


MarbitChow wrote:Roll : 12 (Lucky Streak). 22 Combat + (3 Leadership + 2 Chief Warlord + 4 Dance Fighting)b][/b]) - (5 Defense + 8 Dodge + 5 Inspiration + 2 Leadership + 3 Dance Fighting) = 10 Hits. Target slain. Team earns 6 XP.
Exate wrote:Speaking of future battles- not to distract from immediate concerns, but do we have plans for after the fight here is concluded, assuming that nothing goes horribly wrong in the next couple rounds?

Given that all enemy units will be getting another flat buff very soon, I'm inclined to go for the spearmen over the warriors right now- minor stat differences matter more when stats are lower, at least in general terms.Swodaems wrote:We still have a few decisions to make this round that I would like to get second opinions on. I know what I would do, but I want to see if anyone has any better ideas, or sees room for improvement.
We need to decide what to croak with our archery this round. The units that attacked WH05 are a good choice since they are no longer dodging, but who else should we hit after that? Do we go for about 3 of the other spearmen, who'll have lower def than the warriors? Or try to get a couple of the warriors off the field before they have a chance to try a rush at our gate next round?
Do we want to send out the melee troops now? Or delay some more?
The fact that the spearmen next to the gumptons were not bodyguarding means we can't use the heck pups to burn off all 4 of the spearmen. Do we still want to try using them to help finish off the gumptons this round, or do we wait, and try to do it more safely later? If we wait, we'll probaly see our melee get blocked off from the field by the enemy's warriors.
Do we want Triage to ward the remaining alt elf or wait to use his spells healing our troops? Does Junetta space-out an Archon again?
No offense to you guys, but while the extra casters are nice you don't have the numbers to make a serious impact on the strategic situation here. We still probably have enough troops to take on one city, don't have the siege to do so quickly, and probably don't have enough troops to take on two cities.Nnelg wrote:Well, don't forget about The New Batch. I figure that Tenebris will now have two armies to work with.Exate wrote:Speaking of future battles- not to distract from immediate concerns, but do we have plans for after the fight here is concluded, assuming that nothing goes horribly wrong in the next couple rounds?

Exate wrote:No offense to you guys, but while the extra casters are nice you don't have the numbers to make a serious impact on the strategic situation here. We still probably have enough troops to take on one city, don't have the siege to do so quickly, and probably don't have enough troops to take on two cities.Nnelg wrote:Well, don't forget about The New Batch. I figure that Tenebris will now have two armies to work with.

Nnelg wrote:Exate wrote:No offense to you guys, but while the extra casters are nice you don't have the numbers to make a serious impact on the strategic situation here. We still probably have enough troops to take on one city, don't have the siege to do so quickly, and probably don't have enough troops to take on two cities.Nnelg wrote:Well, don't forget about The New Batch. I figure that Tenebris will now have two armies to work with.
The elves can't be everywhere at once. I assumed we'd be splitting off some of the main army under the New Batch's command, especially that we'll have troops to spare now with all these corpses to uncroak. Golems too, should Vinny get enough EXP for lvl 2 this battle. Regus may even be able to pop new legionaries with Schmuckers, although you shouldn't take my word on that one.
Moreover, there mere fact that you now have two independent command groups fully-functional is something that definitely needs to be kept in consideration.
True, but they can be expected to have a garrison at every city, and to have been reinforcing those garrisons with popped units ever since identifying us as a threat some turns ago.Nnelg wrote:The elves can't be everywhere at once.
I would much prefer to combine all our assets from both groups, come up with a cohesive side strategy for this war, and then divide up units appropriately. There's no reason to keep ourselves divided into exactly two groups here, or to keep the units together which have been together so far on the basis of nothing other than momentum.Nnelg wrote:I assumed we'd be splitting off some of the main army under the New Batch's command
We don't have spare troops. We have large numbers of uncroaked, yes, but if this battle has demonstrated anything it's certainly shown that masses of units assaulting a city can be easily slaughtered en masse. And we certainly don't have schmuckers to burn- if we did, we'd be upgrading our cities to pop units more quickly.Nnelg wrote:we'll have troops to spare now with all these corpses to uncroak. Golems too, should Vinny get enough EXP for lvl 2 this battle. Regus may even be able to pop new legionaries with Schmuckers, although you shouldn't take my word on that one.
In my opinion, we don't have two independent command groups- we are far more flexible than that, because any warlord or caster can break off to lead forces independently and we've got the numbers to split into at least three or four effective command groups should the situation call for it. The issue is, for all that command prowess we don't have the bulk forces- the masses of infantry and siege, or the clusters of high-powered elites- needed to take over cities. We could put together a raiding group or two and use them to harass the enemy, but successfully assaulting two cities at once with our currently available assets would be a long shot and we can't afford to take long shots. We must win every battle, preferably as crushingly as possible, because a hard-won victory could finish us as surely as a defeat could.Nnelg wrote:Moreover, there mere fact that you now have two independent command groups fully-functional is something that definitely needs to be kept in consideration.
I don't think we can effectively dupe her, at least not in a way that will bring us significant advantage- we can't predict how the enemy will respond to this situation, but the most optimistic result of this that I'd anticipate would be our managing to ambush and destroy/capture an escort group dispatched to retrieve her, and I find that improbable and likely to involve multiple turns of many units that we need for other things shadowing her. We'll be able to pursue her as soon as it's our turn, slap her and her mount with hippiemancy for the capture, and resolve the issue quickly and easily. That's much simpler, and the rewards, while less substantial than a genius deception ploy of some kind, are much surer.Werebiscuit wrote:So we must think creatively with what resources we have. What would entice the elves into the field ? Perhaps to support a retreat ? Is killing their last commander (and thus removing the possibility of a retreat from here) a good strategy? We already have forced Armolad from the field. Can we use that somehow ? Swodaems I know you want to capture her. I think she may be more valuable if we can dupe her. In that respect Nemo is our most valuable asset.
Hmm. That might be more practical, but it would be dependent upon their not being identified as allied with us- and the mercenaries maintaining loyalty to us, and successfully deceiving the enemy long enough to get into a critical position. Still, they're a low enough value asset that I'd be willing to gamble them away on an attempt.Werebiscuit wrote:We also have a mercenary group. Could they be used to infiltrate a city ?
I am wary of gambling four of our casters on an infiltration scheme. Admittedly we have casters to burn, but they're still valuable and that's a lot of risk. I'm not sure how it could even work, considering that in order to get into a city you have to cross a hex border, and crossing hex borders can only be done when you have available move- that is, on your side's turn. Though it might not be impossible to have the Foolamancer bring a spelled commando stack into the city and have them somehow scale the walls undetected- surely grappling hooks are a thing and it's not like we have to approach a city from the direction the gate's in and all the guards are at. Depending upon how heavily garrisoned the city is and how effective the insertion is, Nemo, Bill, and some assault units might feasibly be able to take it. The big issue with that plan, of course, is that Foolamancy spells last all of one turn as currently written and can get blown by every random infantry unit so using them in any capacity other than for fleeting combat advantage is virtually impossible.Werebiscuit wrote:Let's try to fool the elves into the misjudgement that we are thinking conventionally. We should produce siege resources and set them up to take either Logans Run or Scarlett Hills but that should serve as a distraction. We will eventually use them conventionally but our real target should be to fool our way into the other city. Once inside the walls we have the potential to create havoc among the defenders with Bill creating an "instant" army from their losses, Nemo casting veils to make their troops look like ours and vice versa, Fortunes boosting our rolls and of course our regular stun merchant, T Coil.
If a shock force can decimate archery and hold the gate, then we can use our kitties and fliers as cavalry to quickly relieve the insertion team.
Our distraction should see the other city more heavily defended.

Exate wrote:...I am wary of gambling four of our casters on an infiltration scheme. Admittedly we have casters to burn, but they're still valuable and that's a lot of risk. I'm not sure how it could even work, considering that in order to get into a city you have to cross a hex border, and crossing hex borders can only be done when you have available move- that is, on your side's turn. Though it might not be impossible to have the Foolamancer bring a spelled commando stack into the city and have them somehow scale the walls undetected- surely grappling hooks are a thing and it's not like we have to approach a city from the direction the gate's in and all the guards are at. Depending upon how heavily garrisoned the city is and how effective the insertion is, Nemo, Bill, and some assault units might feasibly be able to take it. The big issue with that plan, of course, is that Foolamancy spells last all of one turn as currently written and can get blown by every random infantry unit so using them in any capacity other than for fleeting combat advantage is virtually impossible.
Ah, right you are. My mistake. And I read the duration bit wrong, so that's not an issue either and all my objections are melting away. I should get more sleep or something.WaterMonkey314 wrote:On Foolamancy - only Commanders can break veils. If an Elven city is like Progrock and guarded only by infantry, the veils will hold. (Though how the units will react is much less predictable).




That was a cut&paste issue. I grabbed the text from WE04 and pasted it to 2, and forgot to update the bonuses. There was no flip-flopping.Swodaems wrote:Also, is there really a unit flip-flopping between stacks faster than a politician, or is something wrong?
Under the current rules, yes. I'll probably update the Dodging rules in the future so that restacking does not drop dodge, however. I'll limit it to Attack / Strike / Fire / Casting actions (including scrolls), I think, so that units could drink a potion and continue dodging, for example.Swodaems wrote:If WE01 has restacked, does that action cause a loss of dodge bonus?
We're still in the brainstorming stage on that, and it wouldn't apply to the current scenario even once decisions are made. I'm of the opinion that rules changes (as opposed to clarifications) aren't fair in the middle of a fight.Swodaems wrote:As for the autonomy issue, I have to ask what will be our limits in terms of formations and such. With 9 men, could we declare a 8 man formation and tell the 9th to stand by to fill in any gaps?

MarbitChow wrote:Other than adding in ZA06 and Vinny to Tod's stack and firing on WE02, are there any additional orders?
Swodaems wrote:My suggestions for the rest of the round:
Vinny, ZA06, and Comet are put to the task of dealing with WE04.
I think we should recall the heavies to the four positions behind the door. We have WA02 take the position on the door opposite WA01. (He also fills WH05's position in Rowan's stack next round.)
We send the heck pups to finish off the gumptons and the 2 spearmen next to gumpton5. HP01 and HP02 use pyrohalitosis on SE05? and SE08, croaking them. Then. HP03 and HP04 blast the 2 gumptons. Since the gumptons are not being bodyguarded, this finishes them off. Either HP01 or HP02 is likely to be injured by counter-attacking spearmen with this plan, but will probably survive.
SE11 and SE12 are unwarded and not dodging. They are each fired upon by 2 of the zeds in Yuri's stack.
We have 12 com 16 archery units (3 garrison and 9 skele) that have yet to fire. These will be split 4 apiece to target SE03?, SE04, and WE05. (SE03 and SE04 are targeted to help protect the heck pups and WE05 is targeted because it is no longer dodging.)
The remaining zed archer in Yuri's stack fires on any survivor of our attack.
Triage does ward the remaining Alt elf and uses his second spell to heal up either HP01 or HP02. Junetta spaces-out Buffy. (She is the least likely to overcome the alt elves' wards due to her lack of Hiya, so the Archons have mathmatical incentive to not wake her up next round.)
Swodaems wrote:Next round starts with Tod shouting "Surrender or Croak" at the remaining warlord. If he chooses to croak, Will and Rolf eliminate him. We do the same thing that worked on WE03. Will shoots the guards and Rolf hits the warlord.
Cupid could technically attack before the warriors have to use or lose delayed actions at phase 19, but I think we're better off seeing what happens. There won't be anything for them to hit within one action's move, but with the delayed action and the one they get at phase 18 they can either hit the heck pups or make a move on our door. (With 3 of the alt elves still around, they can't do much to the towers.)
Swodaems wrote:I think we should recall the heavies to the four positions behind the door. We have WA02 take the position on the door opposite WA01. (He also fills WH05's position in Rowan's stack next round.)
We send the heck pups to finish off the gumptons and the 2 spearmen next to gumpton5. HP01 and HP02 use pyrohalitosis on SE05? and SE08, croaking them. Then. HP03 and HP04 blast the 2 gumptons. Since the gumptons are not being bodyguarded, this finishes them off. Either HP01 or HP02 is likely to be injured by counter-attacking spearmen with this plan, but will probably survive.
Cupid could technically attack before the warriors have to use or lose delayed actions at phase 19, but I think we're better off seeing what happens. There won't be anything for them to hit within one action's move, but with the delayed action and the one they get at phase 18 they can either hit the heck pups or make a move on our door. (With 3 of the alt elves still around, they can't do much to the towers.)
Werebiscuit wrote:Swodaems wrote:I think we should recall the heavies to the four positions behind the door. We have WA02 take the position on the door opposite WA01. (He also fills WH05's position in Rowan's stack next round.)
We send the heck pups to finish off the gumptons and the 2 spearmen next to gumpton5. HP01 and HP02 use pyrohalitosis on SE05? and SE08, croaking them. Then. HP03 and HP04 blast the 2 gumptons. Since the gumptons are not being bodyguarded, this finishes them off. Either HP01 or HP02 is likely to be injured by counter-attacking spearmen with this plan, but will probably survive.
Cupid could technically attack before the warriors have to use or lose delayed actions at phase 19, but I think we're better off seeing what happens. There won't be anything for them to hit within one action's move, but with the delayed action and the one they get at phase 18 they can either hit the heck pups or make a move on our door. (With 3 of the alt elves still around, they can't do much to the towers.)
Swodaems
If we're going to bring out the heck pups ( and hopefully sometime the rest of the Footsoldiers) shouldn't the heavies be running "interference" instead of retreating to the "safety" of the gates ? Yes, we may probably lose some but they'll last longer than a heck pup ( and aren't they easier to replace than a heck pup ? )
If they make a move on the door we still have troops inside so the heavies (and Pups) can fall on their rear and catch them in a pincer



WE01 wrote:"Death before dishonour!"


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