A battle of two cities - Turn 11

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Re: A battle of two cities - Turn 10

Postby Sihoiba » Tue Jul 12, 2011 6:37 am

Query for both teams: To avoid this game ending as a stalemate I'm considering the following change, opinions wanted please:

Reinforcement pop points remain at 150 a turn until turn 15, then from each subsequent turn the amount drops by 10 points, so that when/if the game hits turn 30 both sides no longer get reinforcements.

So yes or no?
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Re: A battle of two cities - Turn 10

Postby WaterMonkey314 » Tue Jul 12, 2011 5:16 pm

Do you think it's going to be that bad as a stalemate? I understand it's slowed down lately, but I think things will pick up a bit more soon.

On the other hand, if no major events happen (no major troop movements; no major combat) until Turn 15, I would be fine with restricting resources.
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Tue Jul 12, 2011 5:20 pm

WaterMonkey314 wrote:Do you think it's going to be that bad as a stalemate? I understand it's slowed down lately, but I think things will pick up a bit more soon.

On the other hand, if no major events happen (no major troop movements; no major combat) until Turn 15, I would be fine with restricting resources.


Well 5 more turns is enough to see if there's any improvement. I think it's quite likely though considering the way combats go and the difficulty of getting within attack range of an enemy base without losing your attack force on the next turn.
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Re: A battle of two cities - Turn 10

Postby BLANDCorporatio » Wed Jul 13, 2011 5:19 am

There's a problem with that fix.

Why wait for turn 15 or whatever, why not cut off reinforcements right now? If that happened, I'd still be averse to getting anywhere near an enemy base.
The whole point of this is lost if you keep it a secret.
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Wed Jul 13, 2011 5:22 am

Ok so I'll take that as a no then. Let the battle continue.
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Sat Jul 16, 2011 5:57 pm

A veiled stack enter C6 heading straight for the lone unit, the Decoy Octopus does not see them coming

Otto Motor L2.2 {Vakshasa L1.1}, Otto Motor L2.1 {Ewynies L2.1} Wail Gowem L2.0 {Klaus Witz L3.0}
vs
Decoy Octopus

Spoiler: show
Code: Select all
COMBAT!   
Battle is joined in hex:   C6
TIME OF POST (in minutes and seconds):   5710
Attacker:   
Total Attack Value:   86
Level of Highest Commander:   4
Number of Fighting Units:   6
Total Level of Fighting Units:   12
Number of Units:   6
Total Defence:   19
Stacking Bonus:   1.5
Average Defence:   3.2
Commander Bonus:   1.4
Level Bonus:   1.1
Terrain Bonus of Hex:   0.0
Fatigue Penalty:   1.0
Dancefighting Bonus   1.0
Ambush Bonus   1.0
Random Percentage:   60%
Total Damage:   119
   
Hits Inflicted on the Enemy:   119


The Decoy Octopus is utterly destroyed, Klaus Witz stacks gains an XP an OttoMotor and a Vakshasa level!
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Sat Jul 16, 2011 6:04 pm

A veiled stack enters G4 the Decoy Octopus is oblivious sunning itself in the pleasant weather.

Otto Motor(Lvl 2.2) {Vakshasa Lvl 1.1}, 1x Vakshasa {3x Imp}
vs
Decoy Octopus

Spoiler: show
Code: Select all
COMBAT!   
Battle is joined in hex:   G4
TIME OF POST (in minutes and seconds):   458
Attacker:   
Total Attack Value:   28
Level of Highest Commander:   0
Number of Fighting Units:   6
Total Level of Fighting Units:   7
Number of Units:   6
Total Defence:   10
Stacking Bonus:   1.5
Average Defence:   1.7
Commander Bonus:   1.0
Level Bonus:   1.0
Terrain Bonus of Hex:   0.0
Fatigue Penalty:   1.0
Dancefighting Bonus   1.0
Ambush Bonus   1.0
Random Percentage:   85%
Total Damage:   36
   
Hits Inflicted on the Enemy:   36


There might be some of the Decoy Octopus left to find this time, but it is still very very dead. The attacks gain an XP and the Ottomotor and it's Vakshasa mount level.
Last edited by Sihoiba on Sun Jul 17, 2011 7:15 am, edited 1 time in total.
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Sun Jul 17, 2011 7:13 am

A Decoy Octopus at G3 can't shake the feeling that something bad is about to happen, but it doesn't pay enough attention to break the veil of the units about to attack it

Vakshasa L1.1 {3x Imp L1.1}
vs
Decoy Octopus

Spoiler: show
Code: Select all
COMBAT!   
Battle is joined in hex:   G3
TIME OF POST (in minutes and seconds):   1340
Attacker:   
Total Attack Value:   5
Level of Highest Commander:   0
Number of Fighting Units:   4
Total Level of Fighting Units:   4
Number of Units:   4
Total Defence:   4
Stacking Bonus:   1.3
Average Defence:   1.0
Commander Bonus:   1.0
Level Bonus:   1.0
Terrain Bonus of Hex:   0.0
Fatigue Penalty:   1.0
Dancefighting Bonus   1.0
Ambush Bonus   1.0
Random Percentage:   95%
Total Damage:   6
   
Hits Inflicted on the Enemy:   6


The Octopus is cwoaked, all the attackers level.
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Sun Jul 17, 2011 7:23 am

A Decoy Octopus seems twitchy and unsettled almost as if it knows something bad is about to happen, which it does in the form of veil attack that sneaks up behind it unnoticed

Vakshasa {3x Imp}
vs
Decoy Octopus

Spoiler: show
Code: Select all
COMBAT!   
Battle is joined in hex:   A7
TIME OF POST (in minutes and seconds):   2319
Attacker:   
Total Attack Value:   5
Level of Highest Commander:   0
Number of Fighting Units:   4
Total Level of Fighting Units:   4
Number of Units:   4
Total Defence:   4
Stacking Bonus:   1.3
Average Defence:   1.0
Commander Bonus:   1.0
Level Bonus:   1.0
Terrain Bonus of Hex:   0.0
Fatigue Penalty:   1.0
Dancefighting Bonus   1.0
Ambush Bonus   1.0
Random Percentage:   60%
Total Damage:   4
   
Hits Inflicted on the Enemy:   4


The Octopus at A7 is unceremoniously cwoaked, the attackers gain an XP.
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Mon Jul 18, 2011 5:18 am

A Porcupine sets of 3 traps in F7!

The Porcupine takes 2 damage is knocked back on to another trap for 2 damage, and badly injured stumbles into a third for 2 damage. The Porcupine is cwoaked.
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Mon Jul 18, 2011 5:47 am

A Porcupine sets of 3 traps in F7!

This porcupine enters more carefully than the last, but it doesn't see the triangle of traps before it is too late. It takes 2 then 2 then 2 damage and cwoaks,
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Mon Jul 18, 2011 6:23 am

A Porcupine sets off 2 traps in F7

It takes 4 damage and survives.
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Re: A battle of two cities - Turn 10

Postby Sihoiba » Mon Jul 18, 2011 7:17 am

FERRR DERRRRP! TEAM B has ended turn after a Decoy Octopi fishing trip and some messy trap actions. It is now TEAM A's scout phase
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Re: A battle of two cities - Turn 11

Postby Sihoiba » Tue Aug 02, 2011 11:01 am

FERRR DERRRRP! TEAM A has ended turn after an apparently quiet turn. It is now TEAM B's scout phase...
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Re: A battle of two cities - Turn 11

Postby Sihoiba » Tue Aug 09, 2011 4:53 pm

An Imp spots Team A's forces attempting to move quietly through A6!

RI1 - 6 Aimursa Hunter (lvl 1.1), Aimursa Hunter (lvl 1.1), Commander Osachi (lvl 3.1)

An Imp here's then sees heavy forces in A4!

EC2 - Field Gun(Lvl 2){2 Fusilier(Lvl 2)}, 1 Grenadier(Lvl 2) with MH {Fusilier}, Field Gun(Lvl 2) {Fusilier(Lvl 2) with MH, Capt. Fletcher(Lvl 2) CWL with MH}

Osachi is a Aimursa Hunter Commander
Fletcher is a Fusilier Commander
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Re: A battle of two cities - Turn 11

Postby Sihoiba » Wed Aug 10, 2011 8:58 am

An Imp enters A1 and is ambushed by Team B's forces. Before it dies it sees the following:

2x Sato, 2 Grenadier, Fusilier, Fusilier, Fusilier, Jack "Be Quick" Candlestick (Lvl 2) with MH
Sato, 3 Fusiliers
Foola-ORLY
9x Decoy Octopus

Jack "Be Quick" Candlestick is a Fusilier Commander

Imp (Lvl 1.1)
vs
Sato, Saro, 2 Grenadier, Fusilier, Fusilier, Fusilier, Jack "Be Quick" Candlestick (Lvl 2) with MH

Spoiler: show
Code: Select all
COMBAT!   
Battle is joined in hex:   A1
TIME OF POST (in minutes and seconds):   5823
Attacker:   
Total Attack Value:   0
Level of Highest Commander:   0
Number of Fighting Units:   1
Total Level of Fighting Units:   1
Number of Units:   1
Total Defence:   0
Stacking Bonus:   1.0
Average Defence:   0.0
Commander Bonus:   1.0
Level Bonus:   1.0
Terrain Bonus of Hex:   0.0
Fatigue Penalty:   1.0
Dancefighting Bonus   1.0
Ambush Bonus   1.0
Random Percentage:   85%
Total Damage:   0
   
Hits Inflicted on the Enemy:   0
   
Defender   
Total Attack Value:   92
Level of Highest Commander:   2
Number of Fighting Units:   8
Total Level of Fighting Units:   8
Number of Units:   8
Total Defence:   36
Stacking Bonus:   1.7
Average Defence:   4.5
Commander Bonus:   1.2
Level Bonus:   1.0
Terrain Bonus of Hex:   0.0
Fatigue Penalty:   1.0
Dancefighting Bonus   1.0
Ambush Bonus   2.0
Random Percentage:   65%
Total Damage:   244
   
Hits Inflicted on the Enemy:   244


The Imp is nimbly annihilated, Jack Candlestick and his stack gains 1XP.
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Re: A battle of two cities - Turn 11

Postby Sihoiba » Wed Aug 10, 2011 5:13 pm

Blandcorporatio has just spotted that the Fusiliers are against the rules having defence higher than hits. There are two options:
1)It's been 11 turns carry on regardless.
2)Require all future fusiliers to have 5 hits and be popped costing accordingly.

Opinions?
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Re: A battle of two cities - Turn 11

Postby Sihoiba » Wed Aug 10, 2011 5:28 pm

An unled force of Team B's units enters A4 under veil, heading for the field gun stack. The field guns do not see them coming!

3x Imp L2.0, Dwake L1.0, Vakshasa L2.0, Otto Motor L3.0, Otto Motor L3.0, Vakshasa L2.0 - Veiled, Baffled
vs
Field Gun(Lvl 2){2 Fusilier(Lvl 2)}, 1 Grenadier(Lvl 2) with MH {Fusilier}, Field Gun(Lvl 2) {Fusilier(Lvl 2) with MH, Capt. Fletcher(Lvl 2) with MH}

Spoiler: show
Code: Select all
COMBAT!   
Battle is joined in hex:   A4
TIME OF POST (in minutes and seconds):   3741
Attacker:   
Total Attack Value:   59
Level of Highest Commander:   0
Number of Fighting Units:   8
Total Level of Fighting Units:   17
Number of Units:   8
Total Defence:   16
Stacking Bonus:   1.7
Average Defence:   2.0
Commander Bonus:   1.0
Level Bonus:   1.1
Terrain Bonus of Hex:   0.0
Fatigue Penalty:   1.0
Dancefighting Bonus   1.0
Ambush Bonus   1.0
Random Percentage:   75%
Total Damage:   84
   
Hits Inflicted on the Enemy:   42
   
Defender   
Total Attack Value:   0
Level of Highest Commander:   2
Number of Fighting Units:   8
Total Level of Fighting Units:   15
Number of Units:   8
Total Defence:   32
Stacking Bonus:   1.7
Average Defence:   4.0
Commander Bonus:   1.2
Level Bonus:   1.1
Terrain Bonus of Hex:   0.0
Fatigue Penalty:   1.0
Dancefighting Bonus   1.0
Ambush Bonus   1.0
Random Percentage:   90%
Total Damage:   0
   
Hits Inflicted on the Enemy:   0


A field gun and 2 fusiliers are cwoaked, the Grenadier is down to 4/8 hits. The attacking units all gain an XP.
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Re: A battle of two cities - Turn 11

Postby BLANDCorporatio » Wed Aug 10, 2011 5:31 pm

Ok, going decently so far.

About the question- my team of course prefers option 2: either have Fusiliers with 4H 4D or 5H 5D, and they will cost accordingly.
The whole point of this is lost if you keep it a secret.
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Re: A battle of two cities - Turn 11

Postby WaterMonkey314 » Wed Aug 10, 2011 10:40 pm

Sihoiba wrote:Blandcorporatio has just spotted that the Fusiliers are against the rules having defence higher than hits. There are two options:
1)It's been 11 turns carry on regardless.
2)Require all future fusiliers to have 5 hits and be popped costing accordingly.

Opinions?

Holy crap - we've gone THIS long without noticing? :S

I... er, don't actually remember what the defense stat does here... but I suppose a third option would be to drop defense down to 4 and recost them in future.
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