Battle for Volvo Field

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Re: Battle for Volvo Field

Postby HerbieRai » Thu Dec 09, 2010 11:02 am

Your really on this game, aren't ya.

Your the only one with scouts, so if you bold it, it will be.
I'm going to give the others a little while longer if they want to edit their forces, once I post the results of the scouting they will be set in stone.
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Re: Battle for Volvo Field

Postby Shusagi » Thu Dec 09, 2010 1:58 pm

(Just made the last change to my troops. Dropped mountain-capable on the Destwoyer, since it doesn't need to add up to a nice 75. Starting troops remain the same)
(Also, I'll gladly send some of my points your way if the scouts start dying, Nihila, since you're the only one with any.)
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Re: Battle for Volvo Field

Postby Nihila » Thu Dec 09, 2010 5:13 pm

Scouting Orders, Turn 1:
From C9:
DS1:B9, A9, A8, A7, A6
DS2:B9, B8, B7, B6, A5
DS3:C8, C7, C6, C5, B5
DS4:C8, C7, C6, C5, C4
DS5:C8, C7, C6, C5, D5
DS6:D9, D8, D7, D6, E5
DS7:D9, E9, E8, E7, E6
"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: Battle for Volvo Field

Postby HerbieRai » Thu Dec 09, 2010 6:27 pm

Your scouts find

B5
fort 200 hits
[7 decripted pokers, decripted commander Asea ( lvl3 decripted poker)]
[Cwap golem]

D5
Fort 200 hits
[ 6 decripted archers, deciple of Jack, decripted commander Machi ( lvl 1 decripted archer)]
[ cwap golem]

Both cwap golems are protected. I'm on a phone right now, I'll get the combat spreadsheet, stack stats, and your commander levels when I get home in a couple of hours
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Re: Battle for Volvo Field

Postby Squeejee » Thu Dec 09, 2010 7:17 pm

The Oz Empire

Stack 1 (consisting of Randy, 6 Heavy Stabbers and 1 Camo-Master) advances to C7 and casts Veil. If enemy non-fliers enter the hex, they will engage - preferentially targeting opponents with the "Ranged" special, then Disciples of Jack, then remaining units starting with the most expensive.

Stack 2 (consisting of Jake, 4 Field Archers and 1 Camo-Master) advances to C7 and casts Veil. If enemy fliers enter the hex, they will engage - preferentially targeting mounts with riders, then remaining units starting with the least expensive.
Location: Bat Country
Status: Drugs taking hold
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Re: Battle for Volvo Field

Postby Shusagi » Thu Dec 09, 2010 7:41 pm

Stack 1: Mr. Roboto, 4 Andwoids, Cloaker Dwoids, Destwoyer
Stack 2: Tinman, Cloaker Dwoid, Engineer Dwoid

Leaving the Hoverboard for Nihila.

Both stacks advance to C8. Engineer Dwoid begins building a road. Cloaker dwoids cast veils.
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Re: Battle for Volvo Field

Postby Nihila » Thu Dec 09, 2010 7:45 pm

Squeejee, the Veil spell is the offensive Foolamancy spell. Baffle is the Defensive.

Natural Allies Orders:
Stack 1: 2 Eager Elves, Link--moves to C7
Stack 1a: Hoverboard{Lofty Elf}--moves to C7, Lofty Elf dismounts and joins NA Stack 1. Hoverboard moves to C8.
Stack 2: Doombat Fodder, 9 Doombat Scouts--moves to C7, breaks into stacks 2.1-2.10, each of which has 1 unit in it.

If my allies suggest any ideas, I'd welcome it--I'm a little out of everything today.
"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: Battle for Volvo Field

Postby Squeejee » Thu Dec 09, 2010 9:55 pm

Veil negates the retaliation on your next attack, so if I attack units that enter my hex they lose their first counterattack - or at least that's how I'm reading it. If it's only on attack like you say I'll change it.
Location: Bat Country
Status: Drugs taking hold
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Re: Battle for Volvo Field

Postby HerbieRai » Thu Dec 09, 2010 10:38 pm

First, curse my phone and the auto spellcheck. Apparently my pikers are also pokers.

The veil will cancel the first attack against your stack, unless the percent is rolled. Scouts will still see a veiled stack, so don't worry about invisible units. A baffle lasts until your next turn.

Commander Levels
Link - 3; Randy - 2; Jake - 1; Mr. Roboto - 4; Tinman - 2

My stack stats:
Asea's pikers: modified attack: 265 Average Defense: 4 Terrain modifier: 1 (from fort)

M Archers: Modified attack: 116 Average Defense: 5.875 Terrain modifier: 1 (from fort)

In this game, when stacks fight they only attack once each, they don't fight down to the last man unless they are wiped.
If any of you guys want to attack, post the attack and I'll calc it. FYI the random number is between .5 and 1.0, so it wont boost the attack at all.
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Re: Battle for Volvo Field

Postby Shusagi » Fri Dec 10, 2010 3:16 am

None of us can make it to the forts (or at least, given our orders, looks like none of us will be), so I guess that's our turn.
Edit: Also, looking at the rules for forts, by "push" does it actually mean we can move the fort by one hex each turn?
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Re: Battle for Volvo Field

Postby Nihila » Fri Dec 10, 2010 8:51 am

HerbieRai wrote:M Archers: Modified attack: 116 Average Defense: 5.875 Terrain modifier: 1 (from fort)
Erm... As much as I like Machi, his Archers can't have an Average Defense of 5.875--their average Defense should be 5.
"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: Battle for Volvo Field

Postby HerbieRai » Fri Dec 10, 2010 11:00 am

I meant to say that the disciple of jack casted a baffle, so +1 def.
The "Push" can only be used in a fort, and it basically pushes the stack to the defenses of the fort, so they have to be attacked first, not pushed forward a hex

A few unit cost changes:
Doombat scout costs 8

Heavy stabber: 17
Heavy Horse: 39 (12 hits, 5 attack, 4 defense, 4 move, no specials right?)
Knight 26

My Hobgobwin is 13
I deleted my decrypted stabber, felt unnecessary.

I also added the combat calculator to the rules post. It also has a page that calculates unit cost.
You need to bold the END TURN to actually end turn, and don't worry about talking strategy on the forum, it wont affect my moves.
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Re: Battle for Volvo Field

Postby Nihila » Fri Dec 10, 2010 1:04 pm

Turn 1 Ending Dispositions (AD=Shusagi's side, "Andwoidia," which is what I'm using until further notice):
Note that I'm stacking Warlords at the back of stacks. This is to protect them--if you want a Warlord anywhere except the back of the stack, state explicitly that you want the Warlord away from the back of the stack.
@C8:
ADStack1: 4 Andwoids, Cloaker Dwoid, Destwoyer, Mr. Roboto--Veiled
ADStack2: Engineer Dwoid, Cloaker Dwoid, Hoverboard, Tinman--Veiled
@C7:
OZStack1: 6 Heavy Stabbers, Camo-Master, Randy--Veiled
OZStack2: 4 Field Archers, Camo-Master, Jake--Veiled/Because of the Camo-Master in this stack, it would not be Ranged. This might be important.
NAStack1: 2 Eager Elves, Lofty Elf, Link
NAStack2: Doombat Fodder
NAStack3: Doombat Scout
NAStack4: Doombat Scout
NAStack5: Doombat Scout
NAStack6: Doombat Scout
NAStack7: Doombat Scout
NAStack8: Doombat Scout
NAStack9: Doombat Scout
NAStack10: Doombat Scout
NAStack11: Doombat Scout

Left-over pop points:
AD: 5
OZ: 8
NA:18

END TURN
"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: Battle for Volvo Field

Postby HerbieRai » Fri Dec 10, 2010 3:41 pm

Gobwin Knobs turn starts
COMBAT!
Spoiler: show
COMBAT! ENTER VALUES ONLY IN THE BLUE CELLS
Battle is joined in hex: C7
TIME OF POST (in minutes and seconds): 4935
Attacker:
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 0
Stacking Bonus: 1.0
Average Defence: 0.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0 {Depends on the terrain}
Fatigue Penalty: 1.0 {Default is 1.0}
Dancefighting Bonus 1.5 {Default is 1.0}
Ambush Bonus 1.0 {Default is 1.0, Ambushing 2.0}
Random Percentage: 65%
Total Damage: 6

Hits Inflicted on the Enemy: 5

Defender
Total Attack Value: 1
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 0
Stacking Bonus: 1.0
Average Defence: 0.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 1.0 {Depends on the terrain}
Fatigue Penalty: 0.5 {Default is 1.0}
Dancefighting Bonus 1.5 {Default is 1.0}
Ambush Bonus 1.0 {Default is 1.0, Ambushing 2.0}
Random Percentage: 75%
Total Damage: 0

Hits Inflicted on the Enemy: 0

A Gargoyle kills a doombat
Last edited by HerbieRai on Fri Dec 10, 2010 3:58 pm, edited 1 time in total.
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Re: Battle for Volvo Field

Postby HerbieRai » Fri Dec 10, 2010 3:57 pm

Spoiler: show
COMBAT!
Battle is joined in hex: C7
TIME OF POST (in minutes and seconds): 5259
Attacker:
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 0
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 65%
Total Damage: 4

Hits Inflicted on the Enemy: 4

Defender
Total Attack Value: 1
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 0.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 70%
Total Damage: 1

Hits Inflicted on the Enemy: 0

A gargoyle kills another doombat
HerbieRai
 
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Re: Battle for Volvo Field

Postby HerbieRai » Fri Dec 10, 2010 4:01 pm

Ok, I had some trouble with the excel file. It is impossible for the doombats to hurt the gargoyles, so a total of 6 gargoyles attack and kill 6 of the doombats in C7 (you should have 3 left), then move southwest.

Gobwin Knob ends turn

you each have 75 pop points, and you can each give away up to 25. Begin your scout and pop phase. For the new guys, you can pop scouts and still scout with them.
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Re: Battle for Volvo Field

Postby Nihila » Fri Dec 10, 2010 4:32 pm

Actually, on a die roll of 8 or greater, a doombat can hurt a gargoyle. That's a 15/36 chance, so a little less than half the time, a doombat will hurt a gargoyle.
"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
Nihila
 
Posts: 750
Joined: Fri Apr 16, 2010 5:09 pm
Location: Probably totally lost.

Re: Battle for Volvo Field

Postby HerbieRai » Fri Dec 10, 2010 4:43 pm

I'll calculate the rest then
Spoiler: show
COMBAT!
Battle is joined in hex: C7
TIME OF POST (in minutes and seconds): 4349
Attacker:
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 0
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 85%
Total Damage: 5

Hits Inflicted on the Enemy: 5

Defender
Total Attack Value: 1
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 0.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 60%
Total Damage: 1

Hits Inflicted on the Enemy: 0

Gargoyle is unhurt from this one.
HerbieRai
 
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Re: Battle for Volvo Field

Postby HerbieRai » Fri Dec 10, 2010 4:45 pm

And number 4
Spoiler: show
COMBAT!
Battle is joined in hex: C7
TIME OF POST (in minutes and seconds): 4523
Attacker:
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 0
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 85%
Total Damage: 5

Hits Inflicted on the Enemy: 5

Defender
Total Attack Value: 1
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 0.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 85%
Total Damage: 1

Hits Inflicted on the Enemy: 1

And this gargoyle is hurt. How are you right so often?
HerbieRai
 
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Re: Battle for Volvo Field

Postby HerbieRai » Fri Dec 10, 2010 4:47 pm

Combat 5
Spoiler: show
COMBAT!
Battle is joined in hex: C7
TIME OF POST (in minutes and seconds): 4710
Attacker:
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 0
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 80%
Total Damage: 5

Hits Inflicted on the Enemy: 5

Defender
Total Attack Value: 1
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 0.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 95%
Total Damage: 1

Hits Inflicted on the Enemy: 1

This Gargoyle is hurt as well.
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