A PbP Strategy Game for Erfworld

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diplomatic response

Postby GeeFresh » Tue Nov 24, 2009 6:43 pm

GeeFreshLand recalls their High Commissioner & embassy staff from Ounce in protest.

But, being men of Issachar, who understood the times and knew what Gee FreshLand should do,
they have switched sides, pledging loyalty to 28.35 grams.

Splitters!
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Tue Nov 24, 2009 8:50 pm

Empire: Tribble
Colour: Yellow
Player: Gorf

Turn: 6

Starting Schmuckers: 68
Total Income from Cities: 210
Upgrade Costs: 0

Cities
E1 [Tribble level 5]
E2 [Mercenary level 4]
F1 [shlock Level 4]
G1 [Shwarm level 4]
F3 [Rush level 4]

Units
Pop 1 flier in e1, f1, e2, g1, f3

Before Movement
Location :
e1: (1 flier)
e2: (1 flier)
f1: (3 infantry)(1 flier)
f3: (1 flier)
g1: (4 infantry)(1 flier)
g2: (15 infantry)

Movement
e1->b1 (1 flier)
e2->h2 (1 flier)
f1->f2 (3 infantry)
g1->g2 (4 infantry)
f1->h2 (1 flier)
f3->h2 (1 flier)
g2->h2 (15 infantry)
g1->h2 (1 flier)

Location After Movement:
b1: (1 flier)
e1: 0 units
e2: 0 units
f1: 0 units
f2: (3 infantry)
f3: 0 units
g1: 0 units
g2: (4 infantry)
h2: (15 infantry, 4 fliers)
UPKEEP COSTS: -81

Ending Schmuckers: 197

Develop-A-Mancy

5 points into Rush a-mancy: total to completion: 23/42
turns to completion: 4
Alliance: completed (targeting LTDave)
0 point into Budget a-mancy: total to completion: 1/25
Turns to completion: 5

Proposal: none this round.

Rating other Players:
Daemonwelsh: Budget-a-mancy 6+4=5... 5*5=25
telva: NA
turbler: NA
GeeFresh:
Crovius: NA
LTDave: studied insult 8

COMBAT (YAY!)
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Tue Nov 24, 2009 8:52 pm

Battle is joined in hex: H2
TIME OF POST (in U seconds): 1750
Attacker: 4 Fliers
0 Cavalry
15 Infantry
0 Siege
Total Combat Factors: 19
Random Number: 10
Tactical Bonus Result: 4
Total Combat: 33
Combat Result: VICTOR
Hits Inflicted: 13

Defender: 3 Fliers
0 Cavalry
3 Infantry
0 Siege
4 Defence Factor (City Level less Siege - minimum of 1)
Total Combat Factors: 24
Random Number: 2
Tactical Bonus Result: 0
Total Combat: 26
Combat Result: LOSER
Hits Inflicted: 8



I lose 8 infantry.
thus I have 7 infantry and 4 fliers in h2.

*edit**
Location After Combat:
b1: (1 flier)
e1: 0 units
e2: 0 units
f1: 0 units
f2: (3 infantry)
f3: 0 units
g1: 0 units
g2: (4 infantry)
h2: (7 infantry, 4 fliers)
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Wed Nov 25, 2009 3:28 pm

Isn't H2 mine? I only have calvalry and infantry. No fliers. Also, you get no bonus from your fliers anyway thanks to my Cover-A-Mancy. So yeah, you might want to redo it, cause you are 7 points less and I have an extra 5 points.
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Wed Nov 25, 2009 5:42 pm

Crovius wrote:Isn't H2 mine? I only have calvalry and infantry. No fliers. Also, you get no bonus from your fliers anyway thanks to my Cover-A-Mancy. So yeah, you might want to redo it, cause you are 7 points less and I have an extra 5 points.


well then someone else is going to have to deal with the combat, because I can no longer access my computer due to viral infections.

Right now I am using a school computer.
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Re: A PbP Strategy Game for Erfworld

Postby GeeFresh » Thu Nov 26, 2009 1:24 am

Empire: GeeFreshLand
Colour: Blue
Player: GeeFresh

Turn: 6

Starting Gold: 240
Total Income from Cities: 170
Upgrade Costs: 0

Cities
Location Name Level
C5 Firstium 5
E6 Thirdium 4
A5 Fourthium 4
B6 Fifthium 4

Units: Pop 1 Calvalry each in C5, E6, A5, B6;

Units
Location Cavalry Infantry
C5 Firstium 2 5
D5 Secondium CAPTURED!
E6 Thirdium 2 4
A5 Fourthium 2 3
B6 Fifthium 2 1

UPKEEP COSTS: -87
Ending Gold: 323

Develop-A-Mancy:
Steal-A-Mancy-A-Mancy: COMPLETED
Effect: Someone else's A-Mancy, once proposed and voting finalised, and begun to be researched by the proposer, can be begun to be researched prior to the original proposer finishing research.

Hero - using steal-a-mancy-a-mancy
researched: 7/8

spare points from last time: 4 + 5 this turn…
Cover-A-Mancy: COMPLETED!
Progress: 9/9
All cities Lv 3 or higher now count as forest squares during combat, so Fliers can not fight.

Rank other tech proposals:
LTDave: Studied Insult: 1
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combat

Postby GeeFresh » Thu Nov 26, 2009 1:27 am

no combat. too hard to work out where LT is. And whether I might win.
probably not.
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Thu Nov 26, 2009 8:28 pm

Due to Crovius' Cover-A-Mancy, the Flyers in the attach on H2 don't count.

Here's my calculation of how that battle went:

COMBAT!
Battle is joined in hex: H2
TIME OF POST (in U seconds): 1750
Attacker: 0 Fliers
0 Cavalry
15 Infantry
0 Siege
Total Combat Factors: 15
Random Number: 10
Tactical Bonus Result: 1
Total Combat: 26
Combat Result: LOSER
Hits Inflicted: 5

Defender: 0 Fliers
3 Cavalry
3 Infantry
0 Siege
4 Defence Factor (City Level less Siege - minimum of 1)
Total Combat Factors: 24
Random Number: 2
Tactical Bonus Result: 2
Total Combat: 28
Combat Result: VICTOR
Hits Inflicted: 16


So Daemonwelsh came pretty close to winning it, but Crovius' cavalry added their +2 bonus, and tipped it to their favour.

It's really dangerous to attack a high level city without siege, especially if the opponent has Cover-A-Mancy.
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Sun Nov 29, 2009 11:56 am

Heya Dave. Couldya maybe... get a new map? tw'ould be very much appreciated. til then, I'll try to take my long overdue turn :S
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Mon Nov 30, 2009 1:25 am

K, I have 1 calvalry left in that city but we wiped out all of the attacking infantry, the fliers are just kind sitting outside the city limits having watched the infantry be wiped out.

Yay!
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Mon Nov 30, 2009 8:13 pm

Crovius wrote:K, I have 1 calvalry left in that city but we wiped out all of the attacking infantry, the fliers are just kind sitting outside the city limits having watched the infantry be wiped out.

Yay!


well... It doesn't say the fliers can't enter your city, just that they can't partake in combat.
I guess they are sitting in your hex doing absolutely nothing.
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Tue Dec 01, 2009 12:21 am

Daemonwelsh - your flyers can not fight, but can be taken as casualties, and must retreat with the rest of the forces.

You need to indicate which units you have taken as casualties.


Image

This is the map for turn 6 after Gee Fresh's turn.
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Tue Dec 01, 2009 2:02 am

then I will pick it so that I have 3 infantry alive in hex... g3. (that is where they came from I believe.)
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Tue Dec 01, 2009 1:41 pm

Empire: WoD
Color: White
Player: White Wulf

Turn: 3

Starting Schmuckers: 273
Total Income from Cities: 210
Upgrade Costs: None (No new cities, no city can be upgraded)

Cities
I1 "Requiem" Level 5
H2 "Forsaken" Level 4
I2 "Awakening" Level 4
H3 "Lost" Level 4

Units
Pop 1 Calvalry in every city (I1, I2, H2, H3)

Before Movement
I1 0 Flyers, 3 Cavalry, 3 Infantry, 0 Siege.
I2 0 Flyers, 3 Cavalry, 3 Infantry, 0 Siege.
H2 0 Flyers, 2 Cavalry, 0 Infantry, 0 Siege.
H3 0 Flyers, 4 Cavalry, 1 Infantry, 0 Siege.

Upkeep: -82
Ending Schmuckers: 401

Movement:
1 Infantry I1 to I2
2 Infatry from I2 to H2
1 Calvalry H3 to H2

After Movement
I1 0 Flyers, 3 Cavalry, 2 Infantry, 0 Siege.
I2 0 Flyers, 3 Cavalry, 2 Infantry, 0 Siege.
H2 0 Flyers, 3 Cavalry, 2 Infantry, 0 Siege.
H3 0 Flyers, 3 Cavalry, 1 Infantry, 0 Siege.

Development:
Thick Blood average rating was 3, so it will take 9 A-mancy points to develop.
Spend 4 A-Mancy points on development
Progress:9/9
And now whenever my Infantry take casualties, I'll always lose 50% of them, regardless of how many casualties they actually take, so if they take 1 casualty but their's 20 of them, I lose 10, but on the flipside if I have 20 and take 19 casualties, I still lose only 10.

Spend 1 A-mancy Point to Propose Rage!
Name: Rage!
Effect: When Calvalry take casualties, if not completely destroyed they can automatically inflict casualties to the enemy equal to the remaining calvalry. If all Calvalry are destroyed or there is no enemies left this effect does nothing. Casualties inflicted from rage occur after combat and are not included in the casualties caused during the fight.
Fluff: The werewolves of WoD are terrifying beasts, and killing their kin enrages them to feats of terrifying power. Even a lone werewolf can take down an extra enemy while in the rage induced from seeing his brethren fall. The only sure way to prevent this is to destroy all of them.

Ratings:
Studied Insult: 1

Already Developed:
Cover-A-Mancy - All Cities Lv 3 and higher count as forest, so fliers add no bonus to combat for either side.
Provisions - Units that don't move cost only 90% of their upkeep
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Wed Dec 02, 2009 5:58 am

Empire: 28.35 Grams
Colour: Emerald
Player: The Great and Mighty 28.35 Grams


Turn: 7

Starting Schmuckers: 522.7
Total Income from Cities: 407 {includes +10% from Wizz-A-Mancy}
Upgrade Costs: 0

Cities
A1 [28.35 Grams] Level 5
A2 [MunichLand] Level 4
A3 [AppleBurg] Level 4
B2 [Whichville] Level 4
B3 [Sleepy Meadows] Level 4
C3 [EastWhichVille] Level 4
D2 [Empire] Level 4
D3 [JasperCity] Level 4
D5 [Captured] Level 4

Units
Pop Flyers in A1, A2, A3, B2, B3, C3, D2, D3, D5.

Before Movement
Location : Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
A1 [28.35 Grams] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A2 [MunichLand] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A3 [AppleBurg] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
B2 [Whichville] 1 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
B3 [Sleepy Meadows] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
C3 [EastWhichVille] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
C4 1 Flyers, 0 Cavalry, 3 Infantry, 1 Siege.
D2 [Empire] 1 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
D3 [JasperCity] 1 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
D4 0 Flyers, 0 Cavalry, 5 Infantry, 3 Siege.
D5 5 Flyers, 4 Cavalry, 4 Infantry, 0 Siege.

Movement
From A1 to D2 via b2, c2 1 Flyer
From A2 to D2 via b2, c2 1 Flyer
From A3 to D5 via b3, c4 1 Flyer
From B2 to D2 via c2 1 Flyer
From B3 to D2 via b2, c2 1 Flyer
From C3 to D2 via c2 1 Flyer
From C4 to D5 1 Flyer, 3 Infantry, 1 Siege
From D3 to D2 1 Flyer
From D4 to D5 5 Infantry, 3 Siege
From D5 to D6 5 Flyers

Location After Movement: Aeronautical Apes, L,T, & B, OM!, Haymen, & TN Men.
A1 [28.35 Grams] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A2 [MunichLand] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
A3 [AppleBurg] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
B2 [Whichville] 0 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.
B3 [Sleepy Meadows] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
C3 [EastWhichVille] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
D2 [Empire] 8 Flyers, 0 Cavalry, 1 Infantry, 0 Siege.
D3 [JasperCity] 0 Flyers, 0 Cavalry, 2 Infantry, 0 Siege.
D5 [Captured] 1 Flyers, 4 Cavalry, 12 Infantry, 4 Siege.
D6 5 Flyers, 0 Cavalry, 0 Infantry, 0 Siege.

UPKEEP COSTS: -202.5 (90% of maintenance due to Provisions)

Ending Schmuckers: 727.2



Develop-A-Mancy

Invest 5 A-Mancy Points in Studied Insult Daemonwelsh 8, GeeFresh 1, Crovius 1, Average = 3.33, 12 Points to completion
Studied Insult 5 /12

Under Development
Warlord 4 /16

Already Developed
Wizz-A-Mancy 16 /16 Developed {+10% Gold per turn}
Hero 8 /8 Developed {Gain +1 to one attack per turn}
Provisions 4 /4 Developed {Pay 90% of maintenance costs}

Rating Other Players:
Daemonwelsh: NA
telva: NA
turbler: NA
GeeFresh: NA
Crovius: Rage 7

COMBAT IN D6
5 of my Flyers versus 1 of Telva's.

ROLLING!
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Re: A PbP Strategy Game for Erfworld

Postby LTDave » Wed Dec 02, 2009 6:01 am

COMBAT!
Battle is joined in hex: D6
TIME OF POST (minutes and seconds): 5849
Attacker: 5 Fliers
0 Cavalry
0 Infantry
0 Siege
Total Combat Factors: 5
Random Number: 9
Tactical Bonus Result: 3
Total Combat: 17
Combat Result: VICTOR
Hits Inflicted: 3

Defender: 1 Fliers
0 Cavalry
0 Infantry
0 Siege
1 Defence Factor (City Level less Siege - minimum of 1)
Total Combat Factors: 1
Random Number: 10
Tactical Bonus Result: 0
Total Combat: 11
Combat Result: LOSER
Hits Inflicted: 0


I take no losses, so the table in the post above stays the same.

Image
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Wed Dec 02, 2009 10:21 pm

Colour: Yellow
Player: Gorf

Turn: 7

Starting Schmuckers: 197
Total Income from Cities: 210
Upgrade Costs: 0

Cities
E1 [Tribble level 5]
E2 [Mercenary level 4]
F1 [shlock Level 4]
G1 [Shwarm level 4]
F3 [Rush level 4]

Units
Pop 1 cavalry in f1, e2, g1, f3
Pop 1 flier in e1

Location Before Movement:
b1: (1 flier)
e1: (1 flier)
e2: (1 cavalry)
f1: (1 cavalry)
f2: (3 infantry)
f3: (1 cavalry)
g1: (1 cavalry)
g2: (4 infantry)
g3: (3 infantry)
h2: 0 units

Movement
b1:--> a1 (1 flier)
e1: --> b1 (1 flier)
e2: -->f3 (1 cavalry)
f1: -->f3 (1 cavalry)
f2: -->f3 (3 infantry)
f3: -->g2 (1 cavalry)
g1: -->g2 (1 cavalry)
g2: -->g2 (4 infantry)
g3: -->g2 (3 infantry)
h2: 0 units


Location After Movement:
a1: (1 flier)
b1: (1 flier)
e1: 0 units
e2: 0 units
f1: 0 units
f2: 0 units
f3: (2 cavalry, 3 infantry)
g1: 0 units
g2: (11 infantry, 1 cavalry)
h2: 0 units
UPKEEP COSTS: -28

Ending Schmuckers: 407

Develop-A-Mancy

0 points into Rush a-mancy: total to completion: 23/42
turns to completion: 4
Alliance: completed (targeting LTDave)
0 point into Budget a-mancy: total to completion: 1/25
Turns to completion: 5

Proposal: Alpha strike
Mechanic's: at the cost of 25 shmuckers per unit(regardless of movement or not) all units under a player's control are moved to a hex of the person who developed this a-mancy. If enemy units are in the targeted hex, then combat is initiated. If not, then movement for the turn continues as normal.
Fluff: with the understanding of the magic kingdom's teleportation technology, the tribbles developed a way to transport all units under their control to a single hex at a tremendous cost. utilizing this technology they began assaulting key hex's, even though that left all of their cities vulnerable to attack.

Rating other Players:
Daemonwelsh: NA
telva: NA
turbler: NA
GeeFresh: NA
Crovius: Rage: 4
LTDave: NA

No combat
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Wed Dec 02, 2009 11:20 pm

FINALLY! A TURN! A MIRACLE :P
1. 170+83= 253 Shmuckers :D
2. No upgrades yet.
3. Vana, Ritia, and Vices will pop a flier. Gloria will pop a Cavalry
4. 111-11(Provisions)=100. 253-100=153
5. I get 6 points this turn since Dave researched Provisions,
Provisions 4/4. COMPLETE. 10% off upkeep
Garrison 1/16. can Garrison infantry in a city, Garrison units cannot move, but in combat, you get a +1 (unaffected by city multiplier) modifier for each.
Steal-A-Mancy-A-Mancy 9/14. You can research things other people have proposed before they finish the research
TelvaBoats: 2/2 COMPLETE (1 turn only D:)
Ratings:
Alpha Strike: 7, cause that thing is so zetta overpowered (EDIT: 6, cause it's still insanity... albeit a bit more reasonable... forgot about the whole every unit thing, don't want anyone pullin this off in 5 turns.)
Rage: 6 Cause it's pretty strong too.
6. 2 Cavalry G5->F5
1 Infantry H6->G6
1 Infantry I5->H6
3 Fliers F5->F8
1 Flier H5->F8
1 Flier G5->F8
1 Cavalry H6-F8 (thank you, TelvaBoats)
After Combat in F8, 1 final move will take place.
1 Flier I5->F8
after all actions (except Combat) the field will look like...
F5:3 Cavalry, 1 Siege.
G5, G6, H5, H6: 1 Infantry
I5: 2 Infantry
Last edited by turbler on Thu Dec 03, 2009 4:57 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Wed Dec 02, 2009 11:35 pm

COMBAT!
Battle is joined in hex: F8
TIME OF POST (in U seconds): 2054
Attacker: 6 Fliers
1 Cavalry
0 Infantry
0 Siege
Total Combat Factors:6
Random Number: 9
Tactical Bonus Result:5
Total Combat: 20
Combat Result: VICTOR
Hits Inflicted: 4

Defender: 1 Fliers
0 Cavalry
1 Infantry
0 Siege
4 Defence Factor (City Level less Siege - minimum of 1)
Total Combat Factors:8
Random Number: 8
Tactical Bonus Result:1
Total Combat: 17
Combat Result: LOSER
Hits Inflicted: 3

All hits wil be taken to my Fliers, Leaving me with 3 Fliers and 1 Cavalry.
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Thu Dec 03, 2009 2:48 am

I put in a limiting factor...
It costs a helluva lot of smuckers, and bankrupts a side before upkeep is paid.
and it leaves the sides cities undefended
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