Battle for Volvo Field

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Re: Battle for Volvo Field

Postby HerbieRai » Fri Dec 10, 2010 4:49 pm

And, the last one
Spoiler: show
COMBAT!
Battle is joined in hex: C7
TIME OF POST (in minutes and seconds): 4710
Attacker:
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 0
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 80%
Total Damage: 5

Hits Inflicted on the Enemy: 5

Defender
Total Attack Value: 1
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 0.0
Commander 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: 1

Hits Inflicted on the Enemy: 1

And the last one is wounded. They still leave the SW, and that is the end of Gobwin Knob turn.
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Re: Battle for Volvo Field

Postby Nihila » Fri Dec 10, 2010 5:41 pm

Mwahahahahah! I inflicted 3 Hits of damage!... out of a total of 18... I'll go hide now...

Anyways, I'll use 15 of my 18 left over points to pop 3 Doombats, I'll donate 25 of my new points to Andwoidia, and I'll pop an Eager Elf. 3 points remain.
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
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Re: Battle for Volvo Field

Postby Shusagi » Fri Dec 10, 2010 10:39 pm

Popping two engineer dwoids and a hoverboard, 19 points left. Will pop more if I get any points from Squeejee, but with the other hoverboard back in the starting hex, this is actually fine for now.
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Re: Battle for Volvo Field

Postby Squeejee » Sun Dec 12, 2010 9:32 pm

Starting Points: 75
Leftover Points: 8
Total: 83
Popping 3 Field Archers: 38
Popping 1 Knight: 12

I'll give my remaining 12 to Andwodia for another hoverboard / Engineer Dwoid, your discretion.

I've gone ahead and put together a start of turn 2 map, if you care to use it...
Spoiler: show
Image
Image

All enemy positions can be assumed as "last known," because we can't see what they're doing unless we scout them again.


Also, do the archers really lose the ranged benefit for having a Foolamancer in the stack? This seems counter-intuitive, more like the archers get the benefit from ranged and the Foolamancer simply can't participate in attacks vs flyers. And do we not get to engage enemy stacks that enter our hex? Especially because those Gargoyles seemed to be stacked separately and unled, I would think they would have taken hits from my Field Archers and the Eager Elves in C7.

EDIT: Okay, I re-read the special abilities rules and I guess here archers don't explicitly get the ability to engage flyers... but then again, the benefits of being move 5 and having flight aren't called out either.
Last edited by Squeejee on Sun Dec 12, 2010 11:10 pm, edited 3 times in total.
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Re: Battle for Volvo Field

Postby HerbieRai » Sun Dec 12, 2010 10:54 pm

I like that map, its a lot sexier than mine.

In any case, I need scouting orders before I can tell you where things are. :D
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Re: Battle for Volvo Field

Postby Shusagi » Sun Dec 12, 2010 11:00 pm

Popping another hoverboard with those extra points.
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Re: Battle for Volvo Field

Postby Squeejee » Sun Dec 12, 2010 11:12 pm

HerbieRai wrote:I like that map, its a lot sexier than mine.


:D Thought you would. I made it in Inkscape, took about 30 minutes in total.
Last edited by Squeejee on Sat Dec 18, 2010 12:26 am, edited 1 time in total.
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Re: Battle for Volvo Field

Postby Nihila » Fri Dec 17, 2010 5:55 pm

Okay, here are my scouting orders:
From C9:
DS1: B9, B8, A7, A8, A9
DS2: C8, C7, C6, C5, B5
DS3: D9, D8, D7, D6, D5

From C7:
DS1: B7, B6, B5, B4, B3
DS2: C6, C5, C4, C3, C2
DS3: D7, D6, D5, D4, D3
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer
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Re: Battle for Volvo Field

Postby HerbieRai » Fri Dec 17, 2010 11:18 pm

Ok guys, You find in

B8:
6 separate stacks of 1 gargoyle. 3 are down 1 hit

B5:
7 pikemen, commanders Asea (lvl 3 pikeman)

D5:
6 Archers, commander Machi, dispile of jack - baffled

C4:
12 hobgobwins, Dwagon

Map (I added enemy built roads)
Spoiler: show
Image
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Re: Battle for Volvo Field

Postby Squeejee » Sat Dec 18, 2010 12:52 am

Oz
1 Knight in C9 moves to C7.
The 3 Field Archers in C9 move to C8.
The 4 Field Archers in C7 move to C8.
1 Camo-Master from C7 moves to C8.
The 7 Archers and 1 Camo-Master in C8 form 3 stacks of 2 Archers and 1 stack of Archer / Camo-Master.
The Oz stacks in C8 moves to B8 and engages.

Engagement
The 7 Archers form into 3 stacks of 2 and engage 3 of the Gargoyles. The last Archer and Camo-Master engage 1 more Gargoyle. After the fights, surviving Archers / Camo-Master will re-stack together in B8.

New Stacks
C7: 6 Heavy Stabbers, Camo-Master, Randy--Veiled
C7: 1 Knight, Jake
B8: 7 Field Archers, 1 Camo-Master--Veiled (pending casualties)

If any allied units in C7 are out of stack, they will be assumed to be in Jake's stack until given further orders.
Last edited by Squeejee on Sun Dec 19, 2010 3:33 am, edited 2 times in total.
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Re: Battle for Volvo Field

Postby Shusagi » Sat Dec 18, 2010 1:42 am

Tinman, Two Andwoids, and a Hoverboard complete the road in C8.
Mr.Roboto's (newly organized) stack move to C7 where the Engineer Dwoid sets a Dirtamancy trap.
Two hoverboards move two engineer dwoids from C9 to C6 where they build a road, and then return them to C8 and stack with Tinman

C8: Road @ 100%
Tinman's Stack: Andwoid, Andwoid, Hoverboard, Hoverboard, Hoverboard, Engineer Dwoid, Engineer Dwoid, Tinman

C7: Road @ 50%. Dirtamancy Trap.
Mr.Roboto's Stack: Andwoid, Andwoid, Engineer Dwoid, Destwoyer, Cloaker Dwoid, Mr.Roboto (Veiled)
Cloaker Dwoid stacked with Jake putting a Veil on his stack

C6: Road @ 100%

Edit: A cloaker dwoid dissapeared in the chaos, I added it to Jake's stack. Also I double posted.
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Re: Battle for Volvo Field

Postby HerbieRai » Sat Dec 18, 2010 10:29 pm

Squeejee wrote:Engagement
The 7 Archers + 1 Camo Master engage the gargoyle stacks one at a time, the archers getting Ranged first strike and the Camo-Master's Veil preventing the gargoyle's first attacks (assuming they survive the ranged volley) from hitting unless they succeed on a spot check of 30%. The chance of hitting the spot check decreases by 5% after every dead Gargoyle.


If you want to do this, you'll get fatigued each fight. Aka, the first gargoyle is going to go, but each further attack takes 1 move (so you probably be out of move before they all die) and each subsequent attack gives you a 50% fatigue modifier.
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Re: Battle for Volvo Field

Postby Squeejee » Sat Dec 18, 2010 11:12 pm

Ah. One move left, so they split up and engage the gargoyles 1v1 then re stack and get veil ed.

Also, where in the rules does it say that it costs one move to make an attack? It also only states that fatigue applies to defenders, nothing about attackers. You also never said anything about the attacks I should have gotten when the gargoyles entered my archers' hex. I seriously get the feeling this is being made up as we go.
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Re: Battle for Volvo Field

Postby WaterMonkey314 » Sat Dec 18, 2010 11:37 pm

Squeejee wrote:Ah. One move left, so they split up and engage the gargoyles 1v1 then re stack and get veil ed.

Also, where in the rules does it say that it costs one move to make an attack? It also only states that fatigue applies to defenders, nothing about attackers. You also never said anything about the attacks I should have gotten when the gargoyles entered my archers' hex. I seriously get the feeling this is being made up as we go.


I may be kibitzing here, but I think Herbie is thinking you're moving into and out of the hex, hence the move cost. Also, ordinarily we wouldn't even allow multiple attacks; the fatigue thing probably got lost in the cracks.
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Re: Battle for Volvo Field

Postby HerbieRai » Sun Dec 19, 2010 12:40 am

A lot of the rules were stated in the other games but never added to the posted rules. My fault for lazily copy and pasting. In the rules it does say units can only attack once per turn (under "a turn" spoiler). I was wrong with the movement.

I meant to add the multiple attacks with the fatigue, but forgot to. Forget I ever mentioned it.

You are also able to run the battle calculations yourselves on the spreadsheet linked on the first page. I'll run them for you if you wish.
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Re: Battle for Volvo Field

Postby Squeejee » Sun Dec 19, 2010 1:43 am

Okay, so ill just learn the un transcribed rules as we go. I'll run the calculations as soon as I get to my computer and figure it out.

EDIT: Okay, adjusted above orders post to reflect final orders, about to start rolling...
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Re: Battle for Volvo Field

Postby Squeejee » Sun Dec 19, 2010 3:12 am

COMBAT 1
Spoiler: show
Battle is joined in hex: B8
TIME OF POST (in minutes and seconds): 242
Attacker:
Total Attack Value: 8
Level of Highest Commander: 0
Number of Fighting Units: 2
Number of Units: 2
Total Defence: 4
Stacking Bonus: 1.1
Average Defence: 2.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 1%
Total Damage: 9

Hits Inflicted on the Enemy: 6

Defender
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 1%
Total Damage: 4

Hits Inflicted on the Enemy: 3

One Gargoyle Dies

Combat 2
Spoiler: show
COMBAT!
Battle is joined in hex: B8
TIME OF POST (in minutes and seconds): 1248
Attacker:
Total Attack Value: 8
Level of Highest Commander: 0
Number of Fighting Units: 2
Number of Units: 2
Total Defence: 4
Stacking Bonus: 1.1
Average Defence: 2.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 1%
Total Damage: 7

Hits Inflicted on the Enemy: 4

Defender
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 1%
Total Damage: 5

Hits Inflicted on the Enemy: 4

One Gargoyle Dies

Combat 3
Spoiler: show
COMBAT!
Battle is joined in hex: B8
TIME OF POST (in minutes and seconds): 1618
Attacker:
Total Attack Value: 8
Level of Highest Commander: 0
Number of Fighting Units: 2
Number of Units: 2
Total Defence: 4
Stacking Bonus: 1.1
Average Defence: 2.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 1%
Total Damage: 7

Hits Inflicted on the Enemy: 4

Defender
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 1%
Total Damage: 5

Hits Inflicted on the Enemy: 4

One Gargoyle Dies

Combat 4
Spoiler: show
COMBAT!
Battle is joined in hex: B8
TIME OF POST (in minutes and seconds): 1736
Attacker:
Total Attack Value: 4
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 2
Total Defence: 4
Stacking Bonus: 1.0
Average Defence: 2.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 1%
Total Damage: 2

Hits Inflicted on the Enemy: 1

Defender
Total Attack Value: 6
Level of Highest Commander: 0
Number of Fighting Units: 1
Number of Units: 1
Total Defence: 3
Stacking Bonus: 1.0
Average Defence: 3.0
Commander Bonus: 1.0
Terrain Bonus of Hex: 0.0
Fatigue Penalty: 1.0
Dancefighting Bonus 1.0
Ambush Bonus 1.0
Random Percentage: 1%
Total Damage: 5

Hits Inflicted on the Enemy: 3

Nobody dies this time :/

As a general reminder, the Field Archers (including one who is at 1 hit) re-stack with the Camo-Master, who casts Veil in anticipation of a counter-attack. The Field Archer with 1 hit should be assumed to be at the bottom of the new stack.
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Re: Battle for Volvo Field

Postby HerbieRai » Sun Dec 19, 2010 12:59 pm

You are on top of things.
Last edited by HerbieRai on Sun Dec 19, 2010 7:53 pm, edited 1 time in total.
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Re: Battle for Volvo Field

Postby Squeejee » Sun Dec 19, 2010 6:18 pm

Shouldn't lose any archers - they do their damage first, ranged, remember?

Also, if I killed three and there were six, doesn't that leave three more?
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Re: Battle for Volvo Field

Postby Shusagi » Tue Dec 21, 2010 3:24 am

(Once you guys have the gargoyle fight sorted out, I do believe that'll be the end of our turn. Either of you two can make the call to end it unless there's some moving around you wanted to get done)
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