The Battle for Gobwin Bump

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Re: The Battle for Gobwin Bump

Postby Azgrut » Fri Apr 16, 2010 12:32 am

"Graf as the new chief Warlord? Fine by me."
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Re: The Battle for Gobwin Bump

Postby Crovius » Fri Apr 16, 2010 10:29 am

Azgrut wrote:"Graf as the new chief Warlord? Fine by me."


"Me too"
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Re: The Battle for Gobwin Bump

Postby The Black Hand » Fri Apr 16, 2010 12:28 pm

"Works for me."
The strength of our future lies in our past.
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Fri Apr 16, 2010 1:03 pm

Hey what do you know, I've been volunteered for Chief Warlord :P

Okey dokey, let's wait until LtDave calls it official.

But if anyone wants to order their units around, do so, for instance:

Alliance stacks at D-14 should merge into one stack. Top unit is the 40+ HP Diwigible, the second unit should be the Copperhead, the third should be the other Diwigible.

On request, further ordering of units shall be done, but hopefully 70HP of buffer is enough.

The Black Hand, I recomment placing the Copperhead second just in case attacks from GB finish off the first Diwigible. The Copperhead has as many HP as the other Diwigible in its weakened state, but, should this be the case, will be easier to replace.

Commanders of course placed all the way at the end of the stack.
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Re: The Battle for Gobwin Bump

Postby Crovius » Fri Apr 16, 2010 1:38 pm

How many hits does the second Diwigible have left?

Commanders of course placed all the way at the end of the stack.

Dagnabit has Defense 10 and all his hits still. He'd lay a smackdown on any attacking enemies that are stupid enough to get clsoe to him...
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Fri Apr 16, 2010 3:17 pm

One Diwigible has 10 HP left, equal to a Copperhead, but 4 less than Dagnabit's 14 HP.

Hopefully, with 40+ HP of buffer from the first Diwigible, the following will be moot, however- commanders should better stay after their units, for protection. Not least because, well, they're commanders :P Even if a Commander is well capable of soaking a bit of damage, that's one thing best left for desperate cases.
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Re: The Battle for Gobwin Bump

Postby LTDave » Sat Apr 17, 2010 1:28 am

OK, BLANDCorporatio is the new Chief Warlord.

Congratulations.

I invite the Graf to post orders for all remaining Allied forces, and then end the turn.
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Sat Apr 17, 2010 5:44 am

Ok then, let's make this official-

BLANDCorporatio wrote:Alliance stacks at D-14 should merge into one stack. Top unit is the 40+ HP Diwigible, the second unit should be the Copperhead, the third should be the other Diwigible.


Stacks P and Q are sticking out like a sore thumb, but since the ballistas have only one move they can't get to the relative safety of the bridge. Other than that, I see only spread out scout stacks (and the Golmon Knight/archer stack S, and the Cumuwonimbus stack). Which, alas, we'll have to leave unprotected.

The Diwigibles, assuming at least one survives, are scout units too, so if nothing else they can relay orders to Dagnabit's Delver/nearby Psitaccines. I think Princess Hippotyla is also near that Delver, so we're more or less set for gathering our scouts back, next turn.

We seem well-ish set ... so End Turn.

===============

"I thank my allies for the trust they've shown me, and I will prove it well placed. It has been a great bloody battle so far, and we have lost some friends on the way. A toast to the fallen, a toast to their vengeance, a toast for victory!"
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Re: The Battle for Gobwin Bump

Postby The Black Hand » Sat Apr 17, 2010 9:49 am

The Confessor nodded. "We all know that victory will not come easy or cheap, Graf. But I would wager that, with the enemy Dwagons gone, we will have minimized future casualties - particularly amongst our scouts.

"And I feel certain that the enemy knows we are more than a match for even his strongest forces."
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Re: The Battle for Gobwin Bump

Postby LTDave » Sun Apr 18, 2010 7:14 pm

Ferr-Durrp!


Ferr-Durrp!


The Gobwin Bump turn passes without incident.

The map and locations prepared by the Alliance in the posts above are accurate, so rather than recreating them, we'll just go from there.

The Alliance Scout Phase has begun.
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Re: The Battle for Gobwin Bump

Postby Azgrut » Mon Apr 19, 2010 3:48 am

There is a minor flaw in the random battle calculator. I just made a test battle calculation with the new system you pm'ed for a possible Gobwin Bump 2, and I recieved a random factor of 40%.

Now I have taken a look at the random number generator and found out it generates 2 numbers between 1 and 6, combines them and divide by 20. This means that most numbers will land somewhere between 5 and 9.

That brought in calculation means that the most probable outcomes of battle will be 7/20=0,35. But possible this might be 0,45 if one rolls 9 in total or even 0,6 if one is really lucky and rolls double 6.

I think this is a minor mistake in the new battle sheet since we would otherwise have encountered it already. :) Something to think about though.

Now in game:
"New turn. New chances. I think Gobwin Bump will fear our assault now that they lack their scaly titan droppings. Can I use one of your flyers commanders? I need to go back to my troops this movement phase."
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Mon Apr 19, 2010 5:18 am

For easy access, here they are again:
BLANDCorporatio wrote:Map (with scouted markers removed, since we're just starting turn 7)

Spoiler: show
Image


Unit locations (includes updated pop point totals):

Spoiler: show
Bugger'al 24 points to spend
Stack A D14
Dagnabbit, Commander, Level 2 **
4 Gwiffon Hammers (Flyers) All have 1 Move
Stack B I14
8 Egg Breaker (Garrison)
Stack C I14
7 Egg Breaker (Garrison)
Stack Dv C12
1 Delver (Flyer, Scout) 0 Move

Zamacommon 24 points to spend
Stack E C12
Hippotyla, Commander, Level 2 *
3 Loggators (Cavalry)
3 Hippipos (Cavalry)
Stack F i14
1 Hippipos (Cavalry)
3 Wilsons (Infantry)
Stack G i13
1 Psittacines (Flyer, Scout)
Stack G2 i11
1 Psittacines (Flyer, Scout)
Stack G3 H12
1 Psittacines (Flyer, Scout)
Stack G4 J12
1 Psittacines (Flyer, Scout)
Stack G5 E14
1 Psittacines (Flyer, Scout)
Stack G6 F14
1 Psittacines (Flyer, Scout)

The Steam Gentlemen 0 points to spend
Stack H D14
2 Diwigible (Flyer)
4 Air Gun (Flyer)
Graf Zeppellin, Commander, Level 3 *** (Tewescope)
Stack I C10
1 Gyro Scope (Flyer, Scout)
Stack J C12
1 Air Gun (Flyer)

Nether-Erf 26 points to spend
Stack K D14
3 Shadows (flyer) 0 Move
Flonne, Commander, Level 1, * 0 Move
Stack L E9 0 Move
1 Imp
Stack La C9 0 Move
1 Psittacines (Flyer, Scout) (Wait, what?)
Stack Lb C12 0 Move
1 Psittacines (Flyer, Scout) (Isn't this a Zamacommon unit?)

Jetstone 55 points to spend
Stack M E11
3 Infantry (Infantry)
4 Unipegataurs (Cavalry)
Granite Jackson
Stack N E11
4 Infantry (Infantry)
4 Unipegataurs (Cavalry)

NovaKing 20 points to spend
Stack Oa D14
Prince Chevy, Commander, Level 5 ***
Stack Ob C12
4 Royal Lancers (Cavalry)
Stack P F13
4 Foe-Hammer Ballistas (siege)
Stack Q F13
4 Imperial Guards (Infantry)

Barbarians 20 points to spend
Stack Ra D14
Prince Lokarat Commander, Level 5 ***
Stack S D10 0 Move
4 Golmon Knights (Cavalry)
2 Golmon Archers (Cavalry, Scout)
Stack Sh I14
3 Golmon Knights (Cavalry)
1 Golmon Archer (Cavalry, Scout)
Hisgeng (Commander) level unknown?

Kanites 30 points to spend
Stack T i14
12 Kanite Militants (Infantry)
Stack Z G11 X Move
1 Viper APUs (Flyer, Scout)
Stack U C12 X Move
1 Viper APUs (Flyer, Scout)
Stack V D11 X Move
1 Viper APUs (Flyer, Scout)
Stack W D14
Confessor Marcion Delacroix Commander, Level 2*
1 Copperhead ACU 1 Move

Weather Toffs 30 Points to spend
Stack X i14
3 Shower
Stack Y E10 2 Move
2 Cumuwonimbus
Stack D D14
3 Townado 0 Move
Duke Kettwey, Commander, Level 3*, 0 Move



I saw that Prince Chevy entered the Dwagon battle with 2XP. His stack generated more damage, so he now has 3XP.

Q: the Barbarians have a whoppin' 120 pop points. Wasn't Ghenghis supposed to pop by, along with more units? Will check and update.
EDIT: A: yes, Hisgeng is here, popped with a 100-point stack. Updating unit locations and map.
Azgrut wrote:Pop Hisgeng, warlord with 3 move, 5 attack, 2 defence, 4 hits (28 cost). 3 Golmon knights, 1 golmon archer.


===========================

"The enemy appears to be digging in. Good, this leaves us some time to regroup our scattered forces."

"Lord Lokarat, I am sure Nether-Erf will gladly lend you one of their 5 move units, but first let us scout."

"And as to the popping points, every side will receive 20 points except myself; my 20 points, for this turn, will be split equally between Kanites and Weather Toffs."
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Re: The Battle for Gobwin Bump

Postby Azgrut » Mon Apr 19, 2010 10:03 am

Entering the thinkamancy network, Hisgeng the warlord enters the city. Complete with a small stack of knights and an archer.

"Ready for duty. The Kahn send me to aid Lokarat in this battle. The hooves of our knights shall crush the puny gobwins and pave the way red for the alliance to move through."

"Halcheng. Yes you. I know you are he only Golmon Archer, explore NW, NW, NW, N. We will follow you in the movement phase."

(I will generate random number for his level from this posts time things. I set random number to 10, set time to 333 and rolled a 9 as highest number. Meaning he is level 4. Does someone please check if I have put in the numbers right?)
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Re: The Battle for Gobwin Bump

Postby The Black Hand » Mon Apr 19, 2010 3:01 pm

Confessor Delacroix nodded. "I think it would be wise to gather as many of our airborne scouts together as possible," he said. "Close to the C-12 bridge, if not at it; this, I think, should cut down on targets of opportunity for our enemy's forces - particularly if they manage to bring in airborne reinforcements.

"Additionally, I think any scouts in the area of the C-12 bridge should scout the surrounding terrain - then, when it is time for our main forces to move, we can bring them to the C-12 bridge and, perhaps, some ways beyond, to engage targets of opportunity in the area. I do not think it would be wise to have our ground forces attempt to take the bridge, though - at least, not until our air fleet has had a chance to strike the enemy forces defending that bridge.

"What say the rest of you?"
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Re: The Battle for Gobwin Bump

Postby Crovius » Mon Apr 19, 2010 3:26 pm

"Aye was hoping, with approval, that Aye culd take me Gwiffons and perhaps a few other air units to move north an' attack any small groups of enemy forces? Aye think for now Aye'll hold off on making more units until Aye've accumulated enough points for a handful of Berzerkers to hack into the enemy. Any of ye want to come with me?"
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Re: The Battle for Gobwin Bump

Postby Azgrut » Mon Apr 19, 2010 4:13 pm

"I'm always in for a fight. But I do need to get back to my troops this turn. But if we find some stray troops, I will gladly stack up and flay them together."
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Tue Apr 20, 2010 11:44 am

Okay, it's been a day. Let's collect explicit orders so far, I'll issue a few to cover people's concerns, then after another half-day we'll see.

=====

Hisgeng: Golmon Archer at I14, explore NW, NW, NW, N

Graf Zeppellin:

Diwigible at D14, relay orders to Psitaccine G5 and move back here (2 Move left)

Psitaccine G5, relay orders to Psitaccine G6 then explore E13. (3 Move left)
------{if E13 free, explore D13} (2 Move left)
-----------{if D13 free, move C12} (1 Move left)
-----------{else move D14, explore C15} (0 Move left)
------{else explore F15, explore G15, explore H15}


Psitaccine G6, wait for Golmon Archer scouting results.
------{if both H14 and G13 free of enemies}
-----------{move G13-H14-I14-I13 and relay orders to Psitaccine G} (0 Move left)
------{else, explore G14, H15, move to I14, relay orders to Psitaccine G} (0 Move left)


Psitaccine G, explore I12 (3 Move left);
------{if I12 free}
-----------{move to J12 and relay orders to Psitaccine G4; return to I13}(0 Move left)
------{else}
-----------{explore J13, move to J12 and relay orders to Psitaccine G4}(0 Move left)


Psitaccine G4, relay orders to Psitaccine G2, move to I14.

Psitaccine G2, relay orders to Psitaccine G3, move to I14.

Psitaccine G3, relay orders to Viper Z, explore H13, move to I14.

Viper Z, explore F11 and also F12, move to E11, move to D11 and relay orders to Viper V, explore D12. (0 Move left).

Viper V, Inspect C11, Move to E10, relay orders to stacks Y and Lb. Wait for all other scouting results then move to C12 if possible.

Cumuwonimbuses at stack Y (wait until move phase): Move to C12.

Psitaccine Lb, relay orders to Psitaccine L, and Gyroscope I, move to D11.

Psitaccine L, move to D10, Inspect D9, move to C9 and relay orders for La, move to D10.

Psitaccine La, Inspect B9, Inspect C8, Inspect B10, move to D10.

Gyroscope I, Explore B11, Inspect A10, Explore B12, move to C12.

Delver Dv, Explore B13, Inspect A13, Inspect B14, Inspect C13, move to C12 and hope to find items of interest.

As for myself, use Tewescope on E12.

Open to comments for about a half-day.
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Re: The Battle for Gobwin Bump

Postby Sihoiba » Tue Apr 20, 2010 12:19 pm

Looks good.
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Re: The Battle for Gobwin Bump

Postby BLANDCorporatio » Tue Apr 20, 2010 4:29 pm

Ok then.

END SCOUT PHASE
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Re: The Battle for Gobwin Bump

Postby The Black Hand » Tue Apr 20, 2010 6:47 pm

"A very well organized plan, Graf. Now, let us see what we find."
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