by Crovius » Mon Nov 09, 2009 2:26 pm
Empire: WoD
Color: White
Player: White Wulf
Turn: 2
Starting Schmuckers: 40
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, 1 Cavalry, 3 Infantry, 0 Siege.
I2 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
H2 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
H3 0 Flyers, 1 Cavalry, 1 Infantry, 0 Siege.
I4 0 Flyers, 2 Cavalry, 0 Infantry, 0 Siege.
Upkeep: -66
Ending Schmuckers: 144
Movement:
2 Calvalry in I4 move to H3
1 Calvalry in H3 move to H2
After Movement
I1 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
I2 0 Flyers, 1 Cavalry, 3 Infantry, 0 Siege.
H2 0 Flyers, 2 Cavalry, 3 Infantry, 0 Siege.
H3 0 Flyers, 2 Cavalry, 1 Infantry, 0 Siege.
Development:
Thick Blood only got rated by two people I think. so I'll restate what it does.
Thickblood
Effect: When combat has ended, all WoD Infantry take hits first. If there are more Infantry units that hits inflicted, the following effect takes place: WoD only loses 1/2 its Infantry units (rounded down), as long as they were not completely wiped out, but even if they would normally lose fewer, if the enemy scores at least 1 hit, Infantry is stilled reduced by half.
Fluff: The thick blood in the Ghoul's veins is painful and they go crazy in combat, tearing enemies apart. They often hurt themselves as much as their enemy in this state, but unless completely destroyed their blood will gaurantee that a number of them will survive.
When a side finishes a development, other sides can develop it, correct?
If so I want to spend 4 A-mancy points and develop Provisions.
Ratings:
Garrison: 3
Alliance: 1
Leaf on the Wind: 3
Stagnancy: 4
Last edited by
Crovius on Tue Nov 10, 2009 12:52 pm, edited 1 time in total.