Upon claiming it, she’d imposed Goodminton’s livery on it by natural Dollamancy, reluctantly changing the black to slate blue.
I feel her pain.
Upon claiming it, she’d imposed Goodminton’s livery on it by natural Dollamancy, reluctantly changing the black to slate blue.
Tathar wrote:Kreistor wrote:This also raises the question of whether Parson can improve the personal Luckamancy of casters by playing wargame simulations like he did with Jack. Theoretically, if the wargames are similar enough to Erf, then Parson can give Jack the tactical experience -- and therefore better decision-making -- of a thousand battles as commander without putting anyone at risk.
MonteCristo wrote:The more and more I think that delphie will be the true cause to goodmitten's fall...
Like she already determined that it would fall, and rather than try to save it, she will actually be counter-productive and focus only on making sure wanda is ready to escape when everything falls apart.
cloudbreaker wrote:I have this strange feeling that Delphie may have recalled Wanda (at least in part) so that the Croakamancer doesn't gain more levels and replace Delphie as Goodminton's Chief Caster. Anyone else think this is likely?
Tathar wrote:This also raises the question of whether Parson can improve the personal Luckamancy of casters by playing wargame simulations like he did with Jack. Theoretically, if the wargames are similar enough to Erf, then Parson can give Jack the tactical experience -- and therefore better decision-making -- of a thousand battles as commander without putting anyone at risk.



Kreistor wrote:How is this different from our world? Well, superficially, it will appear to be similar, but in the midst of combat, having a leader near can't help you. You're concentrating, looking for openings, moving, predicting... but what you aren't doing is listening to your boss. You can't devote your attention to someone''s voice, or you'll get skewered. That means with or without an Officer near, you'll fight the same way, because you ignore him. In Erfworld, having that Officer beside you allows you to make better choices, wihtout paying any attention to him.

Saladman wrote:Clay was shaking his head. “No, no...I think it’s the opposite.” He smiled, as someone who was speaking on a topic of great familiarity. “The dice describe the world. They don’t determine it. A Mathamancer can tell you how many dice will be rolled, how many points’ll be lost when you’re wounded. He’ll tell you what’ll probably happen, and possibly happen, and what can’t happen. But your choices still make it happen.”
This, if correct (I assume it is, for a caster speaking about his discipline), answers a pretty fundamental question about Erfworld. Battle plans, tactical decisions, personality, and judgement do really matter, to the extent of determining outcomes. I have an idea that's been discussed on the board before, though I don't recall when. I happen to like this interpretation more than choice and strategy just being an illusory overlay on a wargame engine, but the other was more plausible until now.


Wanda had no idea who might have owned this outfit previously. Tommy did not recognize it, nor had they felled any female commanders at Goodfinger. Upon claiming it, she’d imposed Goodminton’s livery on it by natural Dollamancy, reluctantly changing the black to slate blue. But on a whim, she kept just one of the pink flowers, offset in a patch of white. She and the Wanda in the mirror liked these garments very much.
Jorgath wrote:Kreistor wrote:How is this different from our world? Well, superficially, it will appear to be similar, but in the midst of combat, having a leader near can't help you. You're concentrating, looking for openings, moving, predicting... but what you aren't doing is listening to your boss. You can't devote your attention to someone''s voice, or you'll get skewered. That means with or without an Officer near, you'll fight the same way, because you ignore him. In Erfworld, having that Officer beside you allows you to make better choices, wihtout paying any attention to him.
I have a quibble with this. What you say is in fact true in modern warfare. But in pre-WWI warfare, with lines of battle, volley fire, etc., and also in pre-gunpowder warfare, one of the most important factors in the effectiveness of a unit of soldiers was the steadiness of its leaders. So long as the leader remained cool and confident, the individual soldiers would be more likely (NOT guaranteed, of course) to remain cool, confident, and effective.
HerbieRai wrote:And now to counter quibble. The main war factor that Erfworld lacks from the real world is moral. In erfworld, 8 marbits getting attacked by 20 dwagons would stay and fight to the death. In the real world, the marbits would flee from combat and run for the hills. Steady leaders are used to keep your men from running. In erfworld the men already do not run, so they have the leaders boost their combat ability insteady.

oslecamo2_temp wrote:HerbieRai wrote:And now to counter quibble. The main war factor that Erfworld lacks from the real world is moral. In erfworld, 8 marbits getting attacked by 20 dwagons would stay and fight to the death. In the real world, the marbits would flee from combat and run for the hills. Steady leaders are used to keep your men from running. In erfworld the men already do not run, so they have the leaders boost their combat ability insteady.
Well, to be honest, in Erfworld retreat is literally not an option out of turn, since there'll be invisible walls in the hex borders cornering you against the dragons, making any kind of escape impossible. And even a cornered rat will try to fight back if he has no escape route whatsoever.
Kreistor wrote:But the question is valid... Erfworlders are known to be able to train to higher level, but it is extremely slow. If Parson knew Judo, could he teach them the same way we do with the same effect, or would the mechanics of the system prevent the knowledge from being absorbed?
Raza wrote:Kreistor wrote:But the question is valid... Erfworlders are known to be able to train to higher level, but it is extremely slow. If Parson knew Judo, could he teach them the same way we do with the same effect, or would the mechanics of the system prevent the knowledge from being absorbed?
Interesting question.
I imagine he could teach a unit judo, but the unit's capacity to use it would only exceed their existing combat ability by the small amount that units progress from training. For the most part, it would just (optionally) replace their existing combat style.
Could be that erfworld has mechanics for gaining/replacing weapon bonuses (which we know exist) with unarmed style though, or I'd wonder why Transylvito warlords tend to fight unarmed.
Mmm. But what if he knew archery? Units would have to either gain the special or (for the most part) fail to absorb the training.
name lips wrote:Unled units automatically engage the enemy until either they either win or croak. Even if they have a legitimate way to escape they cannot use it.

Whispri wrote:And yet Ansom's tunnel forces routed when the last Warlord fell.

MarbitChow wrote:Whispri wrote:And yet Ansom's tunnel forces routed when the last Warlord fell.
Ansom's forces weren't unlead; they had leadership in the hex. The 'engage until dead' rule applies when a stack with no leadership enters a hex with an enemy force.

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