Several topics to cover:1. Players:
In order of expressing their desire to join: Nihila
So that's 6, a nice round even number. If anyone else wishes to join that's cool, but we can start thinking about partitioning players into two alliances. If you all can reach an agreement about who allies with whom, within the next day, that'd be fine. If not, then I'll randomly assign players to teams same time tomorrow (or thereabouts, maybe slightly later in the day than this post was).2. Combat spreadsheet (and combat management):
I'll shamelessly steal LtDave
's spreadsheet for that purpose, since the combat system is mostly the same. A minor change is needed for average level and stack bonuses (particularly for Dance-fighting stacks). A link to this spreadsheet will be made available later in today, but I'll be handling combat.
Now, combat orders will be issued to me by PM. I will however place a post in the game thread after that, then use that post's time as the random seed, if the combat involves the two opposing alliances of players.
Yes there will be a few neutral critters on the map, and for combat with those I'll use the time of the PM as a random seed- unless both alliances can see the resulting combat, in which I'll make a dummy post and use that time instead.3. Critters?
There will be unaligned critters on the map. Some will be hostile from the start, some not- but I'm not adding any rules about turning, taming or diplomacy to this iteration of the game so all they are in the end is battle practice. Critters do not move from where they are. If a place on the map looks interesting, chances are there is something there to guard it.
What does it mean for critters to not be hostile? It means they won't ambush you if you pass through their hex without scouting it, and that you can move around them without being obligated to fight (and you don't need to resort to the maneuver-to-ignore rule to do that) provided
your stack has a Commander. Unled stacks just lose it when strangers appear
. 4. The map
Designing, will post tomorrow. It's a large-ish map (16*16 hexes).5. Turn updates
Thanks for the suggestions, serious or not
In the end however, I think I'll say pass to googlewave. It seems to become abandoned, I'm not in the mood to learn to use it in the space of today and tomorrow, and finally I think this game will run through the Erfworld forum and would rather not have you need to sign in to anything else just to view some update.
OTOH, google docs links look like properly mashed up, obfuscated addresses, which for my purpose is enough. As in, I'll upload the images of the map with scout info to my google docs, and share those images to whoever has the links to them- and for my part, I'll just send the links to the players on the side that should be getting those updates. And by my estimation, it's not trivial for the other side to just blunder into images they're not supposed to see. Right?
Is this system all right with you?6. WaterMonkey314's observation
Is it just me, or are units now really
expensive compared to before?
Is this why the speadsheet puts things in terms of 5000 pts rather than 200 or 500?
This tells me that I may have misplaced the Commander Hits limitation. It's not very likely that units will have more than 10 or 15 (maaaybe
21 Hits for a Keep-builder, but unlikely). Given that, I should have said that the humanoid Hits range is more like 4-6. But in the end, that's merely fluff.
Besides, Jack Snipe has 4 Hits (last time we checked) and friggin' Bogroll had, I think, 8.
The whole point of this is lost if you keep it a secret.