A PbP Strategy Game for Erfworld

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Re: A PbP Strategy Game for Erfworld

Postby Telva » Wed Oct 28, 2009 4:29 am

Obsessing over the rules a bit:

Applying wounds to units.

Who decides what is wounded? The attacker, the defender, The winner, The loser, the opposing player, or the units' player?

All units may move into Woods, but Fliers may not fight.

Does this mean they cannot fight and thus cannot receive wounds or that their CP drops to 0?
Do they still grant their tactical bonus if you have more?
Shouldn't they be able to engage other fliers over a forest hex?

Tactical Boni and City Defense

"The number of units inside the city is multiplied by the level of the City for combat purposes."

Are these decided before or after the City Defense multiplication? I ask because I'd consider it a combat purpose
i.e. with a city lvl of 4, do i have x*4 units or x units for the purposes of deciding this?
Are these applied before or after the city defense multiplication?
i.e. do they get multiplied too?

Wounds and City Defense

"The number of units inside the city is multiplied by the level of the City for combat purposes."

"The Victor inflicts a number of hits on the opposing side equal to two-thirds of the number of units (rounded to nearest whole number).

The Loser inflicts a number of hits on the opposing side equal to one-third of the number of units (rounded to nearest whole number)."
Are units considered multiplied by City Defense for inflicting hits?

When receiving hits as the defender of a level 4 city, does it take 4 hits to kill a unit, since one unit counts as 4, or 1 because it is still only one unit despite being worth 4 for combat purposes?

Hex F8

A level 4 city with 1 infantry and 1 cavalry is equivalent to 8 people for CP, +3 from the tactical boni (assuming it's applied after the multiplication) as no other horsement or infantry can get there. So at the point it's at a minimum of 11+random boni.

So, assuming the Telvaboats-A-mancy didn't exist:

No Siege can get to it.
No infantry or horses can get to it.
You would need 8 flying units in order to match their 1 infantry and 1 horseman. If he has any fliers there, it's not worth attacking.
Last edited by Telva on Mon Nov 02, 2009 6:55 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby tatonzolo » Wed Oct 28, 2009 7:01 am

HI all, quite new to the forums but would be glad to join if there is some room to get in the game :-)
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Thu Oct 29, 2009 3:05 am

tatonzolo wrote:HI all, quite new to the forums but would be glad to join if there is some room to get in the game :-)

At least one more according to Dave. Maybe 2 (though with the positions we currently have I think one extra is all we can take without making a second game.)
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Thu Oct 29, 2009 11:01 am

sorry, i couldn't access the map when i posted, and now my spot is taken so I need ot redo my placement of all my cities and units... Thanks :(

As for Knight's I thought we were using the slightly more in deapth units, where we have infantry and cna upgrade them to archers, heavies, and knights. And same with other types of units. Also spells, I though we had a list of different Mancy spells, like shock-a-mancy, dirt-amancy, etc?

I'm redoing my whole post now...

My turn 0:
1. Deffinetly playing, boo-yah!
2. Empire: WoD
Ruler: White Wulf
Color: White
3. Capital (Requiem) H3
4. Level 3 (Forsaken) G3. Level 2 (Awakening) I2
5. 2 Units of Infantry (Ghouls) in H3, 1 unit of Infantry (Ghoul) in G3, I2 and H2, 1 Unit of Calvalry (Garuu) in H4
Ending Schmukers: 79

A-Mancy:
Vote for Wizz-a-mancy I vote it a 4
Telvabots I vote a 2
Rush I vote an 8

Proposal:

Name: Wildspells
Effect: Every Knight has a 10% chance on creation to use a spell. If Knight unit does pop with a spell, its upkeep, starting next turn, is 2 higher. The following spells are possible choices (pick at random) but each unit only gets one: Shock-a-bolt - Unit does two extra damage in combat and can hit any unit(even flying); Distorter - Unit ignores first hit made on it; Blood Drain - At the end of combat results, if unit's side is not completely wiped out, unit with Blood Drain is guaranteed to have survived.
Fluff: The chaotic nature of the supernatural realms of WoD causes some of their strongest units to occassionally manifest a single natural spell that can be used. They me not be true casters, but the added power gives them an edge in combat.
Last edited by Crovius on Thu Oct 29, 2009 1:45 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Thu Oct 29, 2009 12:50 pm

said I'd move if I had taken your spot.
As for Knight's I thought we were using the slightly more in deapth units, where we have infantry and cna upgrade them to archers, heavies, and knights.
That was my suggestion, it isn't being used for this game, but perhaps the next.

And same with other types of units. Also spells, I though we had a list of different Mancy spells, like shock-a-mancy, dirt-amancy, etc?
that was a list of develop-a-mancy suggestions and examples.

EDIT

Also, I woud suggest against doing anything that changes some units of a unit type, but not others(specifically with that system in mind).
i.e. 10% of all knights

it makes the bookwork harder (still doable, but harder).

Also, shockabolt basically says +2 damage, which alone is way powerful, but then you add that they can hit any unit which can already happen, but there's an order to it.

cavalry can eventually hit flying etc.
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Thu Oct 29, 2009 1:36 pm

It doesn't matter, I'm good. And if we aren't doing heavies and all that, I'll change Guaru to a Calvalry. So a Heavy infantry was going to cost me 5 gold, how much does a calvalry cost?

And fine, here's a simpler Mancy proposition, ignore my previous one

Cover-a-Mancy
Effect: Infantry in cityies level 3 and higher are protected from fliers as if they were fighting on Wood Terrain; Calvalry and Siege can still be hit by Fliers.
Fluff: By using special cover dsigned for unmounted troops, the Infantry of the WoD can hide from attacks made by Flying units. Siege and Calvalry units are too large to hide in this cover.
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Thu Oct 29, 2009 1:38 pm

Crovius wrote:It doesn't matter, I'm good. And if we aren't doing heavies and all that, I'll change Guaru to a Calvalry. So a Heavy infantry was going to cost me 5 gold, how much does a calvalry cost?
6 per turn

Cover-a-Mancy
Effect: Level 3 cities and up are considered woods hexes.
Fluff: By using special cover designed for unmounted troops, the Infantry of the WoD can hide from attacks made by Flying units. Siege and Calvalry units are too large to hide in this cover.

rate: 4
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Thu Oct 29, 2009 1:44 pm

Telva wrote:
Cover-A-Mancy
Effect: Infantry in cityies level 3 and higher are protected from fliers as if they were fighting on Wood Terrain; Calvalry and Siege can still be hit by Fliers.
Fluff: By using special cover dsigned for unmounted troops, the Infantry of the WoD can hide from attacks made by Flying units. Siege and Calvalry units are too large to hide in this cover.

rate: 9 unless seige can affect te cities for this purpose, in which case 4


What do you mean by if Siege can effect this? I'm just saying that Infantry can't be targerted by Flying units in cities that are level 3, 4 and the capital. Calvalry, siege, and other fliers will still fight eachother.
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Thu Oct 29, 2009 4:14 pm

To my knowledge units don't target other units. Combat is simultaneous. winning Armies apply 2/3 their CP as hits to the enemy army while losing armies apply 1/3, who decides what gets hit? I don't know. But for LTDave's system combat is simultaneous, all units attack then damage is dealt to the army. For mine, there is no targeting, it follows a pattern.

Now, making level 3+ cities have the same properties forest hexes, I understand ... up to the point where I asked questions at the top of this page.

Then, what I was asking when I rated, was whether or not you apply seige penalties to those cities for the purposes of your develop-a-mancy, since they do lower city level -- for purposes of combat.
Last edited by Telva on Mon Nov 02, 2009 6:54 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby Crovius » Thu Oct 29, 2009 4:40 pm

If siege does add penalties and lowers a cities effective level to 1 or 2 then yes, that city loses Cover-A-Mancy
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Re: A PbP Strategy Game for Erfworld

Postby Morrsleib » Thu Oct 29, 2009 5:27 pm

Sounds interesting-
i'm trying to make a spreadsheet to simulate the advanced combat.
Gimme a couple of days and i'll be finish
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Thu Oct 29, 2009 5:42 pm

Morrsleib wrote:Sounds interesting-
i'm trying to make a spreadsheet to simulate the advanced combat.
Gimme a couple of days and i'll be finish

I already did that. Took about 4 hours.

Trying to tweak it a bit.
Last edited by Telva on Mon Nov 02, 2009 6:54 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby Morrsleib » Thu Oct 29, 2009 6:21 pm

oh' then i don't wanna spend the time. =)
can you post it
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Thu Oct 29, 2009 6:39 pm

Morrsleib wrote:oh' then i don't wanna spend the time. =)
can you post it


He already posted it on his website.
go and download it from there
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Re: A PbP Strategy Game for Erfworld

Postby Morrsleib » Thu Oct 29, 2009 6:54 pm

Sorry if it's a stupid questions.
But How do i find that website?
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Thu Oct 29, 2009 7:00 pm

Morrsleib wrote:Sorry if it's a stupid questions.
But How do i find that website?

http://davergrounds.googlepages.com/home
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Re: A PbP Strategy Game for Erfworld

Postby turbler » Thu Oct 29, 2009 9:16 pm

1. Playing, absolutely
the rest: I have to go to bed... post the rest later :S
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Thu Oct 29, 2009 9:56 pm

actually, Dave doesnt have the advanced Combat excel sheet up yet, just his so far. That's fine however since we're not using the advanced combat rules yet.
Last edited by Telva on Mon Nov 02, 2009 6:53 pm, edited 1 time in total.
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Re: A PbP Strategy Game for Erfworld

Postby Daemonwelsh » Thu Oct 29, 2009 10:57 pm

It seems as though we are just beta testing a system. it should be interesting to see how this game plays out.

and when are we starting the game part?
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Re: A PbP Strategy Game for Erfworld

Postby Telva » Fri Oct 30, 2009 12:25 am

Daemonwelsh wrote:It seems as though we are just beta testing a system. it should be interesting to see how this game plays out.

That's the idea.
and when are we starting the game part?

JTDave wrote:play begins on Monday Nov 2.

Though we need a couple people to pick their starting locations (if they're playing for sure).

there's just enough space for 2 players ... if no one takes an F hex.
Last edited by Telva on Mon Nov 02, 2009 6:53 pm, edited 2 times in total.
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