DevilDan wrote:OneHugeTuck wrote:Why didn't the Wanda's veil drop like everyone elses?
What veil? Her hair, clothes, and makeup are "authentic," not foolamancy.


multilis wrote:Menas wrote:He could still have pretended this no problem. Having some air units scouting would not have destroyed the rest of the illusion. Now they're stuck gathering intelligence in a combat situation when they should already have the facts they needed at hand. If they get intelligence that indicates attacking isn't a viable option, then they'll have to retreat and their forces will be in jeopardy. If they'd checked things out before hand they wouldn't have needed to risk their forces to find out what they already could have known.
I disagree. One has to pretend to be a fool in order to pull off a ruse. If Ansom scouted too well, then moved up "siege engines" when obvious that even Ansom may realise the siege engines would fail, the enemy would better suspect the foolomancy.
As well, scouting carries risks/you may lose units and give away intel about what you have and where.
RukhHammerwing wrote:Why did Parson take off his bracer? Is he not giving Wanda the benefit of his statistical skills?
Menas wrote:multilis wrote:Menas wrote:He could still have pretended this no problem. Having some air units scouting would not have destroyed the rest of the illusion. Now they're stuck gathering intelligence in a combat situation when they should already have the facts they needed at hand. If they get intelligence that indicates attacking isn't a viable option, then they'll have to retreat and their forces will be in jeopardy. If they'd checked things out before hand they wouldn't have needed to risk their forces to find out what they already could have known.
I disagree. One has to pretend to be a fool in order to pull off a ruse. If Ansom scouted too well, then moved up "siege engines" when obvious that even Ansom may realise the siege engines would fail, the enemy would better suspect the foolomancy.
As well, scouting carries risks/you may lose units and give away intel about what you have and where.
If it were me I'd rather risk not pulling off the ruse than risk unwittingly walking into a trap.
I'm not able to agree with you on the scouting. A lone dragon scouting by itself doesn't give the enemy any intelligence other than that the enemy is scouting. It's true that they would have known Jetstone was a potential target once they encountered a scout. But it's pretty obvious from the force massed there that they've known that for a long time anyway, even without the scouts.
RukhHammerwing wrote:edit: And who is the sad, lonely little warlord in the last panel with no dwagon to ride? That has to be a blow to his loyalty score...

multilis wrote:A lone archon/dragon may have been used to scout (see forces at bridge then return). What GK didn't do yet is a more careful/massive scouting, not easy to do that from a distance and carries increased risk of losses. (Similarly, in book 1 Ansom sent Jillian as a lone scout yet was mostly blind)
We *know* that GK's magic defences were enough to wipe out a significant force of scouting including archons. (The archon not appear to get a report out before she died). We also know that Caeser almost died to a suprise in summer updates and TVs bats seem to be the perfect scouts, and Caeser's personal stack was a match for dragons from ambush on Stanley.
Menas wrote:But your Jillian example brings up another interesting point. In Book 1 the reason Jillian didn't get croaked is because Ansom was able to intervene on Jillian's turn. Jillian was attacking the dwagons and Ansom was able to move to help. So that makes me wonder if RCC forces can come to each other's aid regardless of who's turn it is, as long as it's the turn of one of the RCC members.


SteveMB wrote:Menas wrote:But your Jillian example brings up another interesting point. In Book 1 the reason Jillian didn't get croaked is because Ansom was able to intervene on Jillian's turn. Jillian was attacking the dwagons and Ansom was able to move to help. So that makes me wonder if RCC forces can come to each other's aid regardless of who's turn it is, as long as it's the turn of one of the RCC members.
IIRC, when sides are acting as an alliance they all move on the same turn (whichever is the latest in the natural sequence). That was the basis of the alliance-shift exploit used to pursue Stanley -- on their first turn, they remained as part of the RCC and moved late in the day; then they broke that alliance and allied with Transylvito to move early in the day (before Stanley) on the next turn.
Menas wrote:The reference to Caesar doesn't appear to apply. That effort had nothing to do with scouting, it had everything to do with being undermanned. To the point where Caesar was wondering if the Don was trying to get him killed intentionally.
But your Jillian example brings up another interesting point. In Book 1 the reason Jillian didn't get croaked is because Ansom was able to intervene on Jillian's turn. Jillian was attacking the dwagons and Ansom was able to move to help. So that makes me wonder if RCC forces can come to each other's aid regardless of who's turn it is, as long as it's the turn of one of the RCC members.
multilis wrote:I don't think with one scout on his turn Ansom could know all about GK, he had vinny's bats available and 3 of the best of Charlies archons. ("You get what you pay for and Ansom paid alot", if Ansom could have known all about GK with a single scout rather than just hints and he didn't use one, he was completely incompetent)
I guess a lone scout could see a big army by the bridge, some forces guarding the capital, but not all the details of the bridge force and not *most* of the details of the force inside the city. I am guessing the suprise is hidden inside the capital, would explain Jetstone's bragging as wanting to wait till their turn to fight.


splintermute wrote:I think it's entirely possible that Spacerock will pull some surprise out of a hat - they seem to have a magic user specifically designed for that purpose.
The messaging hats can transmit messages through "hat-space," but that seems somewhat underpowered compared to the instant 2-way communication of think-a-grams. Hat magic needs to have something more going for it. My theory is that, in the hands of a hat mage, considerably more things could be transmitted through hat-space, perhaps even units, although to prevent it from being some kind of overpowering teleportation hack, it would probably have limits - perhaps a limited number of units, perhaps they could only be recalled to a capital (several wargames do have a "recall" type spell that lets you 'port field units to your home base, even if they don't necessarily permit generalized teleportation).
If GK's going to circumvent the casters in the bridge hex and attack the garrison, I'm excited to see what Cubbins can do.


Lord Kasavin wrote:I forsee him pulling a Dwagon out of his hat.




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