Werebiscuit wrote:Wait ! I just caught that...are you saying Rolfs not superior?
OCC No no, I just mean he's only INTERESTED in talking with his superiors who are casters. (I know you/Rolf weren't actually upset, I just wanted to clarify anyway)
Werebiscuit wrote:Wait ! I just caught that...are you saying Rolfs not superior?
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


Swodaems wrote:(MarbitChow, how does turn order work now that we're allied with Charlie? Will he get a turn before ours on turns 7&8, or will we be taking our turn together with him for those turns? (I'm assuming the alliance ends and the non-aggression period begins at Turn 9.))
Swodaems wrote:I talk to Junetta and T. Coil about ways to hide magical gear from the Archons' spell sight. (Would wrapping them in a cloak work?)
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


A Balrug has 40 overland move, meaning that if we know where the enemy is, it can carry a raiding team up to 20 hexes away, drop them off, have the raiding team use up to half their overland move in hexes then return, and mount them up to fly them home. This gives us a 24-hex range in which retreating is a non-issue and our Balrugs are not subject to any enemy counterfire whatsoever unless we accidentally fly into a hex containing enemy forces, because the entire operation can be completed on our turn.Werebiscuit wrote:The Balrug is just too easy an opponent to take out and it then reduces or retreat to a crawl. I suppose we could take a squadron of the Dingbats, or whatever they're called, but I don't think they'd last the whole retreat.
Swodaems wrote:Then, I do the thinkagram-an-imp-on-patrol trick to get Yuri (and maybe Vinny if T. Coil and Junetta can't think of a way to hide items from spell sight,) out of the city for a brief private thinkagram. (Yuri can relay my question to Vinny if need be.) I start by doing a bit of chewing on him for accepting the contract without consulting Creperum or me. (I mention that even if Charlie wasn't willing to call us for free on the matter, telling his associates to move 1 hex away from the city and wait for my return was an option. (Tod has reason to be a bit annoyed in a personal matter at Yuri at the moment. On the turn after Tod was promoted to Chief Warlord, Yuri has done something that many could consider as an overstepping of bounds. Tod is a bit busy to press the matter at the moment, but some passive aggressive behavior is going to present itself. (Also, going by the comic, Yuri would have felt Tod's promotion on the turn before. Exate, you may want to define how that factored into Yuri's decision.))) I also get an update on the situation in Dis, allowing me to make and tell Creperum this popping strategy before leaving for Dis.

0beron wrote:"Hey there...it would seem our invites to the pow-wow got lost in the mail...fancy keeping one another company instead?"
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.




GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:Whaaaaa? What's the basis for that? Didn't Jack join Wanda's army via dwagon relay and then continue to move after arriving?

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:Whaaaaa? What's the basis for that?
Didn't Jack join Wanda's army via dwagon relay and then continue to move after arriving?
That's correct. Overland Move and In-Hex Move are completely independent. I don't think that was what 0beron was arguing, though - he was thinking of the zone-crossings within the city hex.Werebiscuit wrote:A balrug could transport rolf 20 hexes and Rolf could move 8 spaces within that hex and attack, if I'm understanding right.
That's correct. Relays work as long as the hex that the old mount / transport ends in has a fresh mount / transport in it, and all units can move anywhere within a hex.Werebiscuit wrote:However what he couldn't do would be transported 20 hexes then move across a hex border to attack UNLESS some other armoured transport took him across that hex border. Thus balrug relays are still possible and movement is still possible after that...just not overland unassisted move. Is that what you're saying, Marbit ?

ETheBoyce wrote: T. Coil sees very little point in trying to hide himself from the archons, he will instead adopt a different tactic, seeking to monopolize their time so as to prevent them from haranguing other important members of Tenebris. Rona and Faith seem like they might be more amenable to T. Coil given their natural Shockamancy, but Coil would be unsurprised if Buffy enjoyed it if things got a little rough, she seemed like the type to enjoy combat, probably would love to dust some uncwoaked.
MarbitChow wrote:That's correct. Relays work as long as the hex that the old mount / transport ends in has a fresh mount / transport in it, and all units can move anywhere within a hex.
The Colonel wrote:Don't worry, she'll be sufficiently distracted

MarbitChow wrote:I don't intend to give players the ability to create scrolls.
MarbitChow wrote:
- Potions are one-shots that allow anyone to save themselves
- I think all casters already have enough to do in their down time
- If anything, it's more important to find something for the non-casters to do during down-time to feel useful.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


For whatever reason, although we can see that training is a mechanic that allows units to level in Erfworld most units don't seem to engage in it. One would think that Duty would require that they attempt to level and thus force them to train, but it... doesn't. I'm not sure how to reconcile this with the fact that Erfworlders like power and aren't stupid, except to guess that apparently people are lazy and their rulers don't mind.MarbitChow wrote:(2) anything I grant to players I also have to grant to enemies, and they've had a LOT more time to train than your side has, which ends up making the fights down the road that much harder.

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