Titanic Mandate vs. Elder Gods

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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Mon Nov 07, 2011 3:10 pm

I'm going to add cargo increases to ships at a cost of 1 to 1.

Also, all three Titanic Mandate sides have their starting map. Koopa's turn 1 was finished, but I lost the message when the forum went down on Saturday.

Edit: Koopa's Turn 1 is complete, and he has discovered two camps of natural allies.
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Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Mon Nov 07, 2011 4:27 pm

Is there still time to join, I can have my side finished by tomorrow.

Other notes, in your rules you ask if non infantry can dancefight. Stanley getting ambushed by Cesear at the pass is an instance of riders being able to dancefight, although whether the bonus gets applied to the mount is questionable
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Mon Nov 07, 2011 4:58 pm

You can join, HerbieRai.
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Mon Nov 07, 2011 5:08 pm

Is this co-op? Is there room left? If not, may I observe the dealings of one side to get a feel for New Erf rules?

(The big reason Erf-sims stalled was that it took forever to do anything. Hopefully that has been addressed.)
The whole point of this is lost if you keep it a secret.
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Mon Nov 07, 2011 5:56 pm

Getting the lay of the land before I approach either camp; my commanders are spread pretty thin as it stands.

As the old Koopa Kingdom saying goes:
"No one has ever breached the capital of Eight-Four! And no one ever will!
Except for that one plumber! And we don't talk about him!"
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Tue Nov 08, 2011 2:00 am

Bland,
You can have the last slot if you can get your units in. This game is cooperative versus an NPC.

It still may take forever, but I believe good communication is the key. That and not waiting for someone who disappears for a week without communicating that he will be gone.
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Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Tue Nov 08, 2011 10:04 am

And I bring back to life... Evil Imagination Land (EIL for short)

Spoiler: show
Side: Evil Imagination Land
Ruler: The Beast
Starting Terrain: Plains

Ruler: The Beast 10/4/4/10 rider, leadership,

-Heir: Jeepers Creepers 10/4/4/10 rider, leadership

-Caster: Lex Luthor 6/3/3/8, Moneymancy
(if you can think of a better super villian that has ubsurd amounts of money, I'm willing to change its name)

-Warlord: Mansquito 10/4/4/10 rider, leadership

-Stabber: Cavity Creep 5/5/3/10 (30)
-Piker: Orc 7/6/3/8 garrison (20/30)
-Archer: Storm Trooper 5/7/0/12 garrison, ranged (30/40)
-Scout: Flying Monkey 3/4/0/18 flight, scout(8) (30)
-Knight: Boogyman 10/5/4/10 rider, leadership, dancefighting, frightening (140)

-Special A: Christmas Critter 12/5/3/10 heavy, builder (40)
-Special B: Nightmare 6/3/3/14 mount, fly (40)
-Special C: Alien 12/12/3/16 heavy, ranged, toxin (80)
-Special D: ManBearPig 21/12/12/20 heavy, siege, mount, very fast (250)
-Siege Tower: Skeleton Tower 17/0/8/8 (100)

-Sloop: Skimmer 6/2/2/13/8 (60)
-Galley: Ghost Ship 8/7/7/10/16 ranged (90)
-Galleon: Death Star 10/18/10/10/32 ranged(130)



edit: Tower name, I used your army list as a base and then copied the changes. Forgot to change that part.
Last edited by HerbieRai on Thu Dec 15, 2011 1:58 pm, edited 4 times in total.
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Tue Nov 08, 2011 11:13 am

HerbieRai wrote:-Siege Tower: Thwomp Tower 17/0/8/8 (100)


The Koopa Kingdom boasts a mighty Thwomp tower: 17/0/10/6.
I don't know exactly what the rules are for using the same unit in two armies, but to avoid confusion, you may want to change the name?

Sorry! (Bowser is not sorry.)

edit: No worries.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Tue Nov 08, 2011 3:51 pm

Notes to ALL Players:

1. You need to give me all your scout moves at one time. Unless you order them to suicide, I will try to keep them alive. We can't spend one IRL day for each point of move for each of your scouts.

2. You can pop a city more than 1 level each turn. For example, you could start with three level 3 cities on turn 1, or eight level 2 cities if you had enough commanders. A side on a vast open plain might be able to do it with four commanders.

3. Remember to pay your upkeep for existing units on turn 1 during the upkeep stage.

4. Final Treasure should be how many Shmuckers you have at the end of your turn.

5. Cities may not be within 6 hexes of each other. You should be able to count six hexes between two cities. Don't count the hexes on which the cities lie.
Like this CityHexHexHexHexHexHexCity.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Tue Nov 08, 2011 4:04 pm

HerbieRai,
Everything is good except the Special D. Not sure what you did with his move. Carried too many ones perhaps.

Side: Evil Imagination Land
Ruler: The Beast
Starting Terrain: Plains

-Ruler: The Beast 10/8/8/10 rider, leadership,
-Heir: Jeepers Creepers 10/8/7/10 rider, leadership
-Caster: Lex Luthor 6/3/3/8, Moneymancy
-Warlord: Mansquito 10/6/8/10 rider, leadership

-Stabber: Cavity Creep 5/5/3/10 (30)
-Piker: Orc 7/6/3/8 garrison (20/30)
-Archer: Storm Trooper 5/7/0/12 garrison, ranged (30/40)
-Scout: Flying Monkey 3/4/0/18 flight, scout(8) (30)
-Knight: Boogyman 10/5/4/10 rider, leadership, dancefighting, frightening (140)

-Special A: Christmas Critter 12/5/3/10 heavy, builder (40)
-Special B: Nightmare 6/3/3/14 mount, fly (40)
-Special C: Alien 12/8/3/16 heavy, ranged, toxin (80)
-Special D: ManBearPig 21/12/12/20 heavy, siege, mount, very fast (250)
(Note: Move is 16+24=40 divided in half for siege is 20 total move)
-Siege Tower: Skeleton Tower 17/0/8/8 (100)

-Sloop: Skimmer 6/2/2/13/8 (60)
-Galley: Ghost Ship 8/7/7/10/16 ranged (90)
-Galleon: Death Star 10/18/10/10/32 ranged(130)
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Tue Nov 08, 2011 5:01 pm

Ok-dokey, if there's one more slot available I'd like to register the Steam Gentlemen as a side (units pending), but first two questions:

1) 3/4/0/18: what does it mean? 3Hits, 4Attack, 0Defense, 18Move?

2) The Steam Gentlemen simply must have an airship unit. I was wondering whether such a unit could replace the Galleon class (flight instead of water capable, but otherwise the template stays the same).
The whole point of this is lost if you keep it a secret.
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Re: Titanic Mandate vs. Elder Gods

Postby Nihila » Tue Nov 08, 2011 5:22 pm

3/4/0/18 does mean 3 Hits, 4 Attack, 0 Defense, 18 Move.

Maybe make it a D-class unit?
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Tue Nov 08, 2011 5:38 pm

Nihila wrote:Maybe make it a D-class unit?


That's what I did with my Airships. At 30hp, they can carry 3 units. Admittedly, it's not the same as having cargo space, but to have a flying cargo ship would have to carry a ridiculous upkeep, I'd imagine.
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Tue Nov 08, 2011 5:45 pm

marshalkowski wrote:
Nihila wrote:Maybe make it a D-class unit?


That's what I did with my Airships. At 30hp, they can carry 3 units. Admittedly, it's not the same as having cargo space, but to have a flying cargo ship would have to carry a ridiculous upkeep, I'd imagine.


Indeed. But that's kinda the point of Airships :)
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Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Tue Nov 08, 2011 5:51 pm

Oops, that should be 16 (base) +24 (very fast) = 40 move. fixed
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Tue Nov 08, 2011 7:01 pm

Ok, I didn't quite have the time to study the rules properly (so as to try a minmaxing build), but let's see how a quick improv will fare. After all, we have each other for support.

(Note, I have a few questions, and the answers of those may change some stats a bit).

So without further ado:

The Steam Gentlemen rely on speed, firepower, and stiff upper lips to impose their dominion over satellite sides. They tend to be rather uptight (no dancefighting) industrialists (some econ specials for some units). Their units are on the expensive and frail side, usually needing allies to tank enemy damage; however, they can very quickly deliver punches in far out lands and then return to safety, which makes them quite good for special ops.

Stabber class: Navvy: 5/3/1/10, Surveyor, Builder
Piker class: Beef-eater: 10/2/3/8, Garrison, Builder
Archer class: Huntsman: 8/5/0/8, Garrison, Ranged, Builder
Scout class: Gyroscope: 3/0/0/26, Flight, Scout

Knight class: Hazmat trooper: 10/6/4/10, Rider, Simple Mancy: Shockamancy, Breath: Smoke

(Questions: What does Toxin actually DO? Is that 1/2 of Combat stat damage added to whatever damage the unit will otherwise do, regardless of luck, bonuses, enemy armour, or what? Is it dealt in the event of ANY offensive ability being used? And what would Simple Shocka be able to cast? Would Smoke cancel the Dancefight-by-Leadership bonus?)

Special A: Work Camper: 6/6/3/10, Fabrication
Special B: Wion Hunter: 6/6/4/10, Ranged
Special C: Otto Motor: 12/4/3/32, Mount, Ranged, Heavy, Fast, Flight
Special D: Diwigible: 30/13/6/32, Mount, Ranged, Heavy, Fast, Breath: Sonic, Flight

Sloop class: Steamboat: 9/2/2/11/8, Water-Capable
Galley class: Cruiser: 8/11/3/10/16, Water-Capable, Ranged
Galleon class: Liner: 19/17/5/10/32, Water-Capable, Ranged
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Tue Nov 08, 2011 7:06 pm

I might rejigger some stats based on the answers provided. I am going for some decent econ with fast transport units, but I fear I may be lacking in the actual firepower department, so I'll see whether some mods are in order.

Oh btw, I presume my Ottos and Diwis can carry Hazzies and Wion Hunters, right?
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Wed Nov 09, 2011 3:57 pm

HerbieRai wrote:Oops, that should be 16 (base) +24 (very fast) = 40 move. fixed

And then divided in half = 20. Siege units move at half speed.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Wed Nov 09, 2011 4:35 pm

Steam Gentlemen side is approved as below.

Spoiler: show
Side: The Steam Gentlemen
Ruler: Council Chairman Pickwick
Starting Terrain: Plains

Ruler: Council Chairman Pickwick 10/8/8/10 rider, leadership,
Heir: Deputy Chairman Sam Weller10/8/7/10 rider, leadership
Caster: Baldrick 6/3/3/8, Dirtamancy: Juice 50, 34% Class (Note: 34% of Baldrick's juice may be spent on Dittomancy or Changemancy each turn)
Warlord: Nathaniel Winkle 10/8/6/10 rider, leadership

-Stabber class: Navvy: 5/3/1/10, Surveyor, Builder (Upkeep 50)
-Piker class: Beef-eater: 10/2/3/8, Garrison, Builder (Upkeep 30/40)
-Archer class: Huntsman: 8/5/0/8, Garrison, Ranged, Builder (Upkeep 40/50)
-Scout class: Gyroscope: 3/0/0/26, Flight, Scout (Upkeep 30)

-Knight class: Hazmat trooper: 10/6/4/10, Rider, Simple Mancy: Shockamancy, Breath: Smoke

-Special A: Work Camper: 6/6/3/10, Fabrication
-Special B: Wion Hunter: 6/5/3/10, Ranged, Rider
-Special C: Otto Motor: 12/4/3/32, Mount, Ranged, Heavy, Fast, Flight
-Special D: Diwigible: 30/13/6/32, Mount, Ranged, Heavy, Fast, Breath: Sonic, Flight
Siege Tower: Slow Coach: 17/0/8/8, heavy, siege

-Sloop class: Steamboat: 9/2/2/14/8, Water-Capable
-Galley class: Cruiser: 8/11/3/10/16, Water-Capable, Ranged
-Galleon class: Liner: 19/17/5/10/32, Water-Capable, Ranged


Questions and Answers:
Spoiler: show
(Questions: What does Toxin actually DO?
A: Toxin increases a unit’s base damage by 50 percent.

Q: Is that 1/2 of Combat stat damage added to whatever damage the unit will otherwise do, regardless of luck, bonuses, enemy armour, or what?
A: Combat bonuses affect the increased base damage. For example, a stack of 8 Alien 12/8/3/16 heavy, ranged, toxin, would have a 64 attack stat x 2 stack bonus for 128. Enemy defense (armor) protects from toxin damage.

Q: Is it dealt in the event of ANY offensive ability being used?
A: Yes. Even if it does not really make sense. For example a toxic siege unit would do more damage to walls.

Q: And what would Simple Shocka be able to cast?
A:
• Flash: Only the units flashing can be seen in a hex. Can temporarily hide up to 2 stacks per caster level. 30 juice.
• Tesla: Burst of electricity that ignores defense. Treat as Lesser Hadoken but costs 30 juice.
• Tubgirl: Burst of electricity that stuns target unit for duration of combat. 30 juice.
• Storm Call: When cast in a city, this spell causes a torrential downpour that increases farm production by 10% for a turn. 30 Juice.

Q: Would Smoke cancel the Dancefight-by-Leadership bonus?)
A: Yes.

Q: Oh btw, I presume my Ottos and Diwis can carry Hazzies and Wion Hunters, right?
A: Yes. They can also carry other units, but units without the rider special take a -4 att/def penalty while mounted.

Q: Can I have a flying ship?
A: No. The only special that ships may take is the ranged special. Only ships may have cargo.
Last edited by Twoy on Thu Nov 10, 2011 10:28 am, edited 2 times in total.
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Wed Nov 09, 2011 5:43 pm

Four things then.

1) Starting terrain: plains. Devastated by industry and covered by smog, but plains nonetheless. Anyone remember "Soot from the Gods"?

2) Ruler name: Council Chairman Pickwick and heir name (I get an heir?): Deputy Chairman Sam Weller.

3) Woah, I can choose the caster type?! Omg!!1123 All right, how about Dirtamancer Baldrick?

4) I'd like to adjust stats for Wion Hunters: 6/5/3/10, Ranged, Rider.
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