Titanic Mandate vs. Elder Gods

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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Sat Jan 14, 2012 4:03 pm

The Elder Gods popped three warlords this turn. The first warlords to be popped, and they were incredibly lucky. One of them was a caster. And then they were unlucky. It is a thinkamancer, and they already have a thinkamancer. I thought, "I should make a new rule that says "if you pop a caster type that you already have, you can reroll," but then I realized I can make that rule but not right now, just to benefit the Elder Gods. Anyway, there is absolutely no shortage of communication among Elder Gods units.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Sat Jan 14, 2012 4:21 pm

I made a mistake. Boo 1 stopped at hex 56.18. A warlord and 3 Yuggs were at 56.17. They have no ranged weapons and Boo 1, just flew past them and stopped at the next hex.
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Re: Titanic Mandate vs. Elder Gods

Postby Nihila » Sat Jan 14, 2012 10:27 pm

I can either send my massed force further to the East or up north towards the known cities; do my allies have any preference?
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Re: Titanic Mandate vs. Elder Gods

Postby LTDave » Sun Jan 15, 2012 12:52 am

On the map - Adjacent should be level 3.

Otherwise, excellent.

As to plans - I think it is too soon to be sending troops into the unknown east. It IS time for the Western Allies to start sending troops to the Central Cities.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Sun Jan 15, 2012 7:41 am

Still working on Elder Gods' turn 11, but I'm almost finished. Have to go shopping in Kaiserslautern with my wife. I will finish the turn tonight.

A level 1 Hound of Tyndalos 20/8/5/32 wearing Greaves +8 of Hits and a Shield +5 of Attack and bearing a level 4 Warlord, Shub-Niggurath,13/8/12/10 wearing Boots of Defense +1 arrives in 56.18 from the north, easily croaks Boo 1 and leaves to the northeast.

A level 2 Hound of Tyndalos 21/9/6/32 wearing Greaves +8 of Hits and a Shield +5 of Attack and bearing a level 4 Warlord, Shub-Niggurath, 13/8/20/10 and wearing 9 different items of Defense +1 arrives in 59.26, easily croaks Boo 2 and flies away to the southwest.
Last edited by Twoy on Fri Jan 20, 2012 4:52 pm, edited 1 time in total.
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Sun Jan 15, 2012 9:27 am

About the map. Maybe I'm not getting who owns what cities, but I'm not seeing any side with 6 L3 cities and one L4 one (or that has plausibly upgraded from such a state, ie, more L4s and less L3s or such).
The whole point of this is lost if you keep it a secret.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Sun Jan 15, 2012 3:50 pm

BLANDCorporatio wrote:About the map. Maybe I'm not getting who owns what cities, but I'm not seeing any side with 6 L3 cities and one L4 one (or that has plausibly upgraded from such a state, ie, more L4s and less L3s or such).

That would be because Blightburg and Cursedkeep are still marked as level 2 cities, and Darkfortress is still marked as level 3. Though, for the record, they are now marked correctly on the master map.

Finally finished Turn 11 for the elder gods. Will run at least a couple of players' Turn 11 tomorrow. It looks like I have input from three or four players already.
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Re: Titanic Mandate vs. Elder Gods

Postby LTDave » Mon Jan 16, 2012 5:55 am

Just had a conversation with my wife about where Kaiserslautern is. Any special reason you mentioned it by name? Is it famous for shopping?
I ask because I don't type here "Had to go shopping in Tamworth..."

Cheers
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Mon Jan 16, 2012 10:05 am

LTDave wrote:Just had a conversation with my wife about where Kaiserslautern is. Any special reason you mentioned it by name? Is it famous for shopping?
I ask because I don't type here "Had to go shopping in Tamworth..."

Cheers

It is only famous among U.S. military. It's the largest shopping mall for U.S. forces in Europe.
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Mon Jan 16, 2012 10:21 am

LTDave wrote:As to plans - I think it is too soon to be sending troops into the unknown east. It IS time for the Western Allies to start sending troops to the Central Cities.


My capital is hard at work producing siege forces, and warlords are leveling. We should have a sufficient invasion force to aid the Western Alliance in a few turns.
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Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Mon Jan 16, 2012 12:20 pm

Got a question for you Twoy.

Toxic adds +50% to attack.

At level 3, my Aliens get + 2 attack. Does this stack with Toxic to make it +3?
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Mon Jan 16, 2012 1:26 pm

HerbieRai wrote:Got a question for you Twoy.

Toxic adds +50% to attack.

At level 3, my Aliens get + 2 attack. Does this stack with Toxic to make it +3?

Yes.

Note: I forgot to pop new wild units at the beginning of turn 11, but I have left myself a note to make it happen on turn 12 instead.

EIL turn 11 complete.
Koopa Kingdom turn 11 complete.
Isceleans turn 11 complete.
MiniTitans turn 11 complete.
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Wed Jan 18, 2012 6:44 pm

*boing*

Hope this will cause a new post to be generated when the situation is updated.

So anyway, does anyone have a Carnymancer? Or a Turnamancer? The SG is willing to pay for borrowing the services of such, for a mere turn or two, and for a very specific purpose. Contact Sir Pickering at 23 Loco Motif Street, Oregear. Serious applicants only please.
The whole point of this is lost if you keep it a secret.
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Thu Jan 19, 2012 10:29 am

BLANDCorporatio wrote:So anyway, does anyone have a Carnymancer? Or a Turnamancer?


Depends on how strong a Carny/turnamancer you need.

I have a L2, soon to be L3 Dollamancer who can cast up to 35% of his Juice (~50 at L3) in any other school. That said, he's proving very useful in my capital at the moment, so it'd have to be worth the Koopa Kingdom's while.
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Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Thu Jan 19, 2012 10:56 am

I also have a level 5 who can spend 25% in other schools. Since he is generating 10,000 smuckers a turn for me it would be very expensive to hire
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Thu Jan 19, 2012 11:34 am

Ah-hem. Serious applicants only. If you just go and claim that the caster is too valuable to spare 40 juice from, that is not a serious application.

HerbieRai wrote:I also have a level 5 who can spend 25% in other schools. Since he is generating 10,000 smuckers a turn for me it would be very expensive to hire


Eh wot? Didn't you have a Moneymancer? And moneymancers aren't spookymancers ie do not have access to Turnamancy nor Carny.
The whole point of this is lost if you keep it a secret.
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Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Thu Jan 19, 2012 2:09 pm

You are correct sir. I misread the rules and thought that the 25% could be used in any school of magic. It did seem a little overpowered. :P
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Thu Jan 19, 2012 2:24 pm

To clarify, mine can cast from all schools. He is one of the 5% (Occupy Erfworld).

Would Kamek be required to travel for your purposes?
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Thu Jan 19, 2012 2:33 pm

BLANDCorporatio wrote:So anyway, does anyone have a Carnymancer? Or a Turnamancer? The SG is willing to pay for borrowing the services of such, for a mere turn or two, and for a very specific purpose. Contact Sir Pickering at 23 Loco Motif Street, Oregear. Serious applicants only please.

If you build a magic portal in your capital city (See page 12), you can hire a carnymancer or turnamancer from the Magic Kingdom (See Finding a Caster and Hiring a Caster on page 21).


Q: Does a warlord have to be present in a L3+ City to be promoted to Chief Warlord, or does simply having a L3+ city allow you to promote someone?
A: The warlord must be present in a L3+ city to be promoted to Chief Warlord.

Q: And, for that matter, can Natural Allies be promoted to a full Warlord?
A: Yes, though keep in mind that natural allies normally have a much lower loyalty rating than units popped by your cities.

Q: Chief Warlord?
A: Yes.

Q: The 35%: of juice used that turn, of juice at the start of the turn, of max juice?
A: 35% of the juice that was regenerated that turn. See Casting ability on Page 19. The specific example is that a Lvl 5 Dirtamancer with 20% can use 30 juice on change or ditto spells.

Turn 11 complete:
Highlights of Turn 11 include:
A kingdom with a 1 L5 and 6 L3 cities.
A kingdom with 2 L5, 1 L4, 2L2 and 1 L1 cities.
Captured a Green Dragon.
Created a magic item to increase move of siege towers.
4,000 Shmucker in a ruin.
Five battles in one turn (counting the two scouts EG croaked.
Converted a plain into a light forest automatically upgrading a farm on the plain to a lumbermill.

It will probably be Saturday before I can run the Elder Gods' Turn 12, but feel free to send in you turns.

Here is the map for the end of Turn 11. I am going to pop the Turn 12 Wild Units now, so you will probably see them on the map at the end of next turn if you don't accidently bump into them first.
https://docs.google.com/open?id=0B6CKjN ... BmNjAxYTQ4
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Thu Jan 19, 2012 5:02 pm

More stuff added above.
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