Kreistor wrote:But also consider that the GK Archons are not looking inside FAQ territory. The Cc Archons can fly in, check, then retreat to FAQ and never have a chance of being spotted.
Faq Territory is several turns away from GK by Dwagon. I highly doubt that Archons have more than twice as much move as Dwagons.
Be that as it may, GK Archons were scanning only the kinds of hexes wild Dwagons pop in (mountains, I believe). If the insurgents (whatever they may be) hide in a hex wild Dwagons cannot pop in, the chances of being discovered go way down. They'd be practically zero if said hex was not between GK city and the mountains, and an Archon isn't dispatched specifically to hunt them.
Kreistor wrote:And, yeah, killing them might work, too, but you still leave a corpse that could be found. You're still stuck trying to hide that.
Burying them, maybe burning them, even tossing them into the bushes might be enough. The GK scouts weren't looking for dead gobwins, but for live dwagons. And it's pretty hard to spot things through foliage from the air.
bladestorm wrote:Or use a lookamancer to find the Gobwins, then a thinkamancer to coordinate the Marbits to that location. If it's like most games, the Gobwins will try to pop again in that same spot, only to be immediately slaughtered by the Marbits.
The only games I know like that are MMORPGs. Judging from the kind of games Erfworld is based off of, I'd say it would be more likely for randoms to pop purposefully away
from existing stacks than at predesignated spawn points.