Mighty Erfpires

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Re: Mighty Erfpires

Postby HerbieRai » Sat Jun 16, 2012 12:29 pm

LTDave wrote:You're not going to like this...


I think you misspoke, I'm going to love it. Now to decide what army to build.

Move Army A nothwest 2 hexes.

Side Info
Win
Orange
20 Smuckers [10 Smuckers + 10 (Dinglehoobs)]
A City Army
B City Army 4 Infantry
DingleHoob
C army 4 infantry, 4 heavies.
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Re: Mighty Erfpires

Postby turbler » Sat Jun 16, 2012 12:38 pm

I'll move the Heavies [Now Army C]two hexes southeast.
turbler
Melpharia
Purple
9 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 4 Infantry
C Army 4 Heavy
Last Tax Order: 2 Turns Ago.
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Re: Mighty Erfpires

Postby ETheBoyce » Sat Jun 16, 2012 2:30 pm

TAX

ETheBoyce
Orderachracy
Grey
5+9=14 Smuckers
A City Army 4 Infantry
B City
C City Army 4 Infantry
ETheBoyce
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Re: Mighty Erfpires

Postby turbler » Sat Jun 16, 2012 3:24 pm

Would anyone be willing to Trade with me, perhaps the turn after next? (Next turn I intend to capture the city adjacent to my C Army, which will raise my Trade value on the proceeding turn to 5 Shmuckers, and we'd each get half of your Tax value, as well.)
Also, it occurs to me that I probably aught to have brought a couple Infantry units from B City with the C Army. Would it be too late to do so?
If I can still do that, I'd end up with the following:
turbler
Melpharia
Purple
9 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 2 Infantry
C Army 2 Infantry 4 Heavies
LTO 2 Turn Ago

If not ... then I guess I'll bring them over next turn, or something.
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Re: Mighty Erfpires

Postby Exate » Sat Jun 16, 2012 5:38 pm

It looks like my army was moved one hex south and one hex southwest on the map, instead of one hex south and one hex southeast. The distinction is just slightly important, because of my next move here.

Move Army C two hexes southeast and attack the neutral city in that location.

Exate
Franchise
Green
8 Smuckers
A City Army 4 Infantry
B City
C Army 4 Infantry 4 Heavies
Exate
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Re: Mighty Erfpires

Postby LTDave » Sun Jun 17, 2012 6:58 am

I'm delaying processing by 24 hours due to family commitments.
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Re: Mighty Erfpires

Postby LTDave » Mon Jun 18, 2012 5:19 am

Red Raiders Battle

Post Time: 5042 Dice Result

5042 _________________ 4
5438 _________________ 3


Raiders:
8 Attack + 4 Random - 3 Defence = 9 hits inflicted

Defenders:
4 Attack + 3 Random - 0 Defence = 7 hits inflicted

The City falls to the Raiders.
7 infantry cwoaked...
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Re: Mighty Erfpires

Postby LTDave » Mon Jun 18, 2012 5:34 am

Franchise Battle

Post Time: 3844 Dice Result

3844 _________________ 6
4438 _________________ 4

Franchise:
8 Attack + 6 Random - 3 Defence = 11 hits inflicted.

Defenders:
4 Attack + 4 Random - 4 Defence = 4 hits inflicted.

The City Falls to Franchise.
4 Franchise units are cwoaked...
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Re: Mighty Erfpires

Postby LTDave » Mon Jun 18, 2012 5:38 am

Image

Erfpire Information
Spoiler: show
The Colonel
Red Raiders
Red
6 Smuckers
A City Army 4 Infantry
B City
C City Army 8 Infantry

HerbieRae
Win
Orange
20 Smuckers
A City
B City 1 Dinglehoob Army 4 Infantry
C Army 4 Infantry 4 Heavies

Exate
Franchise
Green
8 Smuckers
A City Army 4 Infantry
B City
C City Army 4 Infantry 4 Heavies (4 units are cwoaked)

LTDave
The Womanians
White
1 Smuckers
A City & 1 Farm
B City Army 4 Infantry


ETheBoyce
Oderarchracy
Grey
14 Smuckers
A City Army 4 Infantry
B City
C City Army 4 Infantry

turbler
Melpharia
Purple
9 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 2 Infantry
C Army 2 Infantry 4 Heavies
LTO 2 Turn Ago

WaterMonkey314
Escotia
Blue
10 Smuckers
A City Army 4 Infantry
B City Army 4 Infantry
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Re: Mighty Erfpires

Postby LTDave » Mon Jun 18, 2012 5:40 am

(Amazingly, the same post time as the last battle)

Post Time: 3844 Dice Result

3844 _________________ 6
4438 _________________ 4

10 - Elect a player to immediately gain 2 extra Smuckers next turn. If a tie, no one gets the cash.

(Everyone gets one vote)


23 hours to post orders...
Last edited by LTDave on Mon Jun 18, 2012 5:44 am, edited 1 time in total.
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Re: Mighty Erfpires

Postby LTDave » Mon Jun 18, 2012 5:43 am

LTDave
The Womanians
White
1 Smuckers
A City & 1 Farm
B City Army 4 Infantry



TAX
+7 Smuckers

LTDave
The Womanians
White
8 Smuckers
A City & 1 Farm
B City Army 4 Infantry

And I vote for me! Give the extra Smuckers to me - after all, I did just lose an entire Army...

Turbler - I will trade with you next turn, if you'd like.
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Re: Mighty Erfpires

Postby LTDave » Mon Jun 18, 2012 5:47 am

(oh, and apologies for the day delay - my brother and parents are visiting from interstate)
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Re: Mighty Erfpires

Postby The Colonel » Mon Jun 18, 2012 6:07 am

Build a farm south of B city

The Colonel
Red Raiders
Red
4 Smuckers
A City Army 4 Infantry
B City +1 Farm
C City Army 8 Infantry
The Colonel
 
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Re: Mighty Erfpires

Postby The Colonel » Mon Jun 18, 2012 6:09 am

VOte ME!
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Re: Mighty Erfpires

Postby MarbitChow » Mon Jun 18, 2012 6:18 am

I vote for LTDave as well, because I enjoy the moral dilemma that it creates : does LTDave interpret 'everyone' to mean literally everyone, and thus gain the bonus for himself, or does he apply the spirit of the rules, and restrict the vote to 'every player', thus denying himself? (Some men just want to watch the world burn....)
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Re: Mighty Erfpires

Postby turbler » Mon Jun 18, 2012 7:47 am

I'm pretty happy about how this is turning out.
I'm gonna vote for LTDave.
Sorry for killing your dilemma, MarbitChow.
Also, I'll accept Dave's Trade offer for next turn.
As for this turn, Move C Army 1 hex southeast, attacking the neutral city there.
turbler
Melpharia
Purple
9 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 2 Infantry
C Army 2 Infantry 4 Heavies
LTO 3 Turns Ago
turbler
 
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Re: Mighty Erfpires

Postby HerbieRai » Mon Jun 18, 2012 10:04 am

Since there's a bandwagon, I'll jump on it.

I'll vote for LtDave

Army C will move 1 NW

Side Info
Win
Orange
20 Smuckers
A City
B City Army 4 Infantry
DingleHoob
C army 4 infantry, 4 heavies.
HerbieRai
 
Posts: 482
Joined: Mon Sep 13, 2010 1:58 pm

Re: Mighty Erfpires

Postby Exate » Mon Jun 18, 2012 10:38 am

I will vote for myself on the grounds that, while it may be unlikely at this point that I'll actually get the money, I still deserve it since otherwise Win will shortly overrun me like a well-funded tidal wave.

Then I'll recruit this turn.

Exate
Franchise
Green
8 Smuckers - 8 Smuckers
A City Army 4 Infantry + 1 Flyer
B City + 1 Infantry
C City Army 4 Heavies + 4 Infantry
Exate
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Re: Mighty Erfpires

Postby ETheBoyce » Tue Jun 19, 2012 12:41 am

Army A moves 2 hexes South; vote for self

Oderarchracy
Grey
14 Smuckers
A City
B City
C City Army 4 Infantry
D Army 4 Infantry
ETheBoyce
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Re: Mighty Erfpires

Postby LTDave » Tue Jun 19, 2012 6:56 am

END OF TURN

Turbler's Battle:

Post Time: 4755 Dice Result

4755 _________________ 1
4854 _________________ 5


Melpharia:
6 Attack + 1 Random - 3 Defence = 4 hits inflicted.

Defenders:
4 Attack + 5 Defence - 4 Defence = 5 hits inflicted.

The Melpharians are defeated, and must fall back one hex (yes, even though all the Defenders are cwoaked. I don't make the rules... or do I? Either way. Fall Back.)
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