Gobwin Bump IV: A New Home

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Re: Gobwin Bump IV: A New Home

Postby tigerusthegreat » Mon Jun 06, 2011 9:57 am

I did my upkeep at 10% for some reason...its fixed now.
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Re: Gobwin Bump IV: A New Home

Postby WaterMonkey314 » Mon Jun 06, 2011 11:29 am

Another clarification: Foraging income for a stack of X units is 40 + Xd5, right? Not X(40 +d5)? :P
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Tue Jun 07, 2011 2:24 pm

I've updated the nation units on page 1. Here is who we have playing so far. Looks like we have room for one more player, or two if WaterMonkey does not decide what we wants to play.

Name: Kingdom of Narnia
Spoiler: show
Specialities:
1. Cwoakamancy
2. Dirtamancy
3. Rockin’ Out

Units:
1. Beaver Piker, 7H 2A 5D Cost 19
2. Dwarf Siege, 15H 10A 5D Cost 49
3. Eww Archer, 10H 8A 2D 2M Cost 26
4. Moa Eww Cavalry, 15H 13A 2D Cost 52
5. Imperial Stabber, 6H, 4A, 2D, Cost: 14
6. Imperial Eagew, 10H, 6A, 4D, Cost: 39
7. Peasant Piker, 2H, 2A, 0D Cost: 7
8. Conscript Archer, 10H, 2A, 8D, Cost: 26
9. Griffin, 12H, 7A, 5D Cost: 48
10. Centaur Cavalry, 14H, 9A, 5D, Cost: 49

Nation Warlords
1. King Edmund--Troy
2. Eww Warlord--Bland
3. ???--Nihila
4. ???--HerbieRai


Barbarian Allies:
Spoiler: show
1. Isenlard--tigerusthegreat
2. Dothwaki--Sihoiba
3. Zerglings--WaterMonkey


I am switching out computers, so I may be out of the net for a day or two.
Last edited by Twoy on Fri Jun 10, 2011 8:26 pm, edited 2 times in total.
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Re: Gobwin Bump IV: A New Home

Postby WaterMonkey314 » Wed Jun 08, 2011 8:10 pm

The Zerglings will be joining as Barbarians: (Special - Shockamancy)

Forager (Piker)
A guy. He forages. That's about it.
Hits 2; Attack 2; Defense 0; Move 2; Cost 7

Cannoneer (Archer)
A guy carrying a glass cannon. Cheap... but not all that survivable.
Hits 5; Attack 5; Defense 0; Move 2; Cost 12

Turtle (Archer)
A guy wearing a tough turtle shell. Horrible for fighting (don't even ask me how he holds a bow) - but unparalleled protection!
Hits 7; Attack 2; Defense 5; Move 2; Cost 18

Heavy Cannoneer (Archer)
A guy with an even bigger (glass) cannon. Not as cheap, but more deadly.
Hits 11; Attack 11; Defense 0; Move 2; Cost 30
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Fri Jun 10, 2011 8:30 pm

I've posted the nation's units and specialities in the post two above this one. Request Bland, Nihila, and HerbieRai give me either a thumbs up or recommend changes.

I will add the barbarian allies to my spreadsheet after we get started, but since we don't need to vote on them I have for now only listed them in the post.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sat Jun 11, 2011 5:56 am

OK,
in response to Watermonkey's question, yes, 40+Xd5

I'm back from holidays, and will being the game turn 1 in 72 hours from this post.

Please buy your units, etc, and we'll get underway!

Cheers
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Sun Jun 12, 2011 5:27 am

I will start with:
King Edmund, Cwoakamancer, cost 100.
8 Centaur Cavalry, 14H, 9A, 5D, Cost: 49 x 8=392.

8 points remaining.

King Edmund, Cwoakamancer, ?.? Lvl.
8 Centaur Cavalry, 112H, 72A, 40D.
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Re: Gobwin Bump IV: A New Home

Postby Nihila » Sun Jun 12, 2011 5:56 am

I shall start with:
Diplomat Stefan, Rocker, cost 100
8 Imperial Eagew (Flier), 10H, 6A, 4D, cost 312
Sir Konrad, cost 50
2 Imperial Stabber, 6H, 4A, 2D, cost 28

10 points remaining.

Diplomat Stefan, Rocker, ?.? Lvl.
8 Imperial Eagew (Flier), 80H, 48A, 32D

Sir Konrad, ?.? Lvl.
2 Imperial Stabber, 12H, 8A, 4D
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Re: Gobwin Bump IV: A New Home

Postby WaterMonkey314 » Sun Jun 12, 2011 5:01 pm

When LtDave says that the starting 200 points for barbarians are "not for turn 0 pops please", what does he mean? I'm confused about how much barbarians start with.
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Sun Jun 12, 2011 7:18 pm

Each Player will have 500 points to start their faction - if they join the nation, those points will be part of the Nation's starting army.


So 500 points.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sun Jun 12, 2011 7:52 pm

WaterMonkey314 wrote:When LtDave says that the starting 200 points for barbarians are "not for turn 0 pops please", what does he mean? I'm confused about how much barbarians start with.


He means that you will need to maintain your forces in turn 1 - so the 200 schmuckers given to the Barbarian tribes should not be spent on new units, as it will be required to maintain the units you bought in turn 0.
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Re: Gobwin Bump IV: A New Home

Postby WaterMonkey314 » Sun Jun 12, 2011 9:58 pm

OK - I think I get it now.

So - a 500 point starting army:

Commander Alpha - lvl X (50)
Commander Beta - lvl X (50)
Commander Gamma - lvl X (50)
Commander Delta - lvl X (50)
===============================
Officer Cost: 200. 300 points remain.

Pop 19 x Forager @ 7 = 133
Pop 4 x Turtle @ 18 = 72
===============================
Unit Cost: 205. 95 Points remain.

Projected Upkeep @ 20% = 41 points.

Now, an IF / THEN statement:
IF I can use the excess points held in reserve (since I won't have 200 points in upkeep), THEN I'd like to pop 3 additional commanders - Cmdrs. Epsilon, Zeta, and Eta. (150 pop points). That will then leave me with 9 "upkeep points" as well as the 95 unspent initial points.

I would then like to upgrade the highest level commander to be a Shockamancer. (Hereafter referred to as Shockamancer X).

ELSE I'll hold my extra 95 points in reserve and pay the 41 points in upkeep, giving me a projected 254 (95 + 159) points for turn 1.

Stack as follows: (Brackets indicate conditional)
5 x Forager, Turtle, Cmdr. Alpha
5 x Forager, Turtle, Cmdr. Beta, [Cmdr. Epsilon]
5 x Forager, Turtle, Cmdr. Gamma, [Cmdr. Zeta]
4 x Forager, Turtle, Cmdr. Delta, [Cmdr. Eta]
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Re: Gobwin Bump IV: A New Home

Postby HerbieRai » Mon Jun 13, 2011 8:14 am

So kingdom players don't need to save for upkeep?

Freddy the Defender (lvl X) - dirtamancy (100)

25 peasant pikers (175)
6 conscript archers (210)

15 pts left over.
upkeep 38.5 (or 48.5 if we count warlords in upkeep)

Stacking:
25 peasant pikers
50 hits, 33 Attack, 0 Defense

Freddy the Defender (lvl X)
6 Conscript Archers
60 hits, 12 attack, 48 defense
protecting peasant pikers
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Re: Gobwin Bump IV: A New Home

Postby BLANDCorporatio » Mon Jun 13, 2011 5:03 pm

Ok I see Twoy has brought forth cavalry, so my popping will be:

Commander El Flatulissimo (Dirtamancy) cost 100.
15 Eww Archers (390 cost).

10 points left.
The whole point of this is lost if you keep it a secret.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Wed Jun 15, 2011 10:31 am

Ferrr-Durrrp!

A new dawn breaks across the Erf. A new dawn, that brings with it new opportunities for glory...

Nation and Allied Units and Locations:
Spoiler: show
Isenlard
G7 Saruham the White Meat *Shockamancer* Lvl 3
6 (a)Uruk-Ham Archers
3 (a)Uruk-Ham Rangers

The Dothwaki
D3 Khal Dwogo Foolamancer Lvl 2
Scout Jhogo (Rating 4)
4 (c)Dothwaki Riders

D3 8 (p)Dothwaki Swaves

D3 4 (s)Dothwaki Wives

The Zerglings
F5 Cmdr. Alpha Lvl 4
5 (p)Forager
F5 Cmdr. Beta Lvl 2
5 (p)Forager
F5 Cmdr. Gamma Lvl 2
5 (p)Forager
F5 Cmdr. Delta Lvl 3
4 (p)Forager

F5 4 (a)Turtle

Kingdom of Narnia
G6 King Edmund, Cwoakamancer, cost 100. Lvl 3
8 (c)Centaur Cavalry

G6 Diplomat Stefan *Rocker* Lvl 4
8 (f)Imperial Eagew
G6 Sir Konrad Lvl 2
2 (st)Imperial Stabber

E4 Freddy the Defender *dirtamancy* Lvl 2
6 (a)Conscript Archer

E4 25 peasant pikers (175)
25 (p)Peasant Piker

G6 El Flatulissimo (Dirtamancy) Lvl 2
15 (a)Eww Archer

Gobwin Bump is a level 5 City with 100 points of walls
Gobwins' Hollow is a level 2 City with 40 points of walls



Map:
Spoiler: show
Image
I'm testing the map in a new format - red dots are Nation stacks, Orange are allied Barbarians.
Green are Neutral Barbarians, and Blue are the C-Elfs. Scouts appear as a number next to a dot.
If any players have difficulty with these colours (due to colour blindness, etc) then let me know and I'll try to come up with a better system.



Scout Report:
Spoiler: show
The Scout report has a new system as well - Stacks are designated by their hex, and a letter to indicate which stack they are in the hex, a to h.

Gobwinarians
C2a 8 (st) Gobwin 64H 32A 32D +20D from Woods Guards C2b
C2b 8 (a) Gobbow 64H 64A 0D +20D from Woods
D1a 8 (st) Gobwin 64H 32A 32D +20D from Woods Guards D1b
D1b 8 (a) Gobbow 64H 64A 0D +20D from Woods
i8a 8 (c) Spidew 80H 48A 32D +20D from Woods
i8b 8 (c) Spidew 80H 48A 32D +20D from Woods

Arthurians
F1a 4 (st) Baxta 4 (st) Artharens 72H 40A 32D
F1b 4 (st) Baxta 4 (st) Artharens 72H 40A 32D
F1c 4 (st) Baxta 4 (st) Artharens 72H 40A 32D

The C-Elfs
i5a 8 (p) C-SpearElf 80H 32A 48D


More Information:
The Gobwinarians
Spoiler: show
The remnant neutrals of the Gobwin Nation that once dominated this area. Gobwinarians are Barbarians that seem to infest every forest. They are vicious and vengeful.

(st) Gobwin 8 Hits 4 Attack 4 Defence 2 Move Cost Per 20
(c) Spidew 10 Hits 6 Attack 4 Defence 3 Move Cost Per 32
(a) Gobbow 8 Hits 8 Attack 0 Defence 2 Move Cost Per 20


The Arthurians
Spoiler: show
The Arthurians are the original inhabitants of the lands to the East, until their cities were captured by the invading C-Elfs.
Now they roam the countryside, presenting educational plays, and learning important lessons about friendship, all the while slaughtering anything not covered with fur.

(st) Baxta 8 Hits 0 8 Attack 0 Defence 0 2 Move Cost Per 20
(st) Artharens 10 Hits 0 2 Attack 8 Defence 0 2 Move Cost Per 35



The C-Elfs
Spoiler: show
Proud, Haughty, Arrogant, Self Righteous. But Honourable. Annoyingly Honourable.
The C-Elfs are the greatest power in this part of the Erf. Cross them at your peril!
8 (p) C-SpearElf 10 Hits 4 Attack 6 Defence 2 Move Cost Per 30
Last edited by LTDave on Wed Jun 15, 2011 10:41 am, edited 1 time in total.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Wed Jun 15, 2011 10:40 am

Just some issues with Allied units:
The Conscript Archer should cost 35, not 26, unless I'm missing something.
Also, the Zerglings should cost 7, 13, 19 and 31 respectively (round up).
Also, Zerglings, you can't stack Archers with Pikers in this game, so I've put your Turtles in a stack of their own. And no, you couldn't spend your 200 schmuckers in turn 0. You can spend it this turn.

So off we go! The Allied Nation turn 1 starts now, and will end in 96+ hours - which I'm going to call 11am Monday AET, which is 1am GMT.

And before anyone asks about objectives and winning the game - main objectives - survival, exploration, expansion.

When you win I'll let you know.

Thanks for playing!
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Wed Jun 15, 2011 11:10 am

Dothwaki.

Points left over from start 4.
Starting purse 200
Upkeep -59.2
Points this turn 144.8

Dothwaki pop Khalessi Daenewys Commander Foolamancy who joins the Wives stack.

Points left 94.8, Upkeep next turn 59.2.

All Dothwaki stacks move C4-C5.

1) questions, we only scout at the beginning of turn correct?
2) Who rolls the d5's for foraging?
Last edited by Sihoiba on Thu Jun 16, 2011 4:16 am, edited 1 time in total.
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Re: Gobwin Bump IV: A New Home

Postby HerbieRai » Wed Jun 15, 2011 11:29 am

Freddy is going to switch to the peasant piker stack and use dirtamancy to increase the walls to 65, then restack with the conscript archers and resume defending the piker stack.
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Wed Jun 15, 2011 1:23 pm

I assume the Kingdom of Narnia does not get pop points or pay upkeep on Turn 1.

Message to our Barbarian Allies:

I would ask that you not deplete the resources within two hexes of either Narnian city.

Narnia will be able to provide you some pop points for upkeep, but probably not on the first two or three turns. Therefore I advise you to use your 200 pop points for upkeep rather than popping more units.

Message to the Narnian Warlords:
The only units within striking range are the Spidews in I8 by Diplomat Stefan's Imperial Eagew; however, the chance of doing significant damage to the enemy stack is low.

It looks like Freddy the Defender is the de facto Regent Warlord of Gobwin's Hollow and therefore is to be granted the title of Baron Freddy the Defender of Gobwin's Hollow so slong as he mainstains control of that fair city.
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Wed Jun 15, 2011 4:02 pm

We can safely forage for two turns before we ravage, so we can use that to may upkeep costs.

LTDave could you answer my questions in my previous post.
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