Kreistor wrote:bladestorm wrote:Sorta like how GK no longer pops Gobwins and can only pop Hobgobwins due to Vurp.
The missing Gobwins is a larger problem than that. Normally, they could find a Gobwin wandering the environment and entice him to join up as a natural ally, since like dwagons they pop in the environment like Barbarians. GK's scouts aren't even finding those. Something is preventing GK from finding Gobwins.
Which suggests interference by a major player with an excess of units that have long movement ranges to hunt for Gobwins and then hide. Barbaians pop at beginning of Day, so the antagonist would need to have a Natural Turn Order before GK. The obvious culprit is Charlie, who fits all of those requirements. If GK intends to assault Charlescomm, with its mountainous terrain, then GK needs tunnel-capable units. For GK, that means Gobwins and Spidews. Keeping Gobwins out of GK's hands is in Charlie's direct interest. Further, it gives him units to occupy his own tunnels.
And now that we know Isaac wants Parson to remove Charlie, we know that Charlie is not being paranoid in coming up with such a plan.
GK can kill the droves of Marbits they have found, decrypt them, and have instant tunnel units. Unless the Marbits cannot ally themselves with any side that has gobwin/witches/daemons/hobgobwins thing extends to decrypted marbits as well.
And just because they can pop as barbarian and are't doesn't counter the fact that GK used to be able to pop Gobwins, but now cannot because there are no living gobwins on GK's side. If Vurp had been croaked in that battle with Transylvito, GK wouldn't be producing and Hobgobwins either.