BLANDCorporatio wrote:multilis wrote:Possible that 1 hippymancer can cast her spell every single turn. Possible if Charlie could do it every single turn he would fry a caster and possibly die himself. (Game may have unstoppable random events like the king who talks to linked up turnomancy caster and risks killing her)
Possibly a parrot may randomly appear and utter everyone's name. Possibly a rock would fall from the sky and kill everyone.
This cannot be a serious argument.
multilis wrote:Pot calling kettle black?


Kingworld doesn't increase relative production, it ends the turn so (if it can be cast off-turn without enemy in hex) you can stop them from recovering move. So the turn order becomes Kingworld-side(KW):Other-side-no-move(OS-NM):KW:Otherside(OS):KW:OS-NM, the result is every two of your turns you can prevent them from moving. That gives speed, but production is not increased. In fact it is significantly decreased since you have three linked casters kingworlding instead of casting. The turnamancer alone could give a 50% boost, in prodcution; a linked turnamancer probably more, and then whatevermancer could do something cool as well.BLANDCorporatio wrote:Under your rules, in AOW:SM, I've said my piece. Still KW. The ability to take 3 turns for every 2 your opponent makes, even if you only get a few shots at that, will increase production, increase area covered for expansion, increase aquired experience, allow further future castings, and is all around better than safe-guarding just one hex.
BLANDCorporatio wrote: Still KW. The ability to take 3 turns for every 2 your opponent makes, even if you only get a few shots at that, will increase production, increase area covered for expansion, increase aquired experience, allow further future castings, and is all around better than safe-guarding just one hex.

Swodaems wrote:I think this opens up a new possibility into how Wanda is going to come under the command of Olive.
Betrayal, pure and simple. We have three named Goodmitton characters capable of commiting the act ... stab Tommy in the back, and give Wanda to Haffaton. Of course, Wanda or Tommy could be the one to do the drunken betraying.




Housellama wrote:On a completely DIFFERENT topic...
Has anyone considered why Haffaton did what they did? Even with the not inconsiderable talents of their Hippiemancer, they are taking a rather large risk in letting an army walk into their city.
Stage 3, Ultimatum: At this point, I would move up the force to make sure that they were sandwiched between two large forces and outnumbered 2-1. Preferably 3-1 when Wanda's Fellows decayed. And then say, essentially "Peace or death."


multilis wrote:Please name your real life computer game that is closest to Erfworld and I can try to compare. I named AOW-SM already as that is the game I have that is closest to Erfworld (if you use classic turn rules) Normally on a smaller map you do *not* split main army, as enemy can defeat them one at a time like Napolean did in real life. The main army that wins, tends to win the war. Since turn based game- each side has their turn to try and hit one of your smaller split armies.
gameboy1234 wrote:Housellama wrote:Stage 3, Ultimatum: "Peace or death."
This one. Haffaton will be nice about it, but this is what it'll come down to.


It's very possible this would be an exception to the "autoattack" thing... although it's still possible uncroked are immune. But thus far Wanda hasn't thought (or perhaps been able to think of) giving the order to attack. Worse, for her it might be less of an "order" than a "weapon". The uncroked may count as weapons.Kreistor wrote:In D&D, undead are immune to mind affecting spells, like this. And if it affected only Wanda's ability to order them to attack, she could disband, they'd become unleaded, and attack the enemy immediately, so it must be afflicting them, too.
Ignoring that we've had in character speculation about "exceptional knowledge" before, it's a lot easier than this. The Florist has locked down Good's primary army, their primary leadership and spellcaster. Presumably she can keep this up with minimal support and troops. She can't attack or kill them, but she doesn't need to.Housellama wrote:I don't care to speculate what Haffaton does or doesn't know, but I can speak on how I handle this particular situation. To reach a situation like this, I would have either had to have exceptional knowledge of the enemy's plans, disposition or both. I would also have a plan in place so that I could say with a high degree of confidence that if the parley did not reach the result I desired, no enemy would leave that city alive. Even given the decay of Wanda's Fellows, I would have an additional force of at least the size of what was already inside the city available to cut off retreat.
The parley would go in three stages.
Stage 1, Polite: "Since we can't fight each other, let's sit down, have some wine and see if we can make a deal to come to an agreement to make this war go away."
Stage 2, Threatening: "Look. We've tried to be nice about this. We've offered you peace. We've offered you wine. We've tried to talk this thing out. But if you want a fight, we'll give you a fight. We'd rather not though. Are you SURE we can't talk this out?
Stage 3, Ultimatum: At this point, I would move up the force to make sure that they were sandwiched between two large forces and outnumbered 2-1. Preferably 3-1 when Wanda's Fellows decayed. And then say, essentially "Peace or death."






Housellama wrote:Has anyone considered why Haffaton did what they did? Even with the not inconsiderable talents of their Hippiemancer, they are taking a rather large risk in letting an army walk into their city. They already rejected one peace offering with a rather aggressive offensive as a counteroffer. So Haffaton opens their city to them? Even knowing that they can stop combat, something here doesn't add up.
Episode 012 wrote:On the other side of the archway, a force of infantry and warlords at least equal to their own stood assembled in formation in the courtyard. Their weapons were not drawn.


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