Erf War (Now Closed!)

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Erf War (Now Closed!)

Postby LordShadow » Mon Sep 02, 2013 12:24 pm

Looking to attempt running a game with these rules. Anybody interested?
Last edited by LordShadow on Tue Sep 03, 2013 2:56 am, edited 1 time in total.
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Re: Erf War

Postby GWvsJohn » Mon Sep 02, 2013 12:49 pm

Yes. I (and I'm sure many others) am very interested.
I know how it works. And I'm not that confident.
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Re: Erf War

Postby understandslittle » Mon Sep 02, 2013 1:01 pm

Indeed.
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Re: Erf War

Postby Taikei no Yuurei » Mon Sep 02, 2013 1:35 pm

Let a new battle begin!
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Re: Erf War

Postby Durmatagno » Mon Sep 02, 2013 6:50 pm

Well, seems you caught my attention and got me to finally register.
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Re: Erf War

Postby Acorntail » Mon Sep 02, 2013 7:22 pm

Oh, yes please. :)

You want my unit creator?
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Re: Erf War

Postby Durmatagno » Mon Sep 02, 2013 11:57 pm

Uhhhhhh, Acorntail, you unit creator might need a minor update (or major really)

Tactical Special - The unit has a multiple specials it may learn as it levels. These specials cost half the normal amount, and the unit begins knowing one randomly chosen special from the list. Each time the unit levels, there is a 50% chance it gains an additional special. If the unit learns multiple Simple-mancies, it has separate juice pools for each school.

I don't see a way to add it to D-Class specials
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Re: Erf War (Now Closed!)

Postby LordShadow » Tue Sep 03, 2013 3:15 am

Alright, you five are my players. Please draw up your unit lists and post them.

Each of you will be receiving a PM once you've posted your side.
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Re: Erf War (Now Closed!)

Postby GWvsJohn » Tue Sep 03, 2013 4:30 am

Do you want us to put up our entire city template now? Or wait to do it as we build and improve cities?
I know how it works. And I'm not that confident.
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Re: Erf War (Now Closed!)

Postby LordShadow » Tue Sep 03, 2013 4:48 am

That's up to you. Depends how you want to do it.
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Re: Erf War

Postby Acorntail » Tue Sep 03, 2013 5:41 am

Durmatagno wrote:Uhhhhhh, Acorntail, you unit creator might need a minor update (or major really)

Tactical Special - The unit has a multiple specials it may learn as it levels. These specials cost half the normal amount, and the unit begins knowing one randomly chosen special from the list. Each time the unit levels, there is a 50% chance it gains an additional special. If the unit learns multiple Simple-mancies, it has separate juice pools for each school.

I don't see a way to add it to D-Class specials


Oh, it does now; the Erfwar rules changed in between. I'm working on it. :p

I'll post my side stuff once ASAP - all unit templates at once, right?
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Re: Erf War (Now Closed!)

Postby LordShadow » Tue Sep 03, 2013 5:42 am

Indeed. Unit templates up front, you can do city templates as you level them or up front.
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Re: Erf War (Now Closed!)

Postby GWvsJohn » Tue Sep 03, 2013 8:49 am

Ruler: Lord Nigel A. Gash
Side: Khemrerf
Colors: red, white
Livery: a white skull on a red background
Side bonus: +2 points
Preferred caster: Croakamancer!
Non-preferred caster: Thinkamancer, Florist

Stabber "Ghoul" - (5/5/5/5) (30) - a distrusting twibe of cannibalistic Men, Ghouls make up Lord Gash's core unit.
Piker "Spearman" - (7/5/6/5/garrison) (20) Upgrade to field units for 50 schmuckers. This raises their upkeep to 30. - Spearman are rare units in Lord Gash's forces, the infantry role usually being filled by Ghouls.
Archer "Citizen" - (5/8/3/5/garrison, ranged) (30) Upgraded to field units for 50 schmuckers, raising their upkeep to 40. - a higher class of Men than Ghouls, Citizens are a mainstay of Lord Gash's army
Scout "Felbat" - (3/1/1/20/ scout, flight)+4 (30) - these large bats are poor combatants, but excellent scouts.
Knight "Wight" - (10/9/10/5/rider, frightening) (90+10) - straddling the line between living and uncroaked, Wights have icy skin and a fell glow. They strike fear into the hearts of Lord Gash's enemies
Special A "Necro" - (8/6/2/6, simple croakamamcy, leadership, dance-fighting) (60+10) - weak casters, Necros are employed to maintain Lord Gash's uncroaked troops and lead them with fearsome dance-fighting
Special B "Geist" - (8/2/3/12/flight, fabrication, simple thinkamancy)(60+10) - malevolent spirits often seen haunting the halls of Lord Gash's cities. Geists can send silent messages across great distances as well as craft cursed items.
Special C "Skelepult" - (17/15/6/4/heavy, siege, ranged) (120+20) - massive siege units, Skelepults hurl screaming skulls to batter city walls.
Special D "Fanger" - (19/14/10/19/heavy, flight, lightning breath, simple croakamamcy) (300+50) - lightning fast, Fangers are the bloodsucking pride if Lord Gash's forces.
Last edited by GWvsJohn on Thu Sep 05, 2013 10:00 am, edited 1 time in total.
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Re: Erf War (Now Closed!)

Postby Taikei no Yuurei » Tue Sep 03, 2013 10:42 am

Now, I require a theme. A highly unique theme that no one on these boards has ever tried before. Maybe... scots? No, been done. Norse? Also done. Robots? Nope. Undead? Darn it GWJ! Actually, I think I know what I'll do. Fear the swarm.

Side Name:Zoig
Led by: Sarah Karrygin (non-royal)
Favorted Terrain: Plains
Benefit: Eggs. Zoig units take half the normal time to produce (or produce twice as many in the case of single turn units), but after that time an egg is popped instead. After the egg is popped, it takes twice as long as it took to pop to hatch (or 1 turn in the case of single turn units) into the full unit. Eggs are 10/0/10/0 (10), garrison units that can never gain combat from leadership or dance fighting.
Side Livery: A red Zoigling on a gray-blue field.
Zoigling 5/7/1/5 (30) The bread and butter of the Zoig, the Zoigling is small and fragile, but closes in combat with frightening speed and rips enemies to shreds with its razor sharp claws and teeth. Swarms of Zoiglings are to be feared even by well prepared enemies.
Roich 10/2/5/5/garrison (20) Much larger than the Zoigling, the Roich is heavily armored, with plates upon plates covering its bulk. This leaves it with little offensive power, but it is surprisngly difficult to squash for what look to some like an overgrown bug.
Hydralick 5/9/0/5/garrison, ranged (30) The Hydralick uses grooved spines that it shoots out of its body to scour the skys and hard to reach defenses of enemies.
Scourge 3/0/0/20/scout, flying (30) A small creature that is mostly wing, though its body is so light that it floats without effort. Tremendously fast, it is unable to do any damage without sacrificing itself, but makes for an excelent scout.
Brutalick 13/8/7/5/rider, ranged +16 (90+10) The brutalick is a towering monstrosity that looks like some strange combination of hydralick, Roich, and Zoigling. It combines the deadly spines of the Hydralick, with the toughness of the roich and the fearceness of the zoigling in combat.
Droin 8/2/2/6/fabrication, builder, survayor, moutain capable, burrowing (60+10) Droins are nearly helpless, always prefering to flee from battle. Their purpose is to build, construct, expand, and enhance. They are infinately useful off the battlefield, enhancing their allies with sharper teeth or harder shells. They collect resources of all kinds, and have a particular fondness of gems.
Queen 8/6/4/6/dance fighting, leadership, healer (60+10) The Queen is a fragile unit that helps control and lead the Zoig swarm. A Queen's presence envigors all nearby Zoig, and she can help keep them in the fight longer by spitting a healing saliva on allies. Enemies should beware, as the saliva is quite toxic to anything besides Zoig of her own brood.
Devourer 17/13/6/16/flying, heavy, speed boostx2 (120+20) The Devourer looks like a massive worm with wings that spits huge globs of acid on its foes. Few things can stand up to a Devourer for long, and fast as they are, few things can escape them either.
Ultralick 16/11/8/19/heavy, unstopable charge (sonic breath), burrowing, super speed+, earthshaker, terrorizing (smoke breath) (300+50) Ultralicks are the Zoiglings given the Roich's armor, and made a hundred times larger. They have huge scything pincers that can crush anything unfortionate enough to get between them, and can 'swim' effortlessly through the ground. Their presence on a battlefield can cause enemies to go into an utter panic, abandoning all order in an attempt to not get eaten whole. Ultralicks are so strong that even city walls crumble beneath them with ease.


So basically my side bonus gives me a production bonus in exchange for the fact that it'll take longer to actually get access to the unit. Given that income seems to be more of a limiting factor on army size than production, I don't think this will prove to be unbalanced. Still, I'm more than willing to adjust it or change to some other side bonus if you'd prefer.
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Re: Erf War (Now Closed!)

Postby GWvsJohn » Tue Sep 03, 2013 11:20 am

Just my opinion, but that egg rule seems like a massive production bonus.
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Re: Erf War (Now Closed!)

Postby understandslittle » Tue Sep 03, 2013 11:51 am

GWvsJohn wrote:Just my opinion, but that egg rule seems like a massive production bonus.


Agreed. Seems much more useful than +2 points, or adding favored terrain.

Side later.
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Re: Erf War (Now Closed!)

Postby LordShadow » Tue Sep 03, 2013 12:30 pm

Taikei, I respect that Zerg theme. I think that the egg rule is a little overpowered, and the egg stats are too high, but otherwise it's good.

GW, Nehekhara-based side there, I believe? I'd have expected desert-capability if that was your theme.
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Re: Erf War (Now Closed!)

Postby Durmatagno » Tue Sep 03, 2013 12:33 pm

Ruler: Overlord Jack Daggerie'
Side: Hollywean
Colors: Black, orange, red, and green. (In order of how common it is to see)
Favored Terrain: Forest
Livery: A flaming pumpkin with a sinister grin.
Side bonus: +2 points
Preferred caster: Dollamancer, Thinkamancer, Turnamancer
Non-preferred caster: Signamancer, Date-a-mancer, Changemancer

Personality wise: When in an allied city, the Hollywean troops are much more happy, and fun loving. Once a battle starts or they leave a allied city, they became more serious, but maintain a giggly demeanor.

Slasher 5/6/4/5/- (30 + 0)
Stabber (http://fc05.deviantart.net/fs70/f/2011/ ... 3a4cyx.png)
'Slashers are the most basic unit under the control of Hollywean. Most slashers are female, and all appear to have blood or blood stains in various areas of their uniform. Their livery is only found on their cloak. Face is rarely seen besides two white dots for eyes.

Lasher 7/4/7/5/- (20 + 0)/Garrison (0)
Piker (http://fc02.deviantart.net/fs71/f/2012/ ... 587sxn.png)
'While its a bit more common for males to appear among the Lasher ranks, females still hold the majority. These defensive units of Hollywean are skilled with the Kusarigama they use. Their livery appears as a emblem on the sleeve of their jackets. Face is rarely seen besides two white dots for eyes.

Longshot 8/8/1/5/- (30 + 0)/Ranged (0), Garrison (0)
Archer (http://fc05.deviantart.net/fs24/f/2008/ ... fluxen.jpg)
'Longshots are evenly male and female. They use their bows like masters. Their face is rarely seen scept for two white dots for eyes. Livery is usually on their bow and gloves.

Owl 3/1/1/20/- (30 + 0)/Scout (0), Flight (4)
Scout
'Flying scouts, eyes glow green in the night. '

13/8/8/5/- (90 + 10)/Rider (0), Frightening (4)
Knight ((http://i1.ytimg.com/vi/7B2DCwxOUU8/maxr ... feature=og)
'These wielders of scythes are the most deadly infantry in Hollywean. Their ability to strike terror into the hearts of others makes them a valuable unit in any stack. Livery is on gloves, face is rarely seen except two red dots for eyes.

Gweat Wolf 13/6/6/12/- (60 + 10)/Mount (2), Frightening (3), Speed Boost (2), Heavy (5), Beast (0)
Beast Class A/B-Special (http://th05.deviantart.net/fs71/PRE/f/2 ... 47vgx0.jpg)
'These massive wolves are Hollywean's mounts'

Flyboy 13/9/6/12/- (60 + 10)/Knight (0), Flight (2), Speed Boost (2), Dance-fighting (4), Heavy (5)
Knight Class A/B-Special (http://fc04.deviantart.net/fs71/i/2013/ ... 2rvyu6.jpg)
'Flyboys are the only all male unit in Hollywean, and are specialist flyers designed for hit and run.

Puppetmaster 12/7/7/10/- (120 + 20)/Knight (0), Natural Caster: Dollamancy (6), Speed Boost (2), Leadership (4), Dance-fighting (4)
Knight Class C-Special (http://fc06.deviantart.net/fs70/f/2011/ ... 2xqs0u.png)
'These rare units lead low level dolls into battle, dancing from enemy to enemy, tearing them apart.


Demon Bear 16/18/8/19/- (300 + 50)/Beast (0), Speedier Boost (4), Sonic Breath Weapon (6), Siege (0), Earthshaker (4), Ranged (2), Heavy (0)
Beast Class D-Special '(http://fc03.deviantart.net/fs70/i/2010/ ... _Urric.png)
''These giant bears are the strongest units available to Hollywean, and will tear through anything standing in their way.
Last edited by Durmatagno on Sat Sep 07, 2013 10:25 am, edited 13 times in total.
Everyone started out a little insane
But we learn pretty quick how to fake it for the game
But some of you never learned to drop the act
So under that skin of yours: a heart attack
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Re: Erf War (Now Closed!)

Postby Taikei no Yuurei » Tue Sep 03, 2013 12:33 pm

It essentially doubles production in exchange for taking 50-100% as long to actually get access to the units. It sounds very powerful, but since army size seems to be much more limited by schmucker production than unit production, I don't think it'll actually change much. Still, as I said, I'm more than willing to modify it or change it out if Shadow doesn't like it.

Heh, and Shadow doesn't like it either. I had thought the egg stats might be a bit too high. Ah well, think I'll change it to +2 points then. Will have to toy with the possibilities a bit.
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Re: Erf War (Now Closed!)

Postby LordShadow » Tue Sep 03, 2013 12:44 pm

A note on the special side bonuses: those three of you who have posted your sides have received PMs from me detailing an extra side bonus. These are secret, and you don't have to share them. They will be revealed under certain circumstances. Some may seem more worthwhile than others (when you find out what other people have), but they are all useful if used correctly.
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