Titanic Mandate vs. Elder Gods

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Re: Titanic Mandate vs. Elder Gods

Postby Exate » Mon Mar 05, 2012 3:48 am

Twoy wrote:And two points for ranged.
Oh. How'd I miss that? 10/9/9/30/32, then, and sorry for the mistake.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Mon Mar 05, 2012 3:08 pm

Turn 14 has finally Officially ended.

Note to Bland: Whatever deal you had with the MiniTitans happens the way you planned. If Nihila has a problem with that, then he can plan his Turn 14 as he sees fits, and we will pretend that whatever his unit was supposed to do happened instead by magic or something.

Highlights of Turn 14:
A warlord with Dance-fighting popped.
A side built a L4 city as close to an Elder God city as is possible.
Amaongst the ruins was found:
A Broach of Hits +8.
Greaves of Hits +8.
The MiniTitans (except a specific caster) and Koopa Kingdom seem frozen in time.

At the beginning of Turn 15, at least two new sides will pop. One is in the mountains just north and east of the Isoceleans, and the other is on an unexplored island due east of the MiniTitans. The new sides are not yet visible on the map: (Start of turn 15 without the new sides) https://docs.google.com/open?id=0B6CKjN ... QjFySGt3Zw
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Mon Mar 05, 2012 3:10 pm

Turn 15 Notes:

Note: Ulthar a L2 EG warlord wearing Boots of Def +1, Tarot Deck of Def +1, Bracers of Def +1, Earring of Def +1, Nipple ring of Def +1, Breastplate of Def +1, Gauntlets of Def +1, and flying on a L1 Hound of Tyndalos croaks Isocelean Scouts 2, 5, 9, 8, and 1 at 48.21, 46.18, 46.14, 47.13, 50.10.

Feel free to send in your Turn 15.
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Re: Titanic Mandate vs. Elder Gods

Postby Balerion » Mon Mar 05, 2012 11:44 pm

Hello everyone :). Posting here to enter my side, which is taking the island starting point mentioned.

Some fluff, in case you are interested:
Spoiler: show
The Tia'ume (totally not from a name generator) are an almost entirely flying side, with unit types serving as a caste system within their culture. They believe that the greatest gift of the Titans is that of flight, and that all those lacking it are cursed. At the bottom are the Forsaken, used for manual labor and rarely allowed to leave the cities. Above them are the Striving, who at least yearn for flight by throwing spines into the air; however, they are still considered rather disgraceful, and are confined to the cities whenever possible. Rulers and Warlords are a special case, where their roles as protectors of the cities elevate them above other flightless; someone must do the job, and their sacrifice of their wings in order to serve is honored. However,the Enlightened are the primary commanders on the battlefield, ranging far and wide to ensure that threats never reach the cities.

While very quick, they lack defensive power as wings tend to be both fragile and hard to protect. For the most part, they rely on their much greater movement and ranged attacks to pick off vulnerable stacks and retreat.


Side: Tia'ume
Ruler:Ugari, 10/7/6/10, Rider, Leadership
Preferred Terrain: Mountains

Side Details:
Spoiler: show
Infantry:
Uplifted (Stabber): 5/3/1/14 flying (40)
Forsaken(Piker): 7/2/5/8/garrison builder (30)
Striving (Archer): 5/9/1/8 (30)
Quickened (Scout): 3/0/1/26/flight (30)
Emboldened (Knight): 18/9/4/26 heavy,flight,fast,ranged (90)
Special Units:
Enhanced (Special A): 6/5/3/10 flying, ranged (40)
Released (Special B): 6/5/3/14 flying (40)
Enlightened (Special C): 6/7/3/16 flying,leadership,ranged (80)
Empowered (Special D):24/15/6/32 flying,fast,Battlecrap (250)
Siege Tower: 17/0/11/5

Naval Units:
Sloop: 6/2/4/10/10 (60)
Galley: 8/6/6/14/16 ranged(90)
Galleon: 16/12/12/10/32 ranged (130)
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Tue Mar 06, 2012 10:43 am

Twoy wrote:Note to Bland: Whatever deal you had with the MiniTitans happens the way you planned.


Ok-dokey. I'll assume the spell casts were succesful. If they weren't, I'll just redo the orders I'm about to send (which as promised will include sending some fliers over Isocelean territory to help secure one of their cities; where should the fliers be sent?). Well, after accounting anyway.

Also, Welcome to our new Allies!
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 » Tue Mar 06, 2012 3:02 pm

Ugari is 10/8/8/10 --- Copy, paste fail on my part.
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Re: Titanic Mandate vs. Elder Gods

Postby LTDave » Tue Mar 06, 2012 7:26 pm

For the benefit of my allies, I include my orders for turn 15:

Spoiler: show
Orders for the Isoceleans
Turn 15
Turn Order
1. Units heal.

2.
"Apex" will pop 3 Scouts in turn 15
"Hypoteneuse" will pop 6 Stabbers in turn 15
"Tan" will pop 6 Stabbers in turn 15
"Adjacent" will pop 1 Hypogwiff in turn 15
"Scalene" will pop 6 Stabbers in turn 15
"Just Cos" will pop 6 Stabbers in turn 15
"Pointy End" will pop 4 iArchers in turn 15

3. Treasury.

“Apex” Treasury City, level 3
51 Starting Treasury
+ 3000 From Ruins explored in turn 9
+ 3000 City Income
+ 1200 from 8 farms
-1320 For Share of Upkeep
-5900 Given to Jinko
31 S Available this turn

"Hypoteneuse" Treasury City, level 3
102 Starting Treasury
+ 3000 City Income
+ 600 from 4 farms
-1320 For Share of Upkeep
-2360 Given to Jinko
22 S Available this turn

"Tan" Treasury City, level 3
152 Starting Treasury
+ 3000 City Income
+ 450 from 3 farms
-1320 For Share of Upkeep
-2260 Given to Jinko
22 S Available this turn

"Adjacent" Treasury City, level 3
4952 Starting Treasury
+ 3000 City Income
+ 0 from 0 farms
-6600 Given to Jinko
-1320 For Share of Upkeep
32 S Available this turn

"Scalene" Treasury City, level 3
302 Starting Treasury
+ 3000 City Income
+ 0 from 0 farms
-1320 For Share of Upkeep
-1960 Given to Jinko
22 S Available this turn

"Just Cos" City, level 3
952 Starting Treasury
+ 3000 City Income
+ 0 from 0 farms
-2600 Given to Jinko
-1320 For Share of Upkeep
32 S Available this turn

"Pointy End" City, level 4
25500 Starting Treasury
6000 City Income
-200 To upgrade iArchers from Garrison
-1760 For Share of Upkeep
21680 Brought by Jinko
-50000 Upgrade City to Level 5
51220 S Available this turn

Total Upkeep
180 Stabbers -5400
16 iArchers -640
8 Marbits -640
9 isamurai -360
35 Artisans -1400
12 Scouts -360
2 Hypogwiff -80
6 Characters -600
4 Extra Levels -200

-9680 Total Upkeep

-440 For Each City Level

5. Unit moves.
Apex: hex 26.12
10 Artisans – make "AC,hu" = 3DC, hv (+10D), 3 DC,hu (+10D), 4 AC,hu (+5A), 2 AC,hv (+5A)
8 Farms: 26.12, 26.11, 26.13, 25.12, 25.13, 25.14, 27.11, 27.12
1 isamurai (Apex 11s) Take 3DC,hv &2 AC,hv Move to hex Hypoteneuse
3 Scouts (see bottom of list)

Hypoteneuse: hex 33.09
10 Artisans – make DC,hu (+10D) =2 DC,hu (+10D), 3 DC,hv (+10D) 1 AC,hu (+5A), 1 AC,hv (+5A), 1 DC,hu (+10D), and 1 HC,hv (+8H)
4 Farms: 31.09, 32.09, 33.10, 31.10
6 Stabbers Move to TAN


Tan: hex 33.16
10 Artisans – "Defence Combo, Humanoid" = 6 DC,hu (+10D), 2 DC,hv (+10D), 3 AC,hu (+5A), 3 AC,hv (+5A)
3 Farms: 33.16, 33.15, 33.17
3 iArchers Move to Just Cos
6 Stabbers Move to Just Cos


Adjacent: hex 26.19
5 Artisan – make "Attack Combo {Humandoid}" = 6AC (+5A), 1 DC (+10D), 3 single +1D items
1 Hypogwiff

"Scalene" hex 33.23
3 DC,hu (+10D), 5 AC,hu (+5A)
2 isamurai Move to Just Cos Take all items in City With.
6 Stabbers Move to Just Cos
Jai (9/6/6/8/caster) Juice Regen: 150, Max Juice: 250, Upkeep: 300, current juice: With 1 Attack Combo (+5A)
Finish “Greater Hadoken” Scroll – 66/180 done last turn
8 Greater Hadoken Scrolls Complete
Use remaining Juice to maintain contact with Scouts beyond normal range

"Just Cos" City Level 3 in hex 40.19
1 isamurai (Hypo 11's) Move to hex 45.19
6 Stabbers (Hypo 13's) Move to hex 45.19
3 iArchers Move to hex 45.19
3 iArchers Move to hex 45.19
6 Stabbers Move to hex 45.19

"Pointy End" 50.18 - All City Defences are Focused on Walls. Minimal into Airspace.
Warlord: Paul the Obtuse 10/5/8/10 rider, leadership 3xp +2 Tarot deck of Defence
11 stacks of 8 Stabbers
Stack of 6 Stabbers 2 iSamurai 2xp each Paul the Obtuse
8 Marbit Archers
4 iArchers
All stacks on the Walls.

In Hex: 44.18
3 iArchers Move to "Pointy End"
4 Stacks of 8 Stabbers Move to "Pointy End"
4 Stabbers Move to "Pointy End"





Commander Hercules 12/7/3/10 5400S from ruins with 1 DC,hv (+10D) and 1 AC,hv (+5A)
A Broach of Hits +8 useable by Heavy non-mount unit.
MOVE to Hex 35.05 Explore Ruins

Ruler: Isoceles the Equilateral 10/8/8/10 rider, leadership, level 2 Belt of Attack +3 With 1 DC,hu (+10D), and 1 AC,hu (+5A)
1 isamurai
3 Stabbers
in Hypoteneuse Move to 36.14 Explore Ruins


Commander "Vince" 4000S from ruins 4xp Backpack of Hits +5
3 Stabbers
in Tan Move to 33.07

Heir: Rye Tangle 10/6/8/8 rider, leadership, dance-fighting
2 isamurai
in 40.21 Move to 40.25 explore ruins

Commander Jinko 12/7/3/10 in hex 50.18
1 Hypogwiff
Fly to "Just Cos" collect 2600 S
Fly to "Scalene" collect 1960 S
Fly to "Tan" collect 2260 S
Fly to "Adjacent" collect 6600 S
Swap to different Hypogwiff
Fly to "Apex" collect 5900
Fly to "Hypoteneuse" collect 2360
Fly to "Pointy End" and use all funds in treasury to upgrade the City 21680 S

Scout 3 in hex 46.33 Move towards Pointy End
Scout 6 in hex 51.19 Move to Pointy End
Scout 7 in hex 61.08 Move towards Pointy End
Scout 10 in hex 45.07 Move North East Maximum
Scout 11 in hex 47.13 Move East
Scout 12 in hex 43.13 Move towards Pointy End
Scout 13 in hex 36.07 Move East
Scout 14 in hex 40.13 Move towards Pointy End
Scout 15 in hex 31.13 Move towards Pointy End
Scout 16 in hex 26.12 Move towards Pointy End
Scout 17 in hex 26.12 Move towards Pointy End
Scout 18 in hex 26.12 Move towards Pointy End




6. Combat.
None.

7. Reinforce.
None

8. Pop/Build Orders in progress.
"Apex" will pop 2 Artisans in turn 16
"Hypoteneuse" will pop 2 Artisans in turn 16
"Tan" will pop 2 Artisans in turn 16
"Adjacent" will pop 2 Artisans in turn 16
"Scalene" will pop 2 Artisans in turn 16
"Just Cos" will pop 2 Artisans in turn 16
"Pointy End" will pop 4 Artisans in turn 16

9. List of injured units.
None.
10. End turn.
End of Turn Orders


We probably need to update and formalise our alliance how about something like this:

Text of Grand Alliance
1. Whereas the existence of the faction known as "The Elders Gods" is an affront to the Titans and every civilised creature, and
2. Whereas the existence of "The Elder Gods" is a threat to the peace and stability of this erf,
3. The Undersigned Powers do agree to a treaty of Alliance, the purpose of which is:
3.1 Mutual Defence against the Elder Gods, and
3.2 The eventual destruction of the Elder Gods.
4. Therefore, the undersigned powers do agree that:
4.1 Their forces shall not attack the forces of another undersigned party
4.2 Their forces shall peacefully occupy hexes as necessary for the defence of all parties
4.3 They shall act in concert to destroy the Elders Gods
5. That no party shall leave this Alliance without giving a full twelve turns notice to all Parties in writing
6. That no party shall make or attempt to make a separate peace or other agreement with the Elder Gods
7. And that if a party be found in breach of these conditions, they shall immediately pay a fine of 1,000,000 Shmuckers, to be divided evenly between the other current alliance members.


Finally, I sent a PM to Nihila and Marshalkowski some days ago, but the message remains in my inbox. Presumably they have not logged in.
Shall we declare them void and set their cities to the automatic production of Pikemen, all of which are to march immediately to "Pointy End"?
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Wed Mar 07, 2012 3:55 pm

EIL Turn 15 Complete.
Steam Gentlemen Turn 15 Complete.

Tia'ume is about two-thirds complete with Turn 15.
Last edited by Twoy on Thu Mar 08, 2012 5:19 pm, edited 2 times in total.
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Wed Mar 07, 2012 4:29 pm

The Alliance is agreeable to the Steam Gentlemen, so we add our signature.

Also, we have sent a stack to help defend Jus Cos. It's what we are capable to reach this turn. Not a large stack, but something we can spare. More will be on the way in the following turns.
The whole point of this is lost if you keep it a secret.
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Re: Titanic Mandate vs. Elder Gods

Postby Balerion » Fri Mar 09, 2012 12:30 pm

Tia'ume finds the terms of the alliance acceptable as well and signs. We are far removed from the current point of conflict, but will explore northward and see what we can productively accomplish along the way.
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Re: Titanic Mandate vs. Elder Gods

Postby Exate » Fri Mar 09, 2012 2:45 pm

Aesthetica finds the text of the Alliance acceptable, and although we retain some reservations regarding certain ambiguities within it we will sign.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Sat Mar 10, 2012 12:57 pm

EIL Turn 15 Complete.
Steam Gentlemen Turn 15 Complete.
Isoceleans Turn 15 Complete.
Tia'ume Turn 15 Complete.
Aesthetica Turn 15 Complete.

Note: Isocelean Scout 11 discovered City 12, a L3 Elder God city at 60.12. The city has 8 Fire Vampires on the walls.

Note: On the Turn 16 map, I will have some very large camp fires placed on the map to show the locations of large (or small but powerful) allied armies.

Note: More Wild units have popped. You will see their location on the Turn 16 Map, but they may not be identified until you scout them.

This turn is taking longer than I expected. I should be able to process Aesthetica's Turn 15 on Sunday.

I will try to run the Elder Gods Turn 16 today. (Edit: Only finished about one-third of the EG turn. Should finish on Monday.) (Edit 2: Still working on EG's turn, definitely finished on Tuesday.)

Note: A stack consisting of 5 L3 Shoggoth, a L3 Lloigor, a L4 Thinkamancer and a L3 Warlord carrying vast quantities of magic items:
Boots of Move +4 Mount, Goggles of Def +2 Mount, Pair of Dice of Move +4 Mount, Ring of Move +4 Mount, Belt of Def +2 Mount, Boots of Def +2 Mount, Earbug of Move +4 Mount, Goggles of Def +2 Mount, Pair of Dice of Move +4 Mount, Ring of Move +4 Mount, Boots of Def +2 Mount, Bracers of Def +2 Mount, Earbug of Def +2 Mount, Goggles of Def +6 Mount, Hat of Move +4 Mount, Pair of Dice of Move +4 Mount, Ring of Move +4 Mount, Tarot Deck of Def +2 Mount, Belt of Def +3 Mount, Boots of Move +4 Mount, Bracers of Def +2 Mount, Earbug of Def +2 Mount; Earring of Move +8 Mount, Goggles of Def +6 Mount, Hat of Def +2 Mount, Pair of Dice of Def +2 Mount, Ring of Def +2 Mount, Tarot Deck of Move +4 Mount, Belt of Def +6 Mount, Boots of Def +6 Mount, Bracers of Move +4 Mount, Earbug of Def +6 Mount, Earring of Move +12 Mount, Goggles of Def +6 Mount, Hat of Def +2 Mount, Pair of Dice of Def +2 Mount, Ring of Def +2 Mount, Tarot Deck of Def +2 Mount, (+6/0): Boots of Def +1 LH, Cloak of Def +1 LH, Earbug Def +1 LH, Goggles of Def +1 LH, Ring of Def +1 LH, Tarot Deck Def +1 LH, Eyebook, Backpack of Def +1 LH, Belt of Def +1 LH, Boots of Def +1 LH, Cloak of Def +5 LH, Earbug +6 Def LH, Earring of Def +1 LH, Goggles of Def +6 LH, Necklace of Def +1 LH, Ring of Def +2 LH, Shield of Def +1 LH, Tarot Deck of Def +1 LH, Token of Def +1 LH, Eyebook, Backpack of Def +5 LH, Belt +4 Move LH, Boots of Def + 6 LH, Bracers of Def +1 LH, Breastplate of Def +4 LH, Broach of Def +1 LH, Cloak of Def +6 LH, Earbug of Def +6 LH, Earring of Def +5 LH, Gauntlets of Def +1 LH, Goggles of Def +6 LH, Gorget of Def +1 LH, Greaves of Def +5 LH, Hat of Def +1 LH, Necklace of Def +3 LH, Pair of Dice of Def +1 LH, Paldrons of Def +1 LH, Ring of Def +3 LH, Shield of Def +3 LH, Tarot Deck of Def +3 LH, Token of Def +4 LH,---

Enters hex 46.26 and croaks Scout 3.
Last edited by Twoy on Tue Mar 13, 2012 3:39 pm, edited 2 times in total.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Tue Mar 13, 2012 3:32 pm

Turn 16 Map:
https://docs.google.com/open?id=0B6CKjN ... QVhJdXdtdw

Share your thoughts about what we should do with Nihila and Marshalkowski's sides.

Feel free to send your Turn 16 whenever you want.
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Tue Mar 13, 2012 5:36 pm

Yarr. Them EG sure are pumping out items like crazy.
The whole point of this is lost if you keep it a secret.
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Re: Titanic Mandate vs. Elder Gods

Postby Balerion » Tue Mar 13, 2012 9:51 pm

that is a rather distressingly powerful stack ><

I kinda feel like the three who have been playing this whole time should get preference of opinion on what to do with the inactive sides. Though something I would toss out there is that we should have a firm plan for if they return, just so we know what to expect ahead of time.
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Re: Titanic Mandate vs. Elder Gods

Postby BLANDCorporatio » Wed Mar 14, 2012 5:42 am

Weeell, the Koopas have a somewhat underdevelopped kingdom, apparently. Meaning, they have few cities. Meaning, it wouldn't be too much of a bother for me to administrate them.

"Me", as in BLANDCorporatio, not Pickwick of the Steam Gentlemen. Treasury separate. Units separate. For practical purposes these would be two separate sides, each following their own interests in the context of an alliance. Twoy can check that I'm making the sides behave as independent sides, not with one as the vassal of the other.

For example, if I were the Koopas, I'd try to build some expeditionary force to be able to take a bridgehead somewhere and build a new city. Because for now I'm boxed in between SG, Isoceleans, MT, and EI. This might have the side effect of me pushing hard and fast towards the front (which the Isoceleans would love), but I might look for options of expansion slightly further away from the Elder Gods.

Something similar could be done with the MT. They have more cities and are a reasonably well developped side though, so that will need more management. Any takers?
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 » Wed Mar 14, 2012 7:47 am

We've ran into a few stacks like that. They are spamming magic items. The good news is, if we can croak a stack like that we can use the magic items ourselves. That's easier said than done though.

As much as I'd love to take over MT, I don't think I can keep their interests separate. I'd end up combinding the two sides into one.
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Re: Titanic Mandate vs. Elder Gods

Postby Balerion » Wed Mar 14, 2012 12:34 pm

I would volunteer to help with that.... except that the amount of free time I have now is not going to hold up for very long, and I don't want to over-commit from boredom (between two jobs with the next one starting in April). My bet is that keeping one side running is going to be plenty of work at that point :P
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Thu Mar 15, 2012 3:41 pm

When Quickened 3 reaches 55.32, he reports two stacks at 55.31. The stacks are: Rhogog the L5 Dollamancer, Istasha the L1 Warlord, L4 Shoggoth, L3 Pink Dwagon, L2 Firebird, 2 x L1 Megalogwiffs and a L1 Gwiffon. The stack is carrying the following magical items. Tarot Deck of Def +6, Earbug of Def +6 HM, Gauntlets of Def +5 LH, Necklace of Def +2, Cloak of Def +2, Ring of Def +2, Shield of Defense +2, Earring of Def +1, Greaves of Def +1, Backpack of Def +1, Boots of Defense +1, Ring of Def +2 HM, Pair of Dice of Def +2 HM, Boots of Def +2 HM, Bracers of Def +2 HM, Hat of Def +2 HM, Earbug of Def +2 HM, Belt of Move +4 HM, Tarot Deck of Def +4 Mount, Greaves of Move +2 HM and Broach of Move +2 HM, Tarot Deck of Def +2 HM, Token of +4 Move Mount, Backpack of Move +4 Mount,
The second stack is a L1 Hound of Tyndalos and 2x L1 Gwiffons. Quickened 3 returns to the retreat point.

Quickened 1, 2 and 6 report finding:
City 8, a L3 EG city, at 71.25 with 8 fire Vampires guarding the walls.
City 6, a L4 EG city, at 79.24 with 8 fire Vampires guarding the walls.

Tia'ume's Turn 16 has begun. (And it's a long turn.)
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Re: Titanic Mandate vs. Elder Gods

Postby Balerion » Thu Mar 15, 2012 6:11 pm

Sorry about the length :). Hopefully most of it was the final unit positions. If not, i can try to be less verbose

Tia'ume can offer limited services of a thinkamancer this turn, if this could be useful to our allies. We only have enough juice for a single scout link, but if we can be of any assistance, please contact us.

Given the discovery of a second powerful stack near the area scout 3 died, we would also like to raise concerns that there might be a large enemy force which might threaten reinforcements from the south and bypass Pointy End to go after Scalene or Jus Cos. Our own forces will begin heading northward with the intent of opening another front shortly.
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