Gobwin Bump Version 2.1

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Gobwin Bump Version 2.1

Postby LTDave » Wed Apr 21, 2010 9:16 am

Hi.

There are some bugs (big and small) in the Gobwin Bump rules.

If you are interested, please check out this link HERE to find a second draft of the second version.

Changes to Scouting, Defence, Unit Creation.

Rules now include some ranged combat (or a version thereof).

Comments, thoughts, feedback?
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Re: Gobwin Bump Version 2.1

Postby bowdagger » Wed Apr 21, 2010 10:41 am

cool I'll make a side tonight sometime.
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Re: Gobwin Bump Version 2.1

Postby BLANDCorporatio » Wed Apr 21, 2010 10:57 am

Here's a comment:

Grezling

Hits: 1
Attack: 1
Defense: 1
Move: 1
Range: 3

"Dammit, how many of these things are there?!"

Guess how many I'll pop.
The whole point of this is lost if you keep it a secret.
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Re: Gobwin Bump Version 2.1

Postby turbler » Wed Apr 21, 2010 11:07 am

I'm in, if you'll let me. PS: Bland, whilst it would make them more expensive, maybe make them NON-Garrison units (move of >1)
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Re: Gobwin Bump Version 2.1

Postby BLANDCorporatio » Wed Apr 21, 2010 11:12 am

Move 1 is Move 1. They can move 1 hex per turn. It will be enough.

Oh boy will it be enough.
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Re: Gobwin Bump Version 2.1

Postby turbler » Wed Apr 21, 2010 11:29 am

then can there be a unit with Move of 0? no moving whatsoever?
PS
Cost=([1*1*1]+[{1*1*3}/2])*1=2.5 then rounded to 3. so you can pop exactly 66 with a warlord who has stats of full 1s. Of course if you can't have a leader the size of a bat, then you can pop still 60-ish. off the start.
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Re: Gobwin Bump Version 2.1

Postby Crovius » Wed Apr 21, 2010 11:37 am

I'm still gonan amke a side of Dwawves. The mighty Gwiffon Hammers have all but fallen into extinction, so the dwawves have adapted by focusing on their ground forces. I'm modeling the side on how the Dwawves from Dragon Age: Origins were like (inluding stone warrior Heavies!)

Basic Unit for Bugger'al (keeping the name cause it's awesome, and Commander Dagnabit MIGHT make an appearance!)

Axe Dwawf

Hits: 5
Attack: 4
Defense: 1
Move: 1
Range: 1

"Ready yer axes, last Dwawf to cwoak a gobby owes everyone Ale!"

That's a total cost of What now?
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Re: Gobwin Bump Version 2.1

Postby Crovius » Wed Apr 21, 2010 11:41 am

LTDave wrote:Hi.

There are some bugs (big and small) in the Gobwin Bump rules.

If you are interested, please check out this link HERE to find a second draft of the second version.

Changes to Scouting, Defence, Unit Creation.

Rules now include some ranged combat (or a version thereof).

Comments, thoughts, feedback?


BTW, are we going with the range combat rules where range can be 1, 1.5, or 2, or is it 1, 2, or 3? And the units still fight in the same hex, but higher range means they get to attack first and they are usually at the bottom of the stack order so they can't easilly be targeted by units with Range 1 if they have defences or other stacks protecting them.

Or are we doing the whole units can fire into other hexes, which, IMO, can be horribly abused, especially when a defender doesn't need to rely on scouts.
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Re: Gobwin Bump Version 2.1

Postby turbler » Wed Apr 21, 2010 11:42 am

it's ([Hits*Move*Defense]+[{Attack*Range*Hits}/2]*special) sepcial is 1 for normal units
so 5*1*1=5
+(4*1*5)/2=10
15*1=15.
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Re: Gobwin Bump Version 2.1

Postby BLANDCorporatio » Wed Apr 21, 2010 11:43 am

turbler wrote:PS: Cost=([1*1*1]+[{1*1*3}/2])*1=2.5 then rounded to 3. so you can pop exactly 66 with a warlord who has stats of full 1s. Of course if you can't have a leader the size of a bat, then you can pop still 60-ish. off the start.


Close. Cost is actually 1*1*1 + 1*1*3/20 = 2, if rounded up. So try something more like 90.

And that's just one unit. Future turns may bring more units like these, and/or a

Carrier

Hits: 30
Defense: 1
Attack: 1
Range: 1
Move: 5

for obvious purposes.

Crovius wrote:Or are we doing the whole units can fire into other hexes, which, IMO, can be horribly abused, especially when a defender doesn't need to rely on scouts.


No, battles are contained in one hex only. No multi-hex range.
The whole point of this is lost if you keep it a secret.
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Re: Gobwin Bump Version 2.1

Postby BLANDCorporatio » Wed Apr 21, 2010 11:45 am

turbler wrote:it's ([Hits*Move*Defense]+[{Attack*Range*Hits}/2]*special) sepcial is 1 for normal units
so 5*1*1=5
+(4*1*5)/2=10
15*1=15.


Again, that's 20, not 2, so the cost is a mere 6.

Nice work, Crovius!
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Re: Gobwin Bump Version 2.1

Postby turbler » Wed Apr 21, 2010 11:46 am

my question still stands, can a unit have 0 move? Also, I hafta go to school, (only for the latter half of a day XP) so I'll be back for this little discussion later.
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Re: Gobwin Bump Version 2.1

Postby BLANDCorporatio » Wed Apr 21, 2010 11:47 am

No. At least 1 Move, or else the multiplicative formula fails, obviously.
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Re: Gobwin Bump Version 2.1

Postby Crovius » Wed Apr 21, 2010 11:49 am

We had units with Move 0 in last game...
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Re: Gobwin Bump Version 2.1

Postby Crovius » Wed Apr 21, 2010 11:53 am

BLANDCorporatio wrote:
turbler wrote:it's ([Hits*Move*Defense]+[{Attack*Range*Hits}/2]*special) sepcial is 1 for normal units
so 5*1*1=5
+(4*1*5)/2=10
15*1=15.


Again, that's 20, not 2, so the cost is a mere 6.

Nice work, Crovius!


Thanks, I was aiming for them to be by bread and butter guys, kinda like my Foddermen from last game.

Plans on unit types include:

short-range hammer throwers (range 2 maybe, lower attack but otherwise same everything else)
elite warriors (calling them Clan Champions, they'll be human-sized death machines, maybe a tiny bit larger)
stone guardians (lots of health and strong fighters, with siege special)
And bringing back the Delver, but only in name. The flying beasts the Dwawves used as scouts died out around the same time as the Gwiffons, but several dwawf clans now call some Dwawves "Delvers" who act as scouts.
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Re: Gobwin Bump Version 2.1

Postby BLANDCorporatio » Wed Apr 21, 2010 11:59 am

Round-up is a thorn in my side, but let's try this again-

Grezling, v2:

Hits: 2
Def: 1
Att: 2
Move: 1
Range: 3

(Cost, 3)

Better, as less value-cost is lost to round-up.

Crovius wrote:Thanks, I was aiming for them to be by bread and butter guys, kinda like my Foddermen from last game.


Yeah, what attracted my eye was that for a mere cost of 6 they could deliver quite a punch, even though not at range.

So I looked back on the Grezling concept. The Foddermen don't waste ANY unit value to cost; the cost does not round up it's already integer.

The original Grezling had a cost of 1.x, so it "wastes" value. The current version still does, but less.
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Re: Gobwin Bump Version 2.1

Postby Crovius » Wed Apr 21, 2010 12:04 pm

They're Dwawves. They waste nothing when it comes to battle or mathematics. I might at some point make a random steam-powered war-machine for the Dwawves, but that idea is still being thrown around by the various creative parts of my mind.
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Re: Gobwin Bump Version 2.1

Postby Sihoiba » Wed Apr 21, 2010 12:20 pm

Question as it was answered in the rules discussion. If a units mount dies what happens to that unit?
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Re: Gobwin Bump Version 2.1

Postby The Black Hand » Wed Apr 21, 2010 12:31 pm

I'll take part, but the Kanite Legion will remain a v1.0 side.

Instead, we shall have the mighty forces of Encom, led by Commander Sark of Mainframe 511!

(Consider this a trial run for their planned appearance in War of the Arkentools, Part Deux.)
The strength of our future lies in our past.
-VNV Nation

There is no instance of a nation benefiting from prolonged warfare.
-Sun-tzu, The Art of War
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Re: Gobwin Bump Version 2.1

Postby Azgrut » Wed Apr 21, 2010 5:37 pm

The Golmon barbarians will return.

Does my warlord Lokarat remain a level 5 with 3 exp though? :P

I'll make side right away. Units become expansive...

Golmon Knight-Archers.
These units are the knight class archers of the golmon force. They wield short battle bows in battle and shoot their opponents from close. While they do fight from range, these bows are unable to be used to fire from one side of the hex to another. When forced to melee, the knights wield mighty spears in battle and trample opponents under the mighty hooves of the Golmon bred horses.
Hits 7,
Attack 7,
Defence 1,
Move 4,
Range 2,
Point 32,9=>33

Prince Lokarat
Hits 5,
Attack 5,
Defence 1,
Move 2,
Range 2,
Commander
Points 25

Golmon Battle horse
Hits, 10
Attack, 10
Defence, 1
Move, 4
Range, 2
Points 50

Hawks
Hits 1,
Attack 1,
Move 5,
Range 1,
Scout,
Points: 7,9 =>8

Force will consist out of:
Lokarat 25
Golmon Battle Horse 50
3 Golmon Knight-Archers 99
3 Hawks 24

Points left: 2.
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