The Battle for Mine Island (Turn 7, I.A.R.)

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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Fri Jun 03, 2011 12:01 pm

Dun-dun-dunnn!

The Generic Scots' scout catches a glimpse of a Ghost from Imaginary Acid Rain at N7!

N7:
Stack "Ghastly"
Commander Casper (ghost commander) L1.0
There is an (unclaimed) item here.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby Sihoiba » Fri Jun 03, 2011 12:07 pm

Did we fall for their trick, or have we simply made greater scouting advances than they have?
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Fri Jun 03, 2011 12:09 pm

I can't say, mostly because I really can't say right now :) I'll need to count your scouted hexes and/or do some kind of distance-from-base factoring for that, and I'm not up to it.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby Sihoiba » Fri Jun 03, 2011 12:12 pm

BLANDCorporatio wrote:I can't say, mostly because I really can't say right now :) I'll need to count your scouted hexes and/or do some kind of distance-from-base factoring for that, and I'm not up to it.


Mostly I'm wondering if they deliberately left the item unclaimed.

Having gone back through known units we wait with anticipation what Casper will see.
Last edited by Sihoiba on Fri Jun 03, 2011 12:22 pm, edited 1 time in total.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Fri Jun 03, 2011 12:16 pm

You may want to remove some bit of that message. Just saying, you don't want to give 'em ideas.

About your question- I'd rather not answer. Whether this was a plan or not, it's not fair to open up the other team's deliberations. They on the other hand can share whatever they wish.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Fri Jun 03, 2011 4:00 pm

A quick heads-up:

scouting and popping for Generic Scots has been resolved. Sorry it took so long, the USB stick with the data got misplaced. But all's back to normal now.

"Normal now", for the last month and a bit of this one, includes me being away for the weekend. Sunday evening however I'll be back, presumably with a list of orders from the Scots :)
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Fri Jun 10, 2011 6:02 am

Quick heads-up, this weekend I'll be (again) away from teh intarwebz. I expect a nice fat list of orders to resolve from the Scots come Monday morning, so that they may end turn and move on.

In case I.A.R. is wondering why they didn't end turn already, the thing is they are in fact pondering stuff and it appears not trivial to get to some satisfactory outcome. But that's all I'll say.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby LTDave » Sat Jun 11, 2011 7:19 pm

Question: Is there something special about the Ghost that means that it detects when it has been spotted?
Or is this a general rule, that units know when their locations have been identified?

Can we extrapolate from this that our opposition have yet to spot any of our forces?
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby Sihoiba » Sun Jun 12, 2011 5:18 am

LTDave wrote:Question: Is there something special about the Ghost that means that it detects when it has been spotted?
Or is this a general rule, that units know when their locations have been identified?

Can we extrapolate from this that our opposition have yet to spot any of our forces?


It comes from the Battle of Two Cities, scouting finds are reported to both sides.

So yes you can extrapolate we've yet to spot any of your forces.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Mon Jun 13, 2011 3:19 pm

LTDave wrote:Question: Is there something special about the Ghost that means that it detects when it has been spotted?
Or is this a general rule, that units know when their locations have been identified?

Can we extrapolate from this that our opposition have yet to spot any of our forces?


I'm posting to confirm what Sihoiba said. Any of anyone's units are able to feel when they are scouted. Therefore, until very recently, none of the sides caught any glimpse of the other.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Mon Jun 13, 2011 4:25 pm

So anyway, I'm back, and I'd like to share that the Generic Scots have given me quite a list of orders. These were carried out, now waiting for the cleanup before ending turn.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Tue Jun 14, 2011 7:49 am

A Gryphon* (L1.0) attacks Commander Casper. Scary as the Ghost might try to be, its attack turns out to be 8-) immaterial.

Yeah.

So anyway, the Gryphon wins, without sustaining a scratch, while Casper is sent to the Great Beyond, the first casualty of the War for Mine Island that is due to one of the player sides' actions.

*: Gryphon: 6H 12A 4D 5M Flier 6Cargo Ranged.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby Sihoiba » Tue Jun 14, 2011 8:03 am

Congratulations on first blood.

Interesting not trying to claim the item with that unit then, only level 1 so could have been carried part way there by another griffin spawned at base camp.

I'm guessing Generic Scots commanders are busy elsewhere.

Bland when doing shared combat results can you copy the combat into the posts, it's interesting detail.
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Re: The Battle for Mine Island (Turn 4, Generic Scots)

Postby BLANDCorporatio » Tue Jun 14, 2011 8:08 am

Ferrrr-Derrrrp!

The Generic Scots have ended turn, after having drawn first blood in the battle against Imaginary Acid Rain. It is now Turn 4 for the latter however and who knows what they may be up to.

Sihoiba wrote:Bland when doing shared combat results can you copy the combat into the posts, it's interesting detail.


Normally I would, but I didn't bother doing any combat calc this time. Here's why. A Gryphon has 12 Attack, whereas a Ghost has 0Defense, 0 Attack, and 5 Hitpoints. Meaning, even on the lowest possible roll of 50%, a Gryphon has enough firepower to dispatch a Ghost. Meanwhile, a Ghost will not deal damage.
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Re: The Battle for Mine Island (Turn 4, I.A.R.)

Postby BLANDCorporatio » Tue Jun 14, 2011 9:31 am

Hmm, there is one more thing to consider about Sihoiba's question though. What to do when it actually matters what the random roll is?

My opinion is to use Sihoiba's system from TB of 2 Cities, which is, I make some place-holder posts in this thread and use their times as random seeds. That way, both sides can see the relevant info for battles between G.S. and I.A.R.
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Re: The Battle for Mine Island (Turn 4, I.A.R.)

Postby BLANDCorporatio » Tue Jun 14, 2011 10:29 am

Ghosts are felt casting their ethereal gaze into hexes controlled by the Generic Scots!

I11:
15x Clansmen L1.1
Chieftain McGregor L5.1

J12:
Commander A "Genericus" L1.0 InFort
5x Scout L1.0 InFort

J12:
<baffled>
Chimaera L1.1
Chimaera {Foolomancer} L1.1

J12:
55x Fast Archer L1.0
Commander "Ernie" L3.0
Commander C "Cindy" L4.0

Unit descriptions:

Spoiler: show
Clansman: 3H 4A 4D 5M Walker Ranged Dance-Fighting
Chieftain: 5H 6A 4D 5M Walker Ranged Dance-Fighting Commander
Chimaera: 3H 6A 4D 3M Walker Ranged Dance-Fighting
Foolamancer: 3H 1A 4D 3M Walker Foolamancy
Fast Archer: 3H 6A 4D 5M Walker Ranged
Scout: 5H 0A 4D 5M Walker Scout
Commander: 5H 0A 4D 5M Walker Commander
Last edited by BLANDCorporatio on Tue Jun 14, 2011 10:37 am, edited 1 time in total.
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Re: The Battle for Mine Island (Turn 4, I.A.R.)

Postby Sihoiba » Tue Jun 14, 2011 10:31 am

What are the Fast Archer and Foolamancer stats?
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Re: The Battle for Mine Island (Turn 4, I.A.R.)

Postby BLANDCorporatio » Tue Jun 14, 2011 10:37 am

Updated the post above to reflect them.
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Re: The Battle for Mine Island (Turn 4, I.A.R.)

Postby Sihoiba » Tue Jun 14, 2011 10:47 am

So that's 8621 points worth of units.

It's turn 4, they started with 15000, have gained 18000 for turns 2-4 plus whatever else they might have earned, so that's roughly 20-25% of their forces. Interesting.
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Re: The Battle for Mine Island (Turn 4, I.A.R.)

Postby LTDave » Wed Jun 15, 2011 5:05 pm

So, they know where we are. But do they have any force to do anything about it?
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