Gobwin Bump IV: A New Home

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Re: Gobwin Bump IV: A New Home

Postby Twoy » Mon Jun 27, 2011 11:34 am

These are the units I have in my records. I'm missing 98 points worth of units.
6 Beaver Piker
0 Dwarf Siege
23 Eww Archers
0 Moa Eww Cavalry
22 Imperial Stabber
8 Imperial Eagew
25 Peasant Piker
6 Conscript Archer
0 Griffin
10 Centaur Cavalry

We will assume Sihoiba is correct. I think we have to pay upkeep with funds from last turn. Which means we only have 847.1 to spend this turn and 720 to spend next turn.

I am taking suggestions for how to divide the 847.1 points between 4 nation warlords and 4 barbarian warlords.
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Mon Jun 27, 2011 11:46 am

Twoy wrote:These are the units I have in my records. I'm missing 98 points worth of units.
22 Imperial Stabber
25 Peasant Piker
6 Conscript Archer


We will assume Sihoiba is correct. I think we have to pay upkeep with funds from last turn. Which means we only have 847.1 to spend this turn and 720 to spend next turn.

I am taking suggestions for how to divide the 847.1 points between 4 nation warlords and 4 barbarian warlords.


Going on LTDaves post I see:
2 extra Conscript Archers compared to your record.
1 more peasant Piker
and 6 less Imperial Stabber

So something has gone wrong somewhere.
For reference I've only worked out my unit upkeep costs in each of those posts by adding 10% of the value of units popped to the previous tally.
I recommend a second pair of eyes goes through it all, double checks all kingdom units and the upkeep.

As for your funds, we'll let LTDave state if upkeep comes out of this turn or last turns funds. Secondly you can only spend last turns funds on unit popping, there's absolutely no reason you can't donate this turns funds to barbarians.
Last edited by Sihoiba on Mon Jun 27, 2011 12:11 pm, edited 1 time in total.
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Mon Jun 27, 2011 12:09 pm

OK I made a small math error.
Upkeep is actually 219.3, so I've updated my previous post.
Kingdom total funds are at 1578.3
Kingdom unit popping funds are at 1077.6, assuming upkeep can be spent out of this turns earnings, or 858.3 if it can't.

I've also gone through all the unit pops in the thread here they are:

Spoiler: show
1. Beaver Piker, 7H 2A 5D Cost 19
2. Dwarf Siege, 15H 10A 5D Cost 49
3. Eww Archer, 10H 8A 2D 2M Cost 26
4. Moa Eww Cavalry, 15H 13A 2D Cost 52
5. Imperial Stabber, 6H, 4A, 2D, Cost: 14
6. Imperial Eagew, 10H, 6A, 4D, Cost: 39
7. Peasant Piker, 2H, 2A, 0D Cost: 7
8. Conscript Archer, 10H, 2A, 8D, Cost: 35
9. Griffin, 12H, 7A, 5D Cost: 48
10. Centaur Cavalry, 14H, 9A, 5D, Cost: 49


Turn 0:
8 Centaur Cavalry, 112H, 72A, 40D. 49 x 8=392.
8 Imperial Eagew (Flier), 10H, 6A, 4D, cost 312
2 Imperial Stabber, 6H, 4A, 2D, cost 28
25 peasant pikers (175)
6 conscript archers (210)
15 Eww Archers (390 cost).
Upkeep 150.7

Turn 1:
8 Centaur Cavalry, 112H, 72A, 40D. 49 x 8=392.
8 Imperial Eagew (Flier), 10H, 6A, 4D, cost 312
2 Imperial Stabber, 6H, 4A, 2D, cost 28
25 peasant pikers (175)
6 conscript archers (210)
15 Eww Archers (390 cost).
Upkeep 150.7

Turn 2:
8 Centaur Cavalry, 112H, 72A, 40D. 49 x 8=392.
8 Imperial Eagew (Flier), 10H, 6A, 4D, cost 312
2 Imperial Stabber, 6H, 4A, 2D, cost 28
25 peasant pikers (175)
6 conscript archers (210)
15 Eww Archers (390 cost).
2 Conscript Archers (70)
6 Beaver Pikers (114)
6 Imperial Stabbers (84)
2 Centaur Cavalry (98)
8 Imperial stabber 112
8 Eww Archer 208
Upkeep 219.3


The summary is Twoy your unit list is way out.

LTDave there's an error in your Kingdom unit report for this turn, you've got a total of 26 Peasant Pikers listed where the Kingdom only popped 25
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Re: Gobwin Bump IV: A New Home

Postby WaterMonkey314 » Mon Jun 27, 2011 12:39 pm

Just a preliminary point - I don't think I'll need too many points at the moment - I've got plenty of funds from my exploratory foraging, and Foragers are cheap. :P
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Mon Jun 27, 2011 3:12 pm

I've gone back through everything, and my list matches your list Sihoiba.

LTDave,
Can we use points gained this turn for upkeep this turn?


Note: Maximum wall size for a level 2 city is 60.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Mon Jun 27, 2011 8:48 pm

Some answers to questions:

1) Hexes recover from foraging/ravaging whether they are partly or totally ravaged. There's an example of this towards the Grennen.
2) On the 8 stacks - I'll move / combine stacks at the end of the turn to make the 8 per hex work.
3) On killing Blinky - that's a good assumption.
4) I'll have to go back and check the spreadsheet when I have a moment - done - thanks Sihoiba for keeping tabs on all this.
5) SPending money earned this turn - I thought it would be easier to make people wait to spend the money till next turn, but it seems to be making things more complicated.
Arbitrary Rule Change:


Schmuckers earned in a turn may now be spent in that turn. This includes funds from foraging, farming, and transfers between powers.
Upkeep must be paid before new units are popped.
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Re: Gobwin Bump IV: A New Home

Postby HerbieRai » Tue Jun 28, 2011 8:22 am

My suggestions:

pop a siege stack in gobwin bump to march out against Grenton. There is a lot of open space around that city. we can also us the barbarians in the area as support for the siege, so we should fund them.

As for the enemies in the south, I'll stack up 8 peasants and attack blinky in C3. They will be chewed alive, but blinky has 0 defense, so they should do a couple of hits and take away the 1 hit wonder. Then the zekers fly in and attack the other brain stack. This can then hopefully be finished off by king edmund attacking blinky again. We can then use our other stacks to mop up the remaining barbarians in that hex.

Is that plan agreeable?
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Tue Jun 28, 2011 8:52 am

The plan sounds good to me. Just make sure you pop a powerful enough stack to wipe Binky out. You shouldn't need to clear out the other barbarians, as hopefully their side will cease to exist one Binky is dead.
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Re: Gobwin Bump IV: A New Home

Postby HerbieRai » Tue Jun 28, 2011 9:50 am

Good point. I would like to hit him with a stack of pikers first to get rid of his 1 hit wonder (he's got 94 A + 50% from dancing and +30% from leadership, enough to kill anything).

Freddy and pikers move to D3
Conscript archers and 15 peasants from E3 move to D3
Restacking
8 conscript archers Freddy the defender, dirtamancy
17 peasant pikers
8 peasant pikers
8 imperial stabbers

8 peasnat pikers move to C3 and give their lives to attack Blinky
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Tue Jun 28, 2011 10:21 am

Ran the calcs for HerbieRai

Code: Select all
COMBAT!   
Battle is joined in hex:   C3
TIME OF POST (in minutes and seconds):   5028
Attacker:   
Total Attack Value:   16
Total Defence of Top 8 Units:   0
Level of Highest Commander:   0
Special Bonus:   0.0
Trump Bonus:   0.0
Random Percentage:   50%
   
Hits Inflicted on Defender:   8
   
Defender:   
Total Attack Value:   94
Total Defence of Top 8 Units:   0
Total Terrain & Walls Defence:   0
Level of Highest Commander:   3
Special Bonus:   1.0
Trump Bonus:   1.0
Random Percentage:   50%
   
Hits Inflicted on Attacker:   108


1DW is down to 10/18 hits, the rest of Binky's stack is uninjured but has spent it's one shot wonder. The Peasant Pikers are cwoaked 7 times over.
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Re: Gobwin Bump IV: A New Home

Postby HerbieRai » Tue Jun 28, 2011 11:15 am

Thanks for the help!

If the zekers don't mind damaging the other brain stack so we can do some real damage to blinky.
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Wed Jun 29, 2011 9:13 am

We've got about 14 hours left on the turn. Some barbarians sides have not even paid upkeep, and the bulk of the Kingdom's players haven't acted.

Can someone for the Kingdom step up and do something?
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Re: Gobwin Bump IV: A New Home

Postby WaterMonkey314 » Wed Jun 29, 2011 12:06 pm

Bookkeeping:

Turn 2 surplus: 513
Beginning forces at Turn 3: 100pop point equivalent (ppe)
Upkeep @ 20% = 20 pp

Turn 1 points available: 493
==============================================================
"Commander Alpha to New GK: We've suffered major losses of Foragers, but we do not anticipate a critical situation yet because of our large stockpiles of supplies.

We are abandoning our territorial control efforts towards Grenton and the C-Elves. We plan to continue our exploration to the NE instead.

We would also appreciate your cooperation in terms of yelling orders at our Foragers in neighboring hexes if necessary.

We regret that our forces are not in range to aid in squashing Barbarians at this time."


Beginning Unit Locations:
Spoiler: show
D6a Cmdr. Alpha Lvl 4
Cmdr. Delta Lvl 3
==2 (a)Turtle
D6b 2 (p)Forager

F3 1 (p)Forager
G7 1 (p)Forager

F5 Cmdr. Gamma Lvl 2
1 (a)Turtle

H4 Cmdr. Beta Lvl 2
1 (a)Turtle


Orders:
1) Advance F5 Command, explore, forage
  • Stack F5 (1 x (a) Turtle, Cmdr. Gamma L2) NW, N to G7
  • Establish Camp at G7
  • Pop 1 x Forager (7)
  • Forager to H8, forage
  • Forager to G9, forage

2) Continue to prepare for possible assault on southern barbarians and further expansion
  • F3 Forager to D3 (or, if this will put the alliance over the stack limit, in the Hollow)
  • Stacks D6a, D6b to C5
  • Stack at H4 to the Bump
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Re: Gobwin Bump IV: A New Home

Postby WaterMonkey314 » Wed Jun 29, 2011 12:13 pm

2 hexes foraged for guaranteed 80 points and 2 d5 additional income.

Random Rolls: (post time 0643)
Spoiler: show
Code: Select all
1
3

Sum = 4
Total 84 points gained from foraging
======================================
Turn End Bookkeeping:

Turn 2 surplus: 513
Beginning forces at Turn 3: 100pop point equivalent (ppe)
Upkeep @ 20% = 20 pp

Turn 3 points available: 493
Turn 2 popping expenditures: 7
Turn 2 foraging income: 200 + 55 = 84

Turn 2 surplus: 577 pp
Projected Turn 2 upkeep: 21.4 pp

Ending Force Disposition:
Spoiler: show
C5a Cmdr. Alpha Lvl 4
Cmdr. Delta Lvl 3
==2 (a)Turtle
C5b 2 (p)Forager

D3 1 (p)Forager (or, if D3 has too many stacks - in the Hollow)
H8 1 (p)Forager
G9 1 (p)Forager

G7 Cmdr. Gamma Lvl 2
1 (a)Turtle

G6 Cmdr. Beta Lvl 2
1 (a)Turtle
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Wed Jun 29, 2011 12:21 pm

The nation pays upkeep of 219 leaving 1,578 pop points.

Tha nation pops 8 (c)Centaur Cavalry (392 pop points) and Queen Lucy the Rocker lvl 3 (100 pop points) in Gobwin's Hollow.

That leaves 1,078 pop points. Each Allied tribe will receive 100 pop points and each warlord will receive 200 points.
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Wed Jun 29, 2011 12:44 pm

The battle above with the attack on Commander Binky is not allowed because stack C3b was guarding stack C3a.

So, if we can do a little retro-play. I will attack C3b first, then we will allow the attack against C3a to run as it did above.


E4 Sir Jimmy the Cwoakamancer Lvl 3,
8 (a)Eww Archer, 80H, 64A, 16D

moves from Gobwin's Hollow to hex C3 and attacks the Brain stack, C3b.

C3b 8 (st) Brain 64H 32A 32D Guard C3a
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Wed Jun 29, 2011 12:51 pm

Edit: Sorry, missed the attack on the previous page. This stack is destroyed. The nation earns 100 Cwoakamancy points.

Spoiler: show
COMBAT!
Battle is joined in hex: C3
TIME OF POST (in minutes and seconds): 4407
Attacker:
Total Attack Value: 64
Total Defence of Top 8 Units: 16
Level of Highest Commander: 3
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 60%

Hits Inflicted on Defender: 49

Defender:
Total Attack Value: 0
Total Defence of Top 8 Units: 0
Total Terrain & Walls Defence: 0
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.5
Random Percentage: 80%

Hits Inflicted on Attacker: -13


King Edmund, Cwoakamancer, Lvl 3 moves to C3 and stack attacks C3c.
8 (c)Centaur Cavalry, 112H 72A 40D
vs.
C3c 8 (st) Brain 64H 32A 32D
Last edited by Twoy on Wed Jun 29, 2011 1:42 pm, edited 1 time in total.
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Wed Jun 29, 2011 1:02 pm

King Edmund cwoaks the entire stack of Brains, earning 160 pop points. The Brains do no damage to Edmunds cavalry.

Spoiler: show
COMBAT!
Battle is joined in hex: C3
TIME OF POST (in minutes and seconds): 5116
Attacker:
Total Attack Value: 72
Total Defence of Top 8 Units: 40
Level of Highest Commander: 3
Special Bonus: 0.0
Trump Bonus: 0.5
Random Percentage: 90%

Hits Inflicted on Defender: 71

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

Hits Inflicted on Attacker: -6


E4 Queen Lucy, Rocker, Lvl 3 and 8 (c)Centaur Cavalry, 112H 72A 40D attack Commander Blinky's stack.

C3a 2 (st)DW, 1 DW 10/18 Hits, 5 (st)Baxta, Commander Blinky *Dancefighting*, Lvl 3. 86H 94A 0D
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Wed Jun 29, 2011 1:08 pm

No luck killing commander Binky. All three DWs are cwoaked and one Baxta is at 3/8. Edit: Correction Binky has already used his one shot wonder and does no damage.

Spoiler: show
COMBAT!
Battle is joined in hex: C3
TIME OF POST (in minutes and seconds): 213
Attacker:
Total Attack Value: 72
Total Defence of Top 8 Units: 40
Level of Highest Commander: 3
Special Bonus: 0.5
Trump Bonus: 0.5
Random Percentage: 40%

Hits Inflicted on Defender: 51

Defender:
Total Attack Value: 94
Total Defence of Top 8 Units: 0
Total Terrain & Walls Defence: 0
Level of Highest Commander: 3
Special Bonus: 0.5
Trump Bonus: 0.0
Random Percentage: 30%

Hits Inflicted on Attacker: 31
Last edited by Twoy on Wed Jun 29, 2011 1:36 pm, edited 1 time in total.
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Re: Gobwin Bump IV: A New Home

Postby HerbieRai » Wed Jun 29, 2011 1:25 pm

Blinky has already used it's one hit wonder on my peasants. It was allowed because Sohibia already attacked and drained the defending brain stack of its one hit wonder. (2nd post after the start of turn)
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