Gobwin Bump IV: A New Home

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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sat Aug 13, 2011 7:19 am

From E6 3rd Rr 8 (f)Fox, Commander Benji, Lvl 2 104H 72A 32D
move to E9 and trump
Kga 7 (si)Dwarf Siege, Diplomat Stefan *Rocker* Lvl 5, 104H 0A 0D

COMBAT!
Spoiler: show
Battle is joined in hex: E9
TIME OF POST (in minutes and seconds): 1948
Attacker:
Total Attack Value: 72
Total Defence of Top 8 Units: 32
Level of Highest Commander: 2
Special Bonus: 0.0
Trump Bonus: 1.0
Random Percentage: 40%

Hits Inflicted on Defender: 48

Defender:
Total Attack Value: 0
Total Defence of Top 8 Units: 0
Total Terrain & Walls Defence: 0
Level of Highest Commander: 5
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 60%

Hits Inflicted on Attacker: -19


3 Dwarf Siege cwoak, and one has 4 hits left.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sat Aug 13, 2011 7:24 am

From e6 2nd Rr 4 (f)Fox 52H 36A 16D
Moves to E9 and trump
Kga 4 (si)Dwarf Siege, Diplomat Stefan *Rocker* Lvl 5, 56H 0A 0D

COMBAT!
Spoiler: show
Battle is joined in hex: E9
TIME OF POST (in minutes and seconds): 2419
Attacker:
Total Attack Value: 36
Total Defence of Top 8 Units: 16
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 1.0
Random Percentage: 50%

Hits Inflicted on Defender: 27

Defender:
Total Attack Value: 0
Total Defence of Top 8 Units: 0
Total Terrain & Walls Defence: 0
Level of Highest Commander: 5
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 20%

Hits Inflicted on Attacker: -3


2 more Dwarf Siege are cwoaked. Another has taken 1 hit.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sat Aug 13, 2011 7:28 am

From D9 7th Rr 8 (p)Ti-Ni 48H 16A 32D
moves to E9 and is trumped by
Kga 2 (si)Dwarf Siege, Diplomat Stefan *Rocker* Lvl 5, 29H 0A 0D

COMBAT!
Spoiler: show
Battle is joined in hex: E9
TIME OF POST (in minutes and seconds): 2843
Attacker:
Total Attack Value: 16
Total Defence of Top 8 Units: 32
Level of Highest Commander: 0
Special Bonus: 0.0
Trump Bonus: 0.0
Random Percentage: 70%

Hits Inflicted on Defender: 11

Defender:
Total Attack Value: 0
Total Defence of Top 8 Units: 0
Total Terrain & Walls Defence: 0
Level of Highest Commander: 5
Special Bonus: 0.0
Trump Bonus: 1.0
Random Percentage: 80%

Hits Inflicted on Attacker: -25


Not enough to cwoak another Siege, so the Ti-Ni turn around and go back to D9.

The Grennen turn has come to an end.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sat Aug 13, 2011 8:02 am

The Gobwinarian turn passes without incident.

The C-Elf turn passes without incident.

Except for a Thinkagram:

"To Jadis, ruler of Narnia.
From the Lords of the C-Elfs.
A condition of war now exists between the C-Elfs and your forces.
Your actions have provoked this state.
Your violation of condition 1 of the Treaty of Gobwin Bump frees our forces to engage in hostile actions, and we will do so.
That you used cwoakamancy on the C-Elfs you slew only adds insult to our injury.
Scorn, and derision.
Your Kingdom will not last much beyond a dozen turns."
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sat Aug 13, 2011 8:06 am

Ferrr-Durrrp!

The Kingdom and Allied Tribes' turn 11 has begun.

Units and Locations
Spoiler: show
The Dothwaki
A4a 7x (p) Swaves 14H 14A 0D
A4b 7x (p) Swaves 14H 14A 0D
F1a 16x (st) Dothwaki Wives, Khalessi Daenawys Lvl 3.2 160H 24A 64D +20D from Foolamancy guards F1b
F1b 16x (c) Dothwaki Riders, Scout Jhogo (Rating 4), Khal Dwogo Lvl 3.2, 128H 72A 0D +20D from Foolamancy
F3a 1x (p) Swave 2H 2A 0D
F3b 1x (p) Swave 2H 2A 0D
F3c 1x (p) Swave 2H 2A 0D
H1 4x (f) Dothwaki Dwagon Rider, Rhaego Lvl 3 60H 60A 0D

The Zerglings
E9:
Zga 3 Cannoneer, 1 Heavy Cannoneer, Commander Beta Lvl 2.2 the Shockomancer 54H 34A 20D
Zgb 8 (a)Cannoneer 39H 0A 0D Guards E9 Zga
Zgc 8 (a)Cannoneer 38H 40A 0D Guards E9 Kga
Zgd 8 (a)Cannoneer 39H 0A 0D Guards E9 Kgb

H8:
(p)Forager 2H 2A 0D
(p)Forager 2H 2A 0D

G9:
(p)Forager 2H 2A 0D
(p)Forager 2H 2A 0D

F8:
(p)Forager 2H 2A 0D
(p)Forager 2H 2A 0D

F9:
(p)Forager 2H 2A 0D
(p)Forager 2H 2A 0D
Zge 8 (a)Cannoneer 40H 40A 0D *
Zgf 5 (a)Cannoneer 25H 25A 0D *
* Moved hex due to stacking limits



Kingdom of Narnia
E4: +65D from Walls
Kga 8 (a)Conscript Archer Freddy the Defender *dirtamancy* Lvl 3
Kgb 6 (p)Peasant Pikers 12H 12A 0D
Kgc 7 (p)Peasant Pikers 14H 14A 0D
Kgd 1 (p)Beaver Piker 7H 2A 5D
Kge 1 (p)Beaver Piker 7H 2A 5D
Kgf 1 (p)Beaver Piker 7H 2A 5D
Kgg 1 (p)Beaver Piker 7H 2A 5D
Kgh 1 (p)Beaver Piker 7H 2A 5D

E9:
Kga 2 (si)Dwarf Siege, Diplomat Stefan *Rocker* Lvl 5, 29H 0A 0D
Kgb 3 (a) Eww Archer, Sir Jimmy the Cwoakamancer Lvl 4.2

F1:
kga 8 (c)Centaur Cavalry, King Edmund *Unknown Object*, Cwoakamancer Lvl 4.3, 112H 72A 40D (one centaur is at 10/14).
kgf 8 (a)Eww Archer, 80H 64A 16D



G6: +100D from Walls
Kga 8 (a)Eww Archer, Scout Rating 4, High King Peter Lvl 2, 80H 64A 16D
kgb 8 (st)Imperial Stabber, El Flatulissimo (Dirtamancy) Lvl 2.1, 48H 32A
kgc 8 (st)Imperial Stabber 48H 32A 16D
kgd 4 (st)Imperial Stabber 24H 16A 8D
kge 8 (p)Beaver Piker 56H 16A 40D,
Kgf 5 (p)Beaver Pikers, 35H 10A 25D
Kgg 4 (p)Beaver Pikers, 28H 8A 20D
Kgh 9 (c)Centaur Cavalry 126H 82A 40D, Queen Susan Lvl 2.2,

G10:
kga 3 (f) Griffin, 5 Imperial Eagew, Queen Lucy the Rocker* 4.2 86H 51A 35D


Gobwin Bump is a level 5 City with 100 points of walls
Gobwins' Hollow is a level 2 City with 65 points of walls

D2 contains Fort Freddy, with 20 points of walls.
E6 contains Fort Whoopee, with 20 points of walls.



Map
Spoiler: show
Image



Scout Report
Spoiler: show
Gobwinarians
i8 6 (c) Spidew 60H 36A 24D +20D from Woods
i8 8 (c) Spidew 80H 48A 32D +20D from Woods


Arthurians


The C-Elfs



The Grennen
D9 7th Rr 8 (p)Ti-Ni 48H 16A 32D +60D from City
9th Rr 8 (p)Ti-Ni 48H 16A 32D +60D from City
E6 2nd Hr 8 (si)Growler 96H 64A 32D +20D from Fort
3rd Hr 8 (si)Growler 96H 64A 32D +20D from Fort
4th Hr 2 (p)Ti-Ni 12H 4A 8D +20D from Fort
1st Br 8 (p)Bearit, 144H 32A 112D +20D from Fort Guards 2nd Hr
2nd Br 4 (p)Lilted, 4 (p)Ti-Ni 72H 56A 16D +20D from Fort
3rd Br 4 (p)Lilted, 5 (p)Ti-Ni 78H 57A 16D +20D from Fort
4th Br 8 (p)Begted, Commander Beren, Dancefighting, Lvl 3, Scout Lv 4 224H 144A 80D +20D from Fort Guards 3rd Hr

E9 4th Rr 8 (f)Fox 92H 72A 32D Guards 3rd Rr
5th Rr 6 (f)Fox 78H 54A 24D
3rd Rr 8 (f)Fox, Commander Benji, Lvl 2 104H 72A 32D
2nd Rr 6 (f)Fox 78H 54A 24D

Bugville is a Level 2 City with 60 points of walls.
Last edited by LTDave on Sat Aug 13, 2011 8:23 am, edited 3 times in total.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sat Aug 13, 2011 8:17 am

King Edmund examines the unknown object as the turn begins.
It seems very frustrating to call it 'the unknown object'.
If only it could be taken to Gobwin Bump, the Librarian could identify it.
Or it could be taken to the magic kingdom, and its full powers examined.
Edmund puts these thoughts aside, and repeats last turn's experiment.
The object is still glowing green, and now, when placed on a flat surface, it rolls to the North-East.
It seems to Edmund to be rolling faster than yesterturn, but not very noticeably.
He uses a lance to measure distance, and heart beats to measure time.
The object takes 15 beats to roll the length of the lance.
If only he had tried this last turn, he would have something to compare it to...
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Sat Aug 13, 2011 8:20 am

The Kingdom and Allied Tribes turn begins now, and will end at 10am Thursday AET (12pm GMT).
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Sun Aug 14, 2011 5:05 am

LTDave, I would have assumed you'd have offered some sort of fix for changing the rules part way through the game on Kingdom foraging. That aside the whole can't entered unscouted hexes bit does that include hexes under the c-elf veil? Also I'm really curious to find out the plan for C-elfs personality once the game is done, it seems to be all over the place from an outside perspective and therefore hard to predict.

---

Dothwaki Purse: 415.4
Upkeep: 275.8
Purse: 139.6

On orders from last turn 3 Swaves move from A4 to A3 and forage as separate stacks, 3 more move to B3 and forage as separate stacks.

Code: Select all
551      _________________   1
650      _________________   3
947      _________________   1
1046      _________________   2
1244      _________________   2
1442      _________________   2


Dothwaki Purse: 390.6

The remaining 8 Swaves, four form separate stacks in A5 and the other four form separate stacks in B4

Queen Jadis please order my Swaves in F3 so that two forage D3 and one forages F4
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Re: Gobwin Bump IV: A New Home

Postby HerbieRai » Mon Aug 15, 2011 8:15 am

Accounting summary
Spoiler: show
units in field

22 Beaver Piker
2 Dwarf Siege
19 Eww Archer
Moa Eww Cavalry
20 Imperial Stabber
5 Imperial Eagew
13 Peasant Piker
8 Conscript Archer
3 Griffin
17 Centaur Cavalry

Total upkeep 283.3
11 open hexes = 440 income
202 left over from last turn
=359 in treasury


Good news is with those loses we are getting income. Problem is now we have little siege bearing down on the enemy. My proposal is to get both our commanders out of the northern combat zone, have the remaining siege attack the walls, and have the kingdom fund the zergs to take out those foxes and hopefully attack the city. If we can take the city down, then we will quickly turn the tide aganst the monsters, but I don't think the kingdome can get effective reinforcments to that front in time.

On the other front, the siege is not against our walls, so we are safe as long as we are behind them. I vote to keeping that a stale mate and giving funds to the zergs for the northern expansion. This would be gambling that the C elfs are going to be spending a turn or 2 to mobilize their forces.

Edit: In more detail. Zergs pop another 8 cannoneers in E9, and have each stack of 8 attack one of the fox stacks. This should take out their OHWs. Then we use the siege on the walls. to do some damage to the defense. Phase 3 is popping 4 cannoneers for beta's stack and another stack of 4 cannoneers and 4 Heavy Cannoneer to attack both the stacks inside the walls. Even if we roll minimum for everything, this should take out both those stacks OHW. If we do more damage to the walls with the siege, the second stack may be able to be a bit weaker.

Up to this point would be 312 in popping points, and assuming the kingdom gives all its treasury to the zergs, would leave them with 482 (this is before upkeep) to pop units to take the city. If the siege does minimum damage we may still have an issue.
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Wed Aug 17, 2011 5:19 pm

Can we get a week extension, without the answer to the questions I won't be able to do my turn, and I'm going to be away for several days.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Wed Aug 17, 2011 8:19 pm

Sihoiba wrote:LTDave, I would have assumed you'd have offered some sort of fix for changing the rules part way through the game on Kingdom foraging. That aside the whole can't entered unscouted hexes bit does that include hexes under the c-elf veil? Also I'm really curious to find out the plan for C-elfs personality once the game is done, it seems to be all over the place from an outside perspective and therefore hard to predict.


I'm not sure how to answer these ones.
I won't be offering a fix for changing the rules, since I didn't change the rules. All forces could forage from the beginning, it's just that the rules didn't say that explicitly - and no one asked. This is one of my little "the universe works like this" things, but no one asked about it.
Just like no one has asked what the C-elf veil is, or how it works, or why it comes and goes... I'm not saying I'm going to answer those questions, but you might glean some information if you ask.
Can you enter the veiled hexes? No. The idea of the game is to keep the turns quick, so we don't have 'move in and see and then decide what to do.'
On the C-Elf personality, I'll start by saying that I'm not a role player, I'm a wargamer, so if the personality seems peculiar that's my excuse.
If you want to find out more about them, here's the general upshot:
Spoiler: show
But by and large they've just been xenophobic isolationists, bound by a treaty not to attack the forces of Gobwin Bump. They don't like the treaty, but have been honouring it. But now, having been attacked by legitimate Gobwin Bump forces, they see the way clear to get involved more directly.


Sihoiba wrote:Can we get a week extension, without the answer to the questions I won't be able to do my turn, and I'm going to be away for several days.


Yes, sure, a week seems fine. In fact, have a look at the other thread.
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Re: Gobwin Bump IV: A New Home

Postby Sihoiba » Thu Aug 18, 2011 5:12 am

LTDave wrote:
Spoiler: show
But by and large they've just been xenophobic isolationists, bound by a treaty not to attack the forces of Gobwin Bump. They don't like the treaty, but have been honouring it. But now, having been attacked by legitimate Gobwin Bump forces, they see the way clear to get involved more directly.


I'd say that makes sense, I'd argue however they'd broken the treaty attacking allied barbarians, but I think it's fair to say Barbarians are treated as second class citizens which is consistent with the comic.
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Re: Gobwin Bump IV: A New Home

Postby LTDave » Tue Aug 30, 2011 5:21 pm

Ok.

So it's been a few weeks, and as folks have indicated in the other thread, the joy has gone from this incarnation of The Battle For Gobwin Bump.

I'm going on my Spring holiday tomorrow, and won't be online for a few weeks, so I'm happy to call this one over.

Thanks to all the players for contributing - I think we've all learnt a lot from this game.

I'll be back in a month or so, and I might have a new idea for a new game, but no promises.

Thanks again.
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Re: Gobwin Bump IV: A New Home

Postby Twoy » Fri Sep 02, 2011 7:48 pm

LTDave,
I have enjoyed your games a lot. You have given me many hours of fun. This one just did not quite work as well as some of the others. I'm going on vacation for a couple of weeks. Perhaps I'll see you when you are back.

A test of New Erf is getting started at http://newerf.ephpbb.com/. It may crash and burn, but I have already had a few hours of fun from it.
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