Return to Gobwin Bump

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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 17, 2011 12:37 am

Gobwin Stack W 1 King Dwagon, 6 Dwagon, Scout 4, Commander Lazkar: Lvl 4 (Rockin' Out), 81 H, 50 A, 31 D
Moves F5, F4, E4.
Engages
Alliance Stack J 1 Worghog 15H, 10A, 5D (+32D from Walls of Gobwin Hollow)

FIGHT!
Spoiler: show
COMBAT!
Battle is joined in hex: E4
TIME OF POST (in minutes and seconds): 3710
Attacker:
Total Attack Value: 50
Total Defence of Top 8 Units: 31
Level of Highest Commander: 4
Special Bonus: 1.0
Trump Bonus: 0.0
Random Percentage: 70%

Hits Inflicted on Defender: 47

Defender:
Total Attack Value: 10
Total Defence of Top 8 Units: 5
Total Terrain & Walls Defence: 32
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 40%

Hits Inflicted on Attacker: -27

Worghog cwoaked. No Dwagons injured.
Stack W moves out of the hex to the south east.
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 17, 2011 12:42 am

Gobwin Stack Y 72 Hits, 40 Attack, 32 Defence
leaves Gobwin Bump and marches F5, F4, E4.
ENGAGE
Alliance Stack L 1 Mouse Stabber 4H, 3A, 1D (+32 from walls of Gobwins' Hollow)

FIGHT!
Spoiler: show
COMBAT!
Battle is joined in hex: E4
TIME OF POST (in minutes and seconds): 4201
Attacker:
Total Attack Value: 40
Total Defence of Top 8 Units: 32
Level of Highest Commander: 3
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 100%

Hits Inflicted on Defender: 19

Defender:
Total Attack Value: 3
Total Defence of Top 8 Units: 1
Total Terrain & Walls Defence: 32
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 70%

Hits Inflicted on Attacker: -29

Mouse is cwoaked. No Spidews harmed.
Gobwins' Hollow has fallen!
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 17, 2011 12:50 am

Buzket stood impatiently as the results came in.
The first attack had been a dismal failure. Sending Twolls into battle without leadership! It was lucky the stupid things hadn't hacked each other to death.
But the rest had been quite successful. Against lone opponents, but still. Success.
Buzket turned to his ruler for the tenth time this turn.
"Now, my Lord?"
Gwegor sighed.
"Very well, Buzket. You may have your moment of glory. Try and bring me back some Twolls."
Buzket gave a hasty bow and almost ran from the room.
"Restack! All Twolls in the Garrison, form a Heavy Stack on me! Attack the Dwarf Gunners! Charge!"

Restack.
Form Gobwin Stack L 8 Twoll Stabbers, Commander Buzket, lvl 2: 168 Hits, 160 Attack, 8 Defence
enter hex G5.
Engage
Alliance Stack D 8 Dwarf Siege, Scout 2, Queen Jadis the Cwoakamancer (Rockin' Out) Lvl 5.4: 120H, 88A, 32D.

FIGHT!
Spoiler: show
COMBAT!
Battle is joined in hex: G5
TIME OF POST (in minutes and seconds): 5025
Attacker:
Total Attack Value: 160
Total Defence of Top 8 Units: 8
Level of Highest Commander: 2
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 70%

Hits Inflicted on Defender: 102

Defender:
Total Attack Value: 88
Total Defence of Top 8 Units: 32
Total Terrain & Walls Defence: 0
Level of Highest Commander: 5
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 70%

Hits Inflicted on Attacker: 84



Buzket returned to the Capital.
"Success, my Lord! Success!"
Gwegor smiled.
"Give me numbers, Buzket."
"We lost 4 Twolls. But we took out 6 Dwarf Gunners."
"Good. Very good. Restack, and prepare to end turn."

4 Twolls shot to bits. No others injured.
6 Dwarf Gunners squashed, 2 remain, 1 with 3/15 hits.


Ferrrr-Durrrrp!

The Gobwin Bump turn has come to an end. The Alliance turn will start momentarily.
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 17, 2011 1:23 am

Alliance Units and Locations
Spoiler: show
Isenlard
Stack B [g5]
Saruham the White Meat {Cwoakamancer/Dittomancer} Lvl 3
8 Uruk-Ham Archers
Scout Lvl 1

Stack A [g5]
2 Bacon-rog

Stack G [g5]
Lardz the Uruk Ham Captain(Dirtamancy) Lvl Lvl 2
8 Uruk-Ham Pikers
Scout Lvl 3







Steam Gentlemen
Stack C [g5]
Stack: Diwigible, 7 Steam plane, (Scout Lvl 1, Wivingston (Rockin' Out, Cwoakamancy) Lvl 2.1)



Evil Imagination Land
Stack E [g5]
3 Manbearpig
5 Christmas Critter
Commander Freddy Creuger (Dancefighting, Cwoakamancy) Lvl 2
level 4 scout - 160

Stack F [b2]
4 Christmas Critters (1 with 4/8 hits)


Nawnia
Stack D [g5]
2 Dwarf Siege (1 with 3/15 hits)
Scout 2
Queen Jadis the Cwoakamancer (Rockin' Out) Lvl 5.4

Stack H [g5]
8 Centaurs
High King Peter Lvl 3


Scout Report:
Spoiler: show
Image


Gobwin Bump is a level 4 city, with 80 points of walls.
Gobwins' Hollow is a level 1 city, with 32 points of walls.
Gobport is a level 2 city with 40 points of walls.

Scouted Gobwin Units:
Spoiler: show
J [d3] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
K [e3] 5 Spidew Riders 45H, 25A, 20D
L [g6] 2 Twoll Stabbers, 6 Gowbin Stabbers, Commander Buzket: Lvl 2 90H, 64A, 26D

O [g6] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
P [g6] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
S [g8] 2 Twoll Stabbers, 6 Gobwin Stabbers 90H, 64A, 26D
T [b2] 1 Twoll Stabbers (7/21), 1 Twoll Stabber, 5 Gobwin Stabbers 82 Hits, 60 Attack, 22 Defence
U [g6] 3 Twoll Stabbers, 8 Gobwin Stabbers 127H, 83A, 23D
V [c7] 8 Gobwin Archers 56 Hits, 32 Attack, 24 Defence
W [d3] 1 King Dwagon, 6 Dwagon, Scout 4, Commander Lazkar: Lvl 4 (Rockin' Out), 81 H, 50 A, 31 D

Y [e4] 8 Spidew Riders, Commander Rizka: Lvl 3. 72 Hits, 40 Attack, 32 Defence
Last edited by LTDave on Sun Apr 17, 2011 1:28 am, edited 1 time in total.
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 17, 2011 1:27 am

Thinkagram message from the C-Elfs
"Greetings from the Lord of the C Elfs. Our Lookamancers have been observing your movements for some turns now, and now you are in our battlespace."
"We are glad that the great nations are finally taking steps to eliminate the forces of Gobwin Bump. They are a cursed blight on this part of the Erf."
"Sadly, we are not in a position to be of assistance to your Alliance at this time. We are bound by our word of Honour and a treaty signed with the Gobwins many turns ago."
"We respect your intervention, and will not interfere in any way. We invite you to respect our territory, which extends 2 hexes in every direction from our many cities. Enter our borders at your own risk."
"Should you need to contact us, send a lone unit to the hex known as i5. This is where we can meet to discuss matters of mutual benefit."
"We will leave you to your business. Good hunting."

Report on C Elf Units and Locations:
Spoiler: show
C Elf Archer 10 Hits 5 Attack 4 Type 5 Defence 2 Move Cost Per 19
C Elf Spear 10 Hits 4 Attack 3 Type 6 Defence 2 Move Cost Per 19


A 8 C Elf Archers, Lvl 4 Scout
B 8 C Elf Archers
C 8 C Elf Spears, Commander Lvl 2
D 8 C Elf Archers
E 8 C Elf Archers, Commander Lvl 2
F 8 C Elf Spears, Lvl 3 Scout

Otterburg is a level 1 City, with 100 points of walls
Lawrence is a level 1 City, with 20 points of walls


The Alliance Turn begins now.
Each player recieves 50 points for popping, however the Alliance has no controlled Spawn Point at the beginning of the turn, so no units may be popped or upgraded.

The Alliance Turn 7 will end in 96 hours, which is 3:30pm Thursday AET (1:30am GMT).
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Re: Return to Gobwin Bump

Postby Twoy » Sun Apr 17, 2011 5:30 am

Here's what I recommend:

What's left of my siege, led by Peter, hits the walls of Gobwin Bump, doing an average of 35 hits.
Jadis leads my cavalry and hits Stack U cwoaking about 200 points worth of Gobwins while losing about 100 points worth of centaurs. Jadis retreats to F4 picking up Peter and leaving the 2 dwarf siege at G5 as sacrifices.

Our other five stacks in G5 focus on taking back Gobwin's Hollow. If the GB forces want to cwoak Jadis and her centaurs next round, they will be able to, but that will then leave their stacks in a bad position and I will have around 600 pop points for the next turn to rebuild my forces.

I think it goes without saying, but after we take back Gobwin's Hollow, Lardz should build up the walls to 48.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun Apr 17, 2011 8:22 am

This is why I was trying to keep my stacks in Gobwin's Hollow. Just because we can't see enemies on the map doesn't mean they aren't there (and there was at least one unit that came from the northern direction a couple turns ago).

Okay, so orders. Sending Saruham into Gowbin's Hollow to attack stack K.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun Apr 17, 2011 8:27 am

combat results:
Spoiler: show
COMBAT!
Battle is joined in hex: E4
TIME OF POST (in minutes and seconds): 2203
Attacker:
Total Attack Value: 40
Total Defence of Top 8 Units: 40
Level of Highest Commander: 3
Special Bonus: 1.0
Trump Bonus: 0.0
Random Percentage: 80%

Hits Inflicted on Defender: 21

Defender:
Total Attack Value: 25
Total Defence of Top 8 Units: 20
Total Terrain & Walls Defence: 32
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 100%

Hits Inflicted on Attacker: -15


The archers strike, dealing some damage, killing two spidew riders and maiming one (6/9 hits remain).

Now, Uruk-ham pikers with Lardz attack the led spidews
Last edited by tigerusthegreat on Mon Apr 18, 2011 8:51 am, edited 1 time in total.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun Apr 17, 2011 8:33 am

Combat:
Spoiler: show
COMBAT!
Battle is joined in hex: E4
TIME OF POST (in minutes and seconds): 2742
Attacker:
Total Attack Value: 40
Total Defence of Top 8 Units: 40
Level of Highest Commander: 2
Special Bonus: 0.0
Trump Bonus: 1.0
Random Percentage: 90%

Hits Inflicted on Defender: -2

Defender:
Total Attack Value: 40
Total Defence of Top 8 Units: 32
Total Terrain & Walls Defence: 32
Level of Highest Commander: 3
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 60%

Hits Inflicted on Attacker: -8


Lardz's brave pikers try their hardest, but without magical support like Saruham had, there is little hope. Pikes, unlike arrows, cannot fly over the walls. No damage to either side.
Last edited by tigerusthegreat on Mon Apr 18, 2011 8:52 am, edited 1 time in total.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun Apr 17, 2011 8:36 am

Combat actions changed. Baconrogs remain where they are
Last edited by tigerusthegreat on Mon Apr 18, 2011 8:40 am, edited 1 time in total.
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Re: Return to Gobwin Bump

Postby Twoy » Sun Apr 17, 2011 8:52 am

Cwoakamancy points come from the pop point cost of the cwoaked units.

Spidew Riders cost 20 points each: 4 x 20=80 pop points.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun Apr 17, 2011 4:13 pm

Okay. Dunno how I thought it was hit based...must be my mind going.

2 more stupid questions: can we pop units now that we have friendlies in the city

And can we pop units this turn if we croak the remaining enemy units in gobwin hollow (which I'm renaming hogsgiliath for lols)
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 17, 2011 7:43 pm

Just some minor issues with the Isenlard combat calcs:
You've put the first two stacks down as having 50 attacks, when they only have 40. Also 40 Defence. (8 unots x 5 A and 5 D)
By my calcs, the first stack will cwoak only one Spidew, while the second will hit / cwoak none.

Since stack Y still has its "One Shot Wonder", you can't attack stack K again until this is gone, so you'll need to redo your Baconrog attack.
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 17, 2011 7:45 pm

On the popping - No, the hex is not controlled by the Alliance. The Gobwins are still inside the city, behind the walls.
On the potential to pop this turn - no, you need to control the spawn point from the beginning of the turn to pop.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Sun Apr 17, 2011 10:30 pm

My bad I must have typed in the wrong info. Baconrogs will remain with the siege for now. They might move and attack later in the turn but their low defense means they are super vulnerable to retaliation.

Quick question, will I get the defensive bonus from the walls now that my units are in the city hex? How will that work if next turn a unit in the city attacks mine? Or does only the controller get the bonus.
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Re: Return to Gobwin Bump

Postby LTDave » Sun Apr 17, 2011 11:32 pm

The Gobwin units are in the city part of the hex, so they get the walls when they defend. If they attack other units in the hex, they do not gain the benefit of the walls.
Alliance units are in the hex, but not in the city so they don't get any defence bonus. Once all the defenders are cwoaked, the city falls and the Alliance will get the bonus in defence.
Tigerusthegreat, can you please edit your posts above to show the correct outcomes?
Thanks.
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Re: Return to Gobwin Bump

Postby BLANDCorporatio » Mon Apr 18, 2011 3:19 am

Hi all, I'll be on the road for the rest of today, and also on Thursday. I authorize Twoy to order the SG units as they see fit (for example, right now the order from Twoy would have been for Wivingston to attack one of the enemy stacks occupying our new home base). Just please don't strand them alone in the middle of nowhere or anything like that, and pop only if something needs to be replaced.

Could you take care of battle calcs while I'm away please?
The whole point of this is lost if you keep it a secret.
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Re: Return to Gobwin Bump

Postby tigerusthegreat » Mon Apr 18, 2011 8:53 am

Previous calcs changed + results. Was on my phone earlier and couldn't run the excel sheet.
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Re: Return to Gobwin Bump

Postby HerbieRai » Mon Apr 18, 2011 9:10 am

Am I to understand the plan is to retreat to Gobwin Hollow? My manbearpigs can do significant damage to that large cav stack, but I may lose a manbearpig. Although I should be able to repop one next turn if we take the city.
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Re: Return to Gobwin Bump

Postby Twoy » Mon Apr 18, 2011 11:47 am

These are the enemy in Gobwin's Hollow.
K [e4] 2 Spidew Riders, 1 Spidew Rider (6/9 hits) 27H, 15A, 12D+36
Y [e4] 8 Spidew Riders, Commander Rizka: Lvl 3. 72 Hits, 40 Attack, 32 Defence+36

Freddy should hit the big stack of Cavalry (Stack Y).
Then I'll call in the Steam Gentlemen for cleanup.

If any enemy are left alive in GH, I will hit them with my cavalry to make sure we can pop next turn.

Until then, High King Peter leading the remaining two dwarf siege will bombard the walls of Gobwin Bump (G6).
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