them (and they both can attack that stack since I attacked the archers) I don't think they'll last the turn.
HerbieRai
 
Posts: 481
Joined: Mon Sep 13, 2010 1:58 pm

PreviousNext

Return to Your Games

Who is online

Users browsing this forum: GJC and 2 guests