The Battle for {Insert Name Here}

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Re: The Battle for {Insert Name Here}

Postby zilfallon » Sun Sep 19, 2010 3:29 am

And I think we have artillery-like siege too, like my Abyssal Cannons. How do they work?
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Re: The Battle for {Insert Name Here}

Postby Twoy » Sun Sep 19, 2010 4:40 am

zilfallon wrote:And I think we have artillery-like siege too, like my Abyssal Cannons. How do they work?

The Abyssal Cannon: Move 1, Hits 12, Attack 14-Ranged, Defence 2, Cost 46, is a large, low-move ranged weapon, not an actual siege weapon. That's one of the problems we had in tBfGB2; siege weapons had no special siege function. Bugger'al had the Siege Tank which is almost exactly like your Abyssal Cannon. We could make a rule for artillery, but we don't want to make this game's rules too complicated by, for example, giving Hits to walls and making cities with levels. If you want to come up with a proposal for functional artillery, feel free to do so. I will see if I can think of something that is not overpowered or over-complicated.

Proposed Artillery Rule:
Spoiler: show
Discussion: Siege Towers and Battering Rams are only useful against fortifications. Trying to cwoak a Dwagon with a Battering Ram does not seem to be very effective. Artillery, on the other hand, should be useful against units and fortifications, but should also be correspondingly more expensive.

Artillery units have a maximum Move of 1 and minimum Hits of 10. Artillery units function as normal ranged units in battle not involving a fortified hex. Defending units inside a fortification engaged by units using Artillery receive a negative to their fortification bonus equal to the Artillery Unit's Artillery Level. Artillery units must have the Ranged special and the Artillery 1 (+10) or Artillery 2 (+20) special.

Sample Artillery:
Abyssal Cannon-Move: 1, Hits: 10, Att: 15-Ranged, Def: 5, Cost: 63, Specials: Ranged, Artillery 2.

I did not give artillery the Siege special, but it might need it. I feel like the sample artillery unit might be a bit overpowered for its cost. Adding an extra 10 points to the cost might balance the unit a bit better.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Sun Sep 19, 2010 10:33 am

Before we start talking too much about siege, keep in mind that there are no fortifications on the current map. None whatsoever. Also, I sort of like the idea of walls having hits, but I'll see how complicated that makes things.
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Re: The Battle for {Insert Name Here}

Postby WaterMonkey314 » Sun Sep 19, 2010 6:39 pm

I'd like to keep siege for later, after we add casters. (next skirmish would be that) Those ideas seem interesting, though we ought to move the discussion back to the signup thread though to avoid cluttering this game thread.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Sun Sep 19, 2010 9:15 pm

Okay, um... Can someone compile a list of scout orders? I'm feeling a little confused.
Sparrowhawk 1: A2-6.
Sparrowhawk 2: B2-6.
Outrider 1: C5, D5, D6, E5 - to see if those Dwagons are nearby, and clear a path to E5 or D7 for the advance.
Outrider 2: D4, D3, C2, B1 - so that our supply route is clear and what we pop this turn can move with out being ambushed.
Because these are all I could find, and they don't overlap, but there's 2 more scouts.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Mon Sep 20, 2010 12:51 am

Still waiting on Avewnus' scout orders and hoping LTDav will change his orders to try and find the 2 Dwagons. I will post a conolidated list in about 12 hours.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Mon Sep 20, 2010 6:48 am

Can newly popped scouts scout?

Sweet.


Generics! Listen Up!

Outrider 1: Scout hexes C5, C6, C7, D7

Outrider 2: Scout hexes D5, D6, E5, E6

Locate the Dwagons, report back here.
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Re: The Battle for {Insert Name Here}

Postby zilfallon » Mon Sep 20, 2010 9:57 am

Twoy, can you direct my scouts? I just don't have much time now, sorry.
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Re: The Battle for {Insert Name Here}

Postby Twoy » Mon Sep 20, 2010 12:26 pm

Wrap Up of Scout Missions:
Sparrowhawk 1: A2-6.
Sparrowhawk 2: B2-6.
Outrider 1: Scout hexes C5, C6, C7, D7.
Outrider 2: Scout hexes D5, D6, E5, E6.
Imp 1: B2, C2-4, D4.
Imp 2: B1, C1, D2-3, E4.

End Scout Phase on Report.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Mon Sep 20, 2010 2:53 pm

Discovery(ies):
C5: 2 Dwagons. Attack: 40.8, Average Defense: 5.

No other discoveries.
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Re: The Battle for {Insert Name Here}

Postby zilfallon » Mon Sep 20, 2010 3:38 pm

What is our current positioning?
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Re: The Battle for {Insert Name Here}

Postby Nihila » Mon Sep 20, 2010 3:45 pm

C2:
a. Thunder Lizard x 2, Archer x 4, Ewinyes x 1.

C4:
a. Ogre x 2, Guardsman x 2, Outriders x 2, King Edmund, CPT-GEN Genericus.
b. Guardsman x 4.
c. Thunder Infantry x 3, Thunder Cats x 4, CDR Lightning.
d. Thunder Infantry x 7, CDR Thunder.
e. Thunder Bats x 2.
f. Hellflame Dwake x 8, CDR Vis.
g. Bezekiwa x 8, CDR Agrach.

A1:
a. Thunder Bat x 3, Thunder Infantry x1, Captain-Ordinarius, Archer x 1, Imp x 2, Sparrowhawk x2 .


Is how thing stand. Oh, may as well:
C5:
a. 2 Dwagons. Attack: 40.8, Average Defense: 5.

Just in case you didn't realize, troops in red are not your friends, and troops in blue are your friends.

Edited to heal injuries.
Last edited by Nihila on Mon Sep 20, 2010 3:55 pm, edited 1 time in total.
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Re: The Battle for {Insert Name Here}

Postby zilfallon » Mon Sep 20, 2010 3:51 pm

Our turn started, shouldn't our injuries be healed?
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Re: The Battle for {Insert Name Here}

Postby Nihila » Mon Sep 20, 2010 3:53 pm

Ack! Fixing that now... I quoted Twoy's list directly, sorry!
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
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Re: The Battle for {Insert Name Here}

Postby Siralus » Mon Sep 20, 2010 5:20 pm

Couldn't any of our heavy stacks go in and make mincemeat of those dragons now?

Lightning, Agrach, Edmund, I'm sure could all cope fairly well.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Mon Sep 20, 2010 8:22 pm

Generics, Re-Stack.

Form Stack - "Blunt Edge"
2 x Ogre, 5 x Guardsmen, 1 X Captain-General Genericus

Move to C5. Engage Dwagons.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Mon Sep 20, 2010 8:34 pm

Dwagons fire first. Inflict 8 hits. Ogre has 12 hits remaining.

Spoiler: show
Defender
Total Attack Value: 34
Level of Highest Commander: 0
Number of Units: 2
Stacking Bonus: 1.1
Average Defence: 5.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 60%
Total Damage: 22

Hits Inflicted on the Enemy: 8


Stack 'Blunt Edge' engages Dwagons. 74 hits inflicted. All Dwagons cwoaked. Genericus is now level 3.
Spoiler: show
COMBAT!
Battle is joined in hex: C5
TIME OF POST (in minutes and seconds): 2242
Attacker:
Total Attack Value: 114
Level of Highest Commander: 2
Number of Units: 8
Stacking Bonus: 1.7
Average Defence: 5.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Random Percentage: 85%
Total Damage: 198

Hits Inflicted on the Enemy: 74


If anyone wants the combat calculator, I'll upload it to my site - thebattlefor.xls

Stack in C5, move to D6.
Remaining Generic forces in C4, move to D6 via C5.


Restack:
Stack 1:
Ogre, 6 Guardsmen, Ogre (12 hits remaining), Captain General Genericus (level 3), 2 Outriders.


From A1, Captain Ordinarius makes the following instructions:
1 Thunder-Infantry, advance to C2, and pass on the following orders:
4 Archers, return to A1 via B2.
2 Thunder Lizards and 1 Ewinyes, move to C3.

At A1, restack:
5 Archers, Captain Ordinarius.


Other units at A1 may be given instructions by the Chief Warlord.
Last edited by LTDave on Mon Sep 20, 2010 8:42 pm, edited 1 time in total.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Mon Sep 20, 2010 8:37 pm

Ooh! A shiny new combat calculator!? As your PRLC allies in the Southern Alliance would say, "Can haz?"

But, LTDave, we're using a new stacking bonus--the decline rate is by .2, so the stacking bonus is actually 1.6, not 1.7. My poor dwagons are probably still croaked.

If the system is all multiplicative, I'll post the actual combat right here, which will not change the actual result in any way.

Dwagons fire first. Inflict 8 hits. Ogre has 12 hits remaining.

Spoiler: show
Defender
Total Attack Value: 34
Level of Highest Commander: 0
Number of Units: 2
Stacking Bonus: 1.1
Average Defence: 5.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Ambush Bonus: 1.0
Random Percentage: 60%
Total Damage: 22

Hits Inflicted on the Enemy: 8


Stack 'Blunt Edge' engages Dwagons. 70 hits inflicted. All Dwagons cwoaked. Genericus is now level 3.
Spoiler: show
COMBAT!
Battle is joined in hex: C5
TIME OF POST (in minutes and seconds): 2242
Attacker:
Total Attack Value: 114
Level of Highest Commander: 2
Number of Units: 8
Stacking Bonus: 1.6
Average Defence: 5.0
Terrain Bonus of Hex: 0.0
Special Bonus: 1.0
Random Percentage: 85%
Total Damage: 198

Hits Inflicted on the Enemy: 70


As I thought, no difference.
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Re: The Battle for {Insert Name Here}

Postby LTDave » Tue Sep 21, 2010 4:58 am

But Nihila, the stack has eight units, so should be at the top of the bonus - isn't this 1.7? If I had 9 units it would be 1.5, no?

Also, I realise now that Genericus isn't yet level three. He's 2.2
One more victory to go yet.
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Re: The Battle for {Insert Name Here}

Postby Nihila » Tue Sep 21, 2010 5:50 am

LTDave wrote:But Nihila, the stack has eight units, so should be at the top of the bonus - isn't this 1.7? If I had 9 units it would be 1.5, no?

Also, I realise now that Genericus isn't yet level three. He's 2.2
One more victory to go yet.
Oh. I thought it had nine. If it's 8, the bonus is x1.8, the bonus jumps from x1.0 at 1 to x1.2 at 2.

That would help you guys, so the real amount of damage dealt to those poor Dwagons was around 78. :D
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