An alliance has been called upon by Queen Bea of Unaroyal to attack the city of Orgchart, held by Decrypted Gobwin Knob units. The alliance's strategy is to execute a massive pincer strike--but the southern arm of the strike has been detected and intercepted on a huge, flat plain. A Gobwin Knob force seeks to delay the southern alliance long enough to pull in reinforcements, and their Archon scouts relay constant information back to them, though these scouts never engage the alliance. Though the alliance has an initial advantage in numbers, as the battle wears on, this advantage will vanish slowly. The alliance must capture the base camp of the Gobwin Knob forces to win on this massive plain and force the Knob's troops to pull back--either to the city or to another base camp.
Standard rules for tBfGB2 apply in all cases (reprinted below for your convenience) except for the unit cost formula and attack cap.
Rules:
Mounting:
Design Your Force:
Commanders:
Combat:
The Alliance Turn:
The Alliance turn is broken into two phases – Scout, and Move / Combat. At the beginning of the game, the Alliance players will elect one of their own to be Chief Warlord. It is the responsibility of the Chief to declare an end to the Scout Phase, and to the Move / Combat phase, which will end the turn. In the event that a Player has not posted orders within 72 hours (three days) of the beginning of a phase, the Chief Warlord may issue orders on their behalf and end the Phase.
Scout Phase:
Move and Combat Phase:
End of Turn:
The Alliance turn ends when the Chief Warlord declares it over. The Chief Warlord should post on the forum and send a Private Message to the GM. At the end of the Alliance turn, Gobwin Knob units heal to full health.
Opposition Turn:
Summary of Changes:
Cost = Hits*Move/2 + Defense*(Hits^(2/3))/2 + Attack + Special (Move = .8 for Garrison units)
Attack is limited to (2*Hits) or round up(4*Hits^(2/3)), whichever is lower.







