
cdrcjsn wrote:Speaking of garrison units...
We know that you can promote a garrison unit out of turn (Parson did it to himself).
That probably means you can demote a normal unit to a garrison unit out of turn as well.
Is there a limitation on where you can do it? For the most part, sides won't designate garrison units outside of cities they own (because what's the point of a 0 move unit out in the middle of nowhere?).
If there isn't, perhaps that's how Parson plans on grounding the fliers, by turning the riders into garrison units, forcing them and their mounts to land (like he did back in the summer updates when he tried to ride a dwagon). Perhaps it's one of the safest ways to "fall"?
zilfallon wrote:Ignoring my opinions, and lets assume it is possible to make units in an enemy city garrison-units off turn. The reason Parson couldn't mount is because he's a heavy.

Not Me wrote:I didn't bother to do the exact numbers, but the amount of troops GK had right after TBfGK (almost all of them decrypted) seem to be near the 9400 mentioned in Maggie's text update I quoted before.


Zeroberon wrote:So we know with 100% certainty that THIS IS HOW TRI-LINKS WORK, PERIOD END OF STORY.
Oberon wrote:On the subject of the number of living troops popped since TBfGK, if an Archon takes 3 turns to pop, then a bat or a basic stabber should pop several in one turn. Perhaps several dozen. There just isn't enough granularity of unit types in between. At a production rate of 1 stabber per turn there would be little to zero reason to prefer, as Ansom does, a infantry and siege heavy army. In the same time frame you could have 1/3 the number of stabbers as some form of very potent unit with far, far more than 3x the fighting capability. Or would there be any reason at all to prefer 3,000 stabbers and say 100 siege, vs. 1,000 Archons and 100 siege? None that jumps out at me, at least...
Oberon wrote:On the subject of the number of living troops popped since TBfGK, if an Archon takes 3 turns to pop, then a bat or a basic stabber should pop several in one turn. Perhaps several dozen. There just isn't enough granularity of unit types in between. At a production rate of 1 stabber per turn there would be little to zero reason to prefer, as Ansom does, a infantry and siege heavy army. In the same time frame you could have 1/3 the number of stabbers as some form of very potent unit with far, far more than 3x the fighting capability. Or would there be any reason at all to prefer 3,000 stabbers and say 100 siege, vs. 1,000 Archons and 100 siege? None that jumps out at me, at least...


Nihila wrote:@Not Me:
Judging by this comic:
http://www.erfworld.com/book-1-archive/?px=%2F122.jpg
That makes about 7000. Which makes a net loss of only 1000 decrypted, which seems reasonable given the speed at which they've been conquering--you take higher casualties when you storm the walls. So, a loss of 1000 is plausible, but either way, they've been popping a ton of units to make up the difference.


rkyeun wrote:Roses are red.
Violets are blue.

effataigus wrote:Among the interesting quotes that have been dug up was the bit about "8000 speaking units." That suggests that there were, at one point, 1.4k spidews and dwagons... mebbe some less if GK has been decrypting or popping a lot of weinerammers or something. We also know that very few non-speaking units have been lost in the recent battles.
Anyway, as it stands right now, we're looking at
~1400 non-speaking units (spidews and dwagons)
~1500 living regular units (twolls and infantry)... assuming most of the spidews are not decrypted... minus however many died in the engagement with Sammy
~200 hobgoblins
~5200 decrypted units...minus however many died in the engagement with Sammy
Indeed, quite a force!
Certainly enough to repel most conventional attacks! Of course, having an honor guard of hobgoblins turn and kill Stanley is anything but conventionalBut you've dug up enough information to convince me that, if the hobgobwins actually need to take the Garrison (instead of just doing the old prison-shower shank job (yes, I realize they don't have showers)), that they probably wouldn't be able to do it (unless essentially all of the Hobgoblins are currently stationed at GK and Ansom left an unusually small guard back at the capital). While I'm certain that Charlie could take GK (the empire) straight up if if it weren't for the pliers (since ~20 archons=500 assorted units (http://www.erfworld.com/book-1-archive/?px=/104.jpg) it follows that ~600 archons=15000 assorted units), this just isn't within Charlie's MO.
The only other possibility for a decapitation strike would then be if he had snuck in enough archons under foolmancy to take out just the GK (the capital) garrison. Since we've seen at least one of his archons getting caught, I don't see this being sufficiently foreshadowed to worry about.
This is to say, ok, you have convinced at least me to stop worrying about decapitation for now!
effataigus wrote: But you've dug up enough information to convince me that, if the hobgobwins actually need to take the Garrison (instead of just doing the old prison-shower shank job (yes, I realize they don't have showers)), that they probably wouldn't be able to do it (unless essentially all of the Hobgoblins are currently stationed at GK and Ansom left an unusually small guard back at the capital).


the_tick_rules wrote:Hmm are you suggesting Charlie is spying on them through the gobwins instead of thinkamacy tapping? Interesting.
spriteless wrote:I figured he had spies in the Magic Kingdom. Namely Grand Abbey Janis, or her predictomancer friend.
the_tick_rules wrote:Hmm are you suggesting Charlie is spying on them through the gobwins instead of thinkamacy tapping? Interesting.
cdrcjsn wrote:Is this actually stated anywhere, that Parson is a heavy unit? Since that summer update was dealing all about his move limitations as a garrison unit, I just assumed that it was his garrison status that was the reason for the failure to mount rather than his unit type.
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