Werebiscuit wrote:Swodaems wrote:What are those pots in the Gobwin home hex? How much space would Gobwin bones take up in a bag?
On the subject of the remaining gobwins we know about, we might want to try only doing enough damage to croak the 2 gobwin riders, but not their mounts. Those might be useful to try and tame for ourselves. {Maybe we should try to tame them midbattle. Toss a couple chunks of meat on the field beforehand and see where that gets us.}
I doubt we get the choice...damage appears to be applied randomly.
Actually, it's applied evenly, (whole numbers only with any remainder distributed to a random subgroup of the stack). The gobwins have 4 hits while the ferewolves have 8, so the riders will croak before the mounts do. The trick is to attack with a force that is likely to hit at least 48 in combat and rolls in a single round, but less than either 64, 72, 80 or 96, depending on rules interpretation. (Just realized a few questions I now have.)
LTDave, how does single round damage work when a stack contains units with varying hit points and the units with fewer hits die?
Will the dead units stop sucking up damage after they have run out of hits? (If we do 24 damage, (ignoring def for the question), to the stack of gobwins on ferewolves, would that be 6 damage to all units or 4 on the gobwins and 8 on the wolves?)
Would the stack's average defense change mid-round after the units with less hits recieve enough damage to be killed?
Werebiscuit wrote:So do we stack up and reclaim the home hex ?
there are 3 armed marbits, 4 if pod will come and 5 if Em Fyv also comes along.... who can make it. There is more than enough weaponry & shields to weaponise the NPCs in the hut hex so if 1 player s comes from there bringing weaponiosed NPCs we could have a max stack.
I think we should first try to find and hunt down the mounted gobwins, then return to the home hex after scouting a bit to see if there are any more threats in the valley.
72 hours is longer than usual for us to have to decide and coordinate our actions and we can take advantage of that. We have until 8:25 forum time on the first of the new year to sort out a decent scouting strategy for this turn. We need to find the gobwins before we can hit them. We also need to make sure that we move and end turn in sizeable groups, so the Gobwins can't hurt us freely.
There are 3 hexes we know about where the gobwins could be and maybe a few hexes we don't know about. Entering the hex with 3 spidon'ts to the NE of the gobwin home hex should tell us if there are any unknown hexes or not. (The picture in this post fortunately shows us that there is nothing but valley wall in the hex that is East, NE from the marbit home hex and NE, NW, NW from the gobwin home hex. That means we can test for unknown hexes simply by going NE of the Gobwin home hex.)
Could a couple of the people who don't need to eat this turn in the Gobwin home hex please enter the hex NE of there and scout out its NW, and NE edges, then return to the gobwin home hex? (The East edge is also a possibility as an undiscovered hex, But I think that is an unlikely place for the gobwins to be given their last known position.) We don't know if spidon'ts are aggressive or not, nor do we know if they'll fight as a stack or not, so you may want to order your characters to run back if needed. I would do it myself, but I would have to burn an extra action just to travel.
We should watch the monkey hex to see if the Gobwins move into it. Burning two actions to scout it again this turn seems like a good idea.
Em Fyv, Lucky and Pod should stick together with M15 and M16 for this turn. Whatever we do, we need to do as a group. That way, we can deal with the gobwins if attacked. If we wanted to, we could move as a group NW from where we are and scout the NW (Marbit home), NE (East of Marbit home), and East(monkeys) hexes. But we should go as a group or not at all. We can't afford to leave a single marbit behind. The Ferewolves make the Gobwins too dangerous to fight with only 4.
If we follow this strategy, then the two groups of players should be able to safely find the gobwins this turn and then we can hit them next turn.
LTDave, the rules don't state if a player ordering an NPC has to be in the same hex and I don't remember if that was clarified anywhere. Could I order M11 without paying the additional 4 actions required just to get to him, then get out of the unroaded hex myself? (Maybe at a cost of two actions?)


