Mighty Erfpires

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Re: Mighty Erfpires

Postby The Colonel » Thu Jun 21, 2012 9:38 am

Pop 2 heavies and two fliers in A city army

The Colonel
Red Raiders
Red
2 Smuckers
A City Army 4 Infantry, 2 Heavy, 2 Fliers
B City +1 Farm
C City Army 8 Infantry +1 Farm
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Re: Mighty Erfpires

Postby LTDave » Thu Jun 21, 2012 4:58 pm

Yes - map error.

Frachise (Green) has taken that city.
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Re: Mighty Erfpires

Postby ETheBoyce » Thu Jun 21, 2012 8:10 pm

Recruit 2 Heavies, 1 Infantry at City D

Orderachracy
Grey
0 Smuckers
A City
B City
C City Army 4 Infantry
D City Army 5 Infantry, 2 Heavies
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Re: Mighty Erfpires

Postby Exate » Thu Jun 21, 2012 11:39 pm

Hmm. Well, this is inconvenient. At least my cashflow has reset from negative.

I will Move Army A two hexes east.

Exate
Franchise
Green
0 Smuckers
A City Army 4 Infantry 1 Flyer
B City Army 1 Infantry
C City
D City Army 4 Heavies
Exate
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Re: Mighty Erfpires

Postby LTDave » Fri Jun 22, 2012 6:24 am

Image

Erfpire Information
Spoiler: show
The Colonel
Red Raiders
Red
2 Smuckers
A City Army 4 Infantry 2 Heavies 2 Fliers
B City +1 Farm
C City Army 8 Infantry +1 Farm

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

Exate
Franchise
Green
0 Smuckers
A City
B City Army 1 Infantry
C City
D City Army 4 Heavies
E Army 4 Infantry 1 Flyer

LTDave
The Womanians
White
9 Smuckers
A City & 1 Farm
B City Army 3 Infantry
C 1 Infantry
LTO 3 Turns Ago

ETheBoyce
Oderarchracy
Grey
0 Smuckers
A City
B City
C City Army 4 Infantry
D City Army 5 Infantry 2 Heavies

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

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

Postby LTDave » Fri Jun 22, 2012 6:26 am

Post Time: 2458 Dice Result

2458 _________________ 4
2854 _________________ 4

Random:
8 - Building costs overrun. All Build orders cost an extra smucker this turn.

Cwap on a stick! Just when I wanted to build a new city...
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Re: Mighty Erfpires

Postby LTDave » Fri Jun 22, 2012 6:27 am

Build a City at C...

LTDave
The Womanians
White
9 - 6 = 3 Smuckers
A City & 1 Farm
B City Army 3 Infantry
C City 1 Infantry
LTO 4 Turns Ago

Anyone want to trade next turn?
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Re: Mighty Erfpires

Postby The Colonel » Fri Jun 22, 2012 6:29 am

A city army, CHARGE SOUTH!

The Colonel
Red Raiders
Red
2 Smuckers
A City Army 4 Infantry 2 Heavies 2 Fliers
B City +1 Farm
C City Army 8 Infantry +1 Farm
The Colonel
 
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Re: Mighty Erfpires

Postby The Colonel » Fri Jun 22, 2012 6:30 am

The Colonel
Red Raiders
Red
2 Smuckers
A City Army 4 Infantry 2 Heavies 2 Fliers
B City +1 Farm
C City Army 8 Infantry +1 Farm
D Army 4 Infantry 2 Heavies 2 Fliers
The Colonel
 
Posts: 545
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Re: Mighty Erfpires

Postby Exate » Fri Jun 22, 2012 7:10 am

Once again, the map seems to have missed out on my move, but...

Move Army E one hex southeast, into Win's City C.

Exate
Franchise
Green
0 Smuckers
A City
B City Army 1 Infantry
C City
D City Army 4 Heavies
E Army 4 Infantry 1 Flyer
Exate
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Re: Mighty Erfpires

Postby HerbieRai » Fri Jun 22, 2012 9:50 am

If that's how you want to play it, We can dance around each other for a turn or 2.

My army D will take Franchises city C
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Re: Mighty Erfpires

Postby HerbieRai » Fri Jun 22, 2012 9:52 am

Double post for side info


Side Info
Win
Orange
11 Smuckers
A City
B City Army 4 Infantry
C City
Army D 4 infantry, 4 heavies.
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Re: Mighty Erfpires

Postby Exate » Fri Jun 22, 2012 1:04 pm

HerbieRai wrote:If that's how you want to play it, We can dance around each other for a turn or 2.
Actually I did that because depending upon how one reads the rules, I won the game by possessing five cities the instant I took that one. If a side has to end the turn with five cities to win then we're still playing, but the rules don't say that you have to keep all five cities for any given length of time.

Of course, that depends on all turns not being processed simultaneously- they're not, since we've had battles partway through turns before, but...
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Re: Mighty Erfpires

Postby turbler » Fri Jun 22, 2012 1:10 pm

I return... and apparently somebody is already on the verge of winning.
Let's finish off that empty city I was going to take all those turns ago...
Move C Army 1 Hex Southeast
turbler
Melpharia
Purple
8 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 2 Infantry
C Army 1 Heavies
LTO 6 Turns Ago (Did I count that right?)
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Re: Mighty Erfpires

Postby ETheBoyce » Fri Jun 22, 2012 1:16 pm

Move army E 2 hexes SE

Orderachracy
Grey
0 Smuckers
A City
B City
C City Army 4 Infantry
D City
E Army 5 Infantry 2 Heavies
ETheBoyce
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Re: Mighty Erfpires

Postby LTDave » Sat Jun 23, 2012 5:10 am

Melpharian Battle

Post Time: 1038 Dice Result

1038 _________________ 5
1533 _________________ 4


Melpharians:
1 Attack + 5 Random - 3 Defence = 3 hits inflicted

Defenders:
4 Attack + 4 Random - 0 Defence = 8 hits inflicted


The Melpharians are wiped out. Neutral Cities are always defended by 4 Infantry.
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Re: Mighty Erfpires

Postby LTDave » Sat Jun 23, 2012 5:13 am

Image

Erfpire Information
Spoiler: show
The Colonel
Red Raiders
Red
2 Smuckers
A City Army
B City +1 Farm
C City Army 8 Infantry +1 Farm
D Army 4 Infantry 2 Heavies 2 Fliers

HerbieRae
Win
Orange
11 Smuckers
A City
B City 1 Dinglehoob Army 4 Infantry
D City Army 4 Infantry 4 Heavies

Exate
Franchise
Green
0 Smuckers
A City
B City Army 1 Infantry
D City Army 4 Heavies
E City Army 4 Infantry 1 Flyer

LTDave
The Womanians
White
3 Smuckers
A City & 1 Farm
B City Army 3 Infantry
C City 1 Infantry
LTO 4 Turns Ago

ETheBoyce
Oderarchracy
Grey
0 Smuckers
A City
B City
C City Army 4 Infantry
D City
E Army 5 Infantry 2 Heavies

turbler
Melpharia
Purple
8 Smuckers
A City & 1 Farm Army 4 Infantry
B City Army 2 Infantry
C Army 1 Heavies
LTO 6 Turn Ago

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

Postby LTDave » Sat Jun 23, 2012 5:13 am

Post Time: 1301 Dice Result

1301 _________________ 6
1895 _________________ 1

Random:
7 - Dingles need Hoobing! The Player with the most Dinglehoobers immediately gains 10 Smuckers. If a tie, no one gets the Cash!


D'Oh!
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Re: Mighty Erfpires

Postby LTDave » Sat Jun 23, 2012 5:23 am

Anyone want to trade this turn?

If I don't hear back about trade, I'll be recruiting in B - unless the Orderarchy want to give assurances that they will not be attacking my City...


For those interested, there is a Green E over that City in the Forest - it just doesn't show up so well.
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Re: Mighty Erfpires

Postby The Colonel » Sat Jun 23, 2012 5:31 am

D ARMY! ATTACK BLUE CITY B

The Colonel
Red Raiders
Red
2 Smuckers
A City Army
B City +1 Farm
C City Army 8 Infantry +1 Farm
D Army 4 Infantry 2 Heavies 2 Fliers
The Colonel
 
Posts: 545
Joined: Sat Mar 17, 2012 9:56 am

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