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Re: Return to Gobwin Bump

Postby HerbieRai » Fri Apr 08, 2011 10:22 am

Freddy moves into Gobwin Hollow.
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Re: Return to Gobwin Bump

Postby LTDave » Fri Apr 08, 2011 6:39 pm

Just on28 hours until the end of the turn.
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Sat Apr 09, 2011 5:29 am

Pre-scriptum: 2 of our stacks are called I: my 2 Steam Planes, and Cmdr. Lardz' stack.

Ok, so far the Steam Gentlemen have 3 (stored) + 53 (Croakamancy) + 70 (this turn) = 126 pop points.

Question: moving the spawn point will not reset this to 0, right? If it won't, then I'd keep (some of) them for next turn.

Only if moving the spawn point destroys stored points: pop 1 Otto Motor, 2 Steam Planes (for 113 points).

If moving the spawn point does not destroy stored points: pop 2 more Steam Planes (for 70 points).

In any case, the Lord Wivingston's stack (Diwigible, 3x Steam Plane, (Scout Lvl 1, Lord Wivingston Lvl 2.0)) moves from D3 to C5, where it attacks stack M (calcs to follow). After combat it retreats to C3 where it is joined by all Steam Gentlemen units that are in hex B2 (either 2 Steam planes, or 2 Steam Planes and 1 Otto Motor, depending on the answer to that question).
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Sat Apr 09, 2011 5:40 am

Random seed 2917, resulting in the Diwi getting a 60% and Gobwins get a 90% roll.

Diwi stack has 43*2 Att (from Rocking out) yielding 86 Attack, and a Lvl 2 Commander. Gobwin stack has 32 Attack, 32 Defense, and no leadership bonus nor defense bonuses from the terrain.

In the end, the Gobwins manage to deal 0 damage (their output matched the Defense of the Diwi exactly), whereas the Diwi manages a measly 29 damage. This croaks 3 Gobwin stabbers and leaves the fourth with 3 Hits remaining.

Wivingston gains 1XP and 3*13 = 39 pop points.

Battle being done, Wivingston and co retreat as indicated in the previous post.
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 10, 2011 1:17 am

Ferrrr-Durrrp!

The Alliance turn has ended. The Gobwin turn has begun.

Alliance Stacks

Spoiler: show
Isenlard
Stack B [c4]
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3
8 Uruk-Ham Archers
Scout Lvl 1
Stack A [e4]
1 Bacon-rog
Stack G [d3]
Lardz the Uruk Ham Captain(Dirtamancy) Lvl Lvl 2
8 Uruk-Ham Pikers
Scout Lvl 3

Stack J [b2]
Worg-hog
Stack K [b2]
Uruk-ham Stabber

Steam Gentlemen
Stack C [d3]
Stack: Diwigible, 7 Steam plane, (Scout Lvl 1, Wivingston Lvl 2.0)



Evil Imagination Land
Stack E [e4]
3 Manbearpig
1 Christmas Critter
commander Freddy Creuger Lvl 2
level 4 scout - 160
Stack F [b2]
4 Christmas Critters


Nawnia
Stack D [e4]
8 x Dwarf Siege Cost 272
Scout 2 Cost
Queen Jadis the Cwoakamancer Cost Lvl 5.3

Stack H [e4]
High King Peter Lvl 3
8 Centaurs
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Return to Gobwin Bump Turn 5

Postby LTDave » Sun Apr 10, 2011 2:03 am

The Gobwin Bump Turn passes without incident.

Ferrr-Durrrp!

The Alliance Turn 5 has now begun.

Map
Spoiler: show
Image


Scout Results
M 5 Gobwin Stabbers 40 Hits, 20 Attack, 20 Defence (+20 for Woods)
O 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
P 8 Gobwin Archers, Commander Lvl 3. 56 Hits, 32 Attack, 24 Defence
T 2 Twoll Stabbers 30 Hits, 20 Attack, 10 Defence (+20 from Woods)
U 2 Twoll Stabbers, 6 Gobwin Stabbers 78 Hits, 44 Attack, 34 Defence
X 3 Twoll Stabbers, 6 Gobwin Stabbers, Commander Lv 2 93 Hits, 50 Attack, 35 Defence
Y 9 Spidew Riders 81 Hits, 40 Attack, 32 Defence

Gobwin Bump is a level 4 city, with 80 points of walls.

The Alliance Turn begins now, and will end in 96 hours, that is, at 4pm Thursday (Australia Eastern Time) or 6am GMT.

All Players have 40 points generated this turn (if the Spawn Point is moved to Gobwins' Hollow, this 40 points is lost, and no units can be popped this turn. Points saved from previous turns and earned from Cwoakamancy are not lost)
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun Apr 10, 2011 2:21 am

I vote we move the base camp now. 40 points is a fairly low amount to sacrifice.
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Sun Apr 10, 2011 4:15 am

Ok, let's do this. We'll need to send units quickly against that city, because it will be carnage, mostly on our siege from flying stacks we don't see yet.

Anyway, I think there's some problem with the map- my stack isn't anywhere to be seen and I think some of GB's stacks aren't visible there either (for instance, M). And should we really be seeing as far around our original base?

Also, I see we have a lone stack in a hex close to the Steam Gentlemen. If that stack of ours is actually there, I think I can send Wivingston to that hex, give that stack orders to move to our new location, then move Wivingston to our new base.
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun Apr 10, 2011 5:38 am

Moving Saruham to Gowbin's Hollow, along with Lardz, and my Worg-hog. Stabber stack will head to D3 from the base camp.

Will use Lardz's dirtamancy ability to build up some walls for us. Should be 16 points of walls this turn. Is there a limit to how much wall we can build, and does using this ability cost move.
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Re: Return to Gobwin Bump

Postby Twoy » Sun Apr 10, 2011 6:46 am

I concur with moving the base camp this turn.

I did not check the stats on all the stacks, but I noticed this one seemed off.

X 3 Twoll Stabbers, 6 Gobwin Stabbers, Commander Lv 2 93 Hits, 50 Attack, 35 Defence

Should be:
111 hits, 81 Attack, 23 Defence (+80 for the wall)
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 10, 2011 8:49 pm

I'm pretty sure the map is ok - I can see the Steam Gentlemen and stack M. In the future, I'll make the map a bit bigger.

With 3 votes to move the spawn point, the decision is made.

About Dirt-a-mancy - the upper limit for walls is 100 points. A stack can move and build, or build and move, or move, built, and move again. As long as it only builds once per turn.

Also, Twoy makes a great point about the Twoll Stabbers. Somehow, the stats I have in my spreadsheet don't match the ones I announced in this thread, post 1. I've changed my spreadsheet, and so repost the unit values here:

M 5 Gobwin Stabbers 40 Hits, 20 Attack, 20 Defence (+20 for Woods)

O 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
P 8 Gobwin Archers, Commander Lvl 3. 56 Hits, 32 Attack, 24 Defence

T 2 Twoll Stabbers 42 Hits, 40 Attack, 2 Defence (+20 from Woods)
U 2 Twoll Stabbers, 6 Gobwin Stabbers 90 Hits, 64 Attack,26 34 Defence

X 3 Twoll Stabbers, 6 Gobwin Stabbers, Commander Lv 2 111 Hits, 80 Attack, 23 Defence
Y 9 Spidew Riders 81 Hits, 40 Attack, 32 Defence
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Re: Return to Gobwin Bump

Postby HerbieRai » Mon Apr 11, 2011 9:33 am

I'm going to assume that no poping means I cannot upgrade my commander. If i can upgrade I'll give my commander croakamancy (88-50 = 38 points left)

Otherwise Evil Imaginationland will spend the turn exploring the wonderful exihibits in Gobwin's Hollow Historical Museum, and wait for the opertunitiy to pop something.
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Re: Return to Gobwin Bump

Postby Twoy » Mon Apr 11, 2011 4:08 pm

Jadis and Peter switch stacks, and Jadis moves the Centaurs to F4.

Nawnia
Stack D [F4]
Queen Jadis the Cwoakamancer Lvl 5.3
8 x Centaurs, 120 Hits, 96 Attack, 24 Defense.

Stack H [e4]
High King Peter Lvl 3
8 x Dwarf Siege, 120 Hits, 88 Attack, 32 Defense.
Scout 2
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Re: Return to Gobwin Bump

Postby LTDave » Mon Apr 11, 2011 7:19 pm

Evil Imagination Land, Isenlard, and Nawnia have moved their units. Just waiting on the Steam Gentlemen, and perhaps we can end turn early?

Just a thought.
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Tue Apr 12, 2011 4:56 am

Well,

BLANDCorporatio wrote:Also, I see we have a lone stack in a hex close to the Steam Gentlemen. If that stack of ours is actually there, I think I can send Wivingston to that hex, give that stack orders to move to our new location, then move Wivingston to our new base.


from the post above should make clear where the SG units should be at. At the end of turn, they should be in our new base hex.
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby LTDave » Wed Apr 13, 2011 1:32 am

Ferrr-Durrrp!

The Alliance Turn has come to an end.
The Gobwin Bump turn passes without incident.

Ferrr-Durrrp!

Map and Scout Report:
Spoiler: show
Image


Alliance Units:
Spoiler: show
Isenlard
Stack B [e4]
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3
8 Uruk-Ham Archers
Scout Lvl 1
Stack A [e4]
1 Bacon-rog
Stack G [e4]
Lardz the Uruk Ham Captain(Dirtamancy) Lvl Lvl 2
8 Uruk-Ham Pikers
Scout Lvl 3

Stack J [e4]
Worg-hog
Stack K [d3]
Uruk-ham Stabber

Steam Gentlemen
Stack C [e4]
Stack: Diwigible, 7 Steam plane, (Scout Lvl 1, Wivingston Lvl 2.0)



Evil Imagination Land
Stack E [e4]
3 Manbearpig
1 Christmas Critter
commander Freddy Creuger Lvl 2
level 4 scout - 160
Stack F [b2]
4 Christmas Critters


Nawnia
Stack D [e4]
8 x Dwarf Siege Cost 272
Scout 2 Cost
High King Peter Lvl 3

Stack H [f4]
8 Centaurs
Queen Jadis the Cwoakamancer Cost Lvl 5.3


Identified Enemy Stacks:
Spoiler: show
K 6 Spidew Riders 54H, 30A, 24D
L 3 Twoll Stabbers,1 Gobwin Stabber 71H, 64A, 7D
M 5 Gobwin Stabbers 40 Hits, 20 Attack, 20 Defence (+20 for Woods)
O 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
P 8 Gobwin Archers, Commander Lvl 3. 56 Hits, 32 Attack, 24 Defence
T 2 Twoll Stabbers 42 Hits, 40 Attack, 2 Defence (+20 from Woods)
U 2 Twoll Stabbers, 6 Gobwin Stabbers 90 Hits, 64 Attack,26 34 Defence
V 6 Gobwin Stabbers 48H, 24A, 24D
X 3 Twoll Stabbers, 5 Gobwin Stabbers, Commander Lv 2 103 Hits, 80 Attack, 23 Defence
Y 8 Spidew Riders 72 Hits, 40 Attack, 32 Defence


Gobwin Bump is a level 4 city, with 80 points of walls.
Gobwins' Hollow is a level 1 city, with 16 points of walls.

The Alliance Turn begins now. Players have 80 pop points + points saved from previous turns.
Alliance units may ONLY pop in Gobwins' Hollow.

Players have 93 hours to post moves. Turn ends at 12:30pm Sunday AET (2:30am GMT)
Last edited by LTDave on Wed Apr 13, 2011 10:56 pm, edited 1 time in total.
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Re: Return to Gobwin Bump

Postby HerbieRai » Wed Apr 13, 2011 8:27 am

Evil Imaginationland popping : 88 stored + 80 new = 168
commander Freddy is given dancefighting and croakamancy = 100
pop 4 christmas critters = 48
168-148 = 20
4 christmas critters join stack E filling it out.

Are we planning on moving up to start the siege this turn? If so who's going to take out those pesky cav behind us? I have the ability but will be unable to move up if I do.
On another note we've lost sight of his fliers.
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Wed Apr 13, 2011 11:00 am

HerbieRai wrote:Are we planning on moving up to start the siege this turn? If so who's going to take out those pesky cav behind us?


You mean stack K? The Steam Gentlemen stack (Diwigible, 7x Steam Planes, Lvl1 Scout, Lord Wivingston) is up for the job.

I'll need to go now and cannot run the battle calcs, but I expect the K stack to not actually deal any damage to the Diwi on account of high defense, and maybe the Diwi manages to croak a rider or two with the Rocking out ability.

Don't know how many pop points I have at the moment (I think 43 from previous turns + 80 right now). I'll not be popping units this turn however.
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby Twoy » Wed Apr 13, 2011 4:09 pm

I have 5 + 80=85 pop points.

Pop Mouse Stabber x 1 at Gobwin Hollow for 7 pop points.

Mouse Stabber x 1 moves to F4.

Queen Jadis and Mouse Stabber x 1 move to Gobwin Hollow.

Upgrade Queen Jadis with Rockin' Out: cost 50 pop points.

18 pop points remaining.

Queen Jadis, Cwoakamancer, Rocker, L5.3
stacks with:
8 x Dwarf Siege Cost 272
Scout 2 Cost
High King Peter Lvl 3

and moves to F4.

Restack:
Queen Jadis, Cwoakamancer, Rocker, L5.3
8 Centaurs

8 x Dwarf Siege Cost 272
Scout 2 Cost
High King Peter Lvl 3

Queen Jadis moves to G4 and engages enemy stack V.
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Re: Return to Gobwin Bump

Postby Twoy » Wed Apr 13, 2011 4:16 pm

Gobwin Stabbers obliterated. Centaurs escape unscathed. 78 pop points earned.

Spoiler: show
COMBAT!
Battle is joined in hex: G4
TIME OF POST (in minutes and seconds): 913
Attacker:
Total Attack Value: 96
Total Defence of Top 8 Units: 27
Level of Highest Commander: 5
Special Bonus: 1.0
Trump Bonus: 1.0
Random Percentage: 60%

Hits Inflicted on Defender: 128

Defender:
Total Attack Value: 24
Total Defence of Top 8 Units: 24
Total Terrain & Walls Defence: 20
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 80%

Hits Inflicted on Attacker: -8


Peter and stack move to G5.
Jadis and stack move to G5.

Restack:
Stack H [G5]
High King Peter Lvl 3
8 x Centaurs

Stack D [G5]
Queen Jadis, Cwoakamancer, Rocker, L5.4
Scout 2
8 x Dwarf Siege
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