The Battle for Mine Island (Turn 7, I.A.R.)

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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Fri Jul 15, 2011 8:55 am

Did mention an extra scouting action, here it is.

At I16, the

8x Archer L1.0
8x Archer L1.0

-s there are amused to notice a red spot dancing on the walls of the fort. They get a strange feeling that someone is watching them.

Archer: 3H 6A 4D 2M Walker Ranged (63 cost)
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Fri Jul 15, 2011 9:49 am

At G11, from the South, air currents bring forth

Attacker
Warm Front L1.1

vs.

Defender
5x Scout L1.0, Commander "Genericus" L1.0

Unit stats:
Warm Front: 3H 0A 0D 5M Flier Ranged Shockamancy Healomancy Siege Dancefighting Sapper (126 cost)

Commander: 5H 0A 4D 5M Walker Commander (207 cost)
Scout: 5H 0A 4D 5M Walker Scout

The battle is a ferocious posturing, as neither side actually has any muscle to hurt the other. After what seems like forever, the two sides grow bored of yelling "come at me bro" and break it off. No damage is dealt, no XPs are gained, in what everyone agrees was a complete waste of time. Or was it?

The Front flies a bit more inside the hex, then leaves G11 heading South.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Fri Jul 15, 2011 10:07 am

Again at G11, from the South, an acrid smell fills the air as from the South arrive

Attacker
2x Acid Legionnaire L2.1, 2x Christmas Critter L2.2, Commander Aqueous (Hydric Warrior CWL) L4.4 (Vorpal Blade)

vs.

Defender
5x Scout L1.0, Commander "Genericus" L1.0

Unit stats:
Acid Legionnaire: 5H 15A 4D 5M Walker Ranged Siege Dancefight Sapper (638 cost)
Christmas Critter: 3H 6A 4D 4M Walker Ranged Dancefighting Sapper (117 cost)
Hydric Warrior: 5H 10A 4D 5M Walker Ranged Dancefighting (300 cost)

Commander: 5H 0A 4D 5M Walker Commander (207 cost)
Scout: 5H 0A 4D 5M Walker Scout


Vorpal Blade: a simple straight blade sword, but it has the finest blade you have ever seen, beautifully crafted, expertly balanced for ease of use. You could lop a head off with this thing without even thinking about it. Once per turn, increases a stack's Total Attack sum (the one before bonuses) by 5*<number of units> or 75, whichever is lower.

Can only be used by Commanders.

Yeah, well. Katanas are better.

Rating: powerful.

The Aqueous uses the Vorpal Blade, thus increasing the attack sum for the I.A.R. stack to 2*15 + 2*6 + 10 + 5*5 = 76. Together with Aqueous' bonus (1.5: CWL), and the stack bonus (1.4) this is brought to 159. Meanwhile, effective Hits for the Scout stack are 60.

So on any possible roll, the Scout stack is croaked.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Fri Jul 15, 2011 11:40 am

Ok, everyone knew this was coming, but a blasted mix of fog and volcanic smog make it very hard to tell who's getting in the D14 hex.

Somebody did, however, and their veil was not broken before the attack (see below)!

Attacker
<veiled>Warm Front L1.0 {Storm Trooper L1.1}, Warm Front L1.0 {Fog L2.0 UseFool}, Cold Front L1.0 {Acid Legionnaire Commander "Acetic" L2.1}

vs.

Defender
Gryphon L1.0 {2x Bombardier L1.0}, Gryphon Commander "Glorious" L3.0 {Chimaera L1.0}

Unit stats:
Acid Legionnaire: 5H 15A 4D 5M Walker Ranged Siege Dancefight Sapper (638 cost)
Cold Front: 5H 0A 0D 5M Flier 5C Ranged Shockamancy Healomancy Siege Dancefighting Sapper (350 cost)
Fog: 3H 1A 4D 1M Walker 3C Ranged Foolamancy Dancefighting (1004 cost)
StormTrooper: 3H 9A 4D 4M Walker Ranged Dancefighting Siege Shockamancy (275 cost)
Warm Front: 3H 0A 0D 5M Flier 3C Ranged Shockamancy Healomancy Siege Dancefighting Sapper (126 cost)

Bombardier: 3H 6A 4D 3M Walker 3C Ranged Shockamancy (153 cost)
Chimaera: 3H 6A 4D 3M Walker 3C Ranged Dancefighting (117 cost)
Gryphon: 6H 12A 4D 5M Flier 6C Ranged (648 cost)

The Attacker is veiled, the Defenders have a (2 + 5*(1 + 0.1*(1 + 2*1 + 3 + 1)/5)% = 7.7% chance to spot the veil. I'm using random.org to roll a number between 1 and 1000 (uniform distribution). Need to roll 77 or below to spot the veil. Result is 854.

Veil is not spotted. The Storm Trooper causes a Storm in the hex, an unnatural phenomenon that can ground fliers of the caster's choosing anywhere in the hex, at no target penalty. The trooper focuses the storm on Glorious, who is forced to ground. Which happens to be lava, so both Glorious and the Chimaera are instantly fried.

Amidst the confusion of the veil, the Attackers get to dish out damage with impunity. Which amounts to-
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Fri Jul 15, 2011 11:46 am

Random seed 4032.

I.A.R. can't see the Scot units very well and do only average damage (75%: amounts to 17) but still enough to croak the opposing units, whose corpses fall down and are instantly incinerated by the lava.

Among other things, this was the first (and only?) time Storm was useful so far. It, in itself, does NOT disable any units before a battle.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby Sihoiba » Fri Jul 15, 2011 12:20 pm

BLANDCorporatio wrote:Among other things, this was the first (and only?) time Storm was useful so far. It, in itself, does NOT disable any units before a battle.


I can see two other useful uses for storm, and one of them involves the same trick over water.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Fri Jul 15, 2011 12:38 pm

I know. It wan't put in there for nothing; it's situationally powerful.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby BLANDCorporatio » Fri Jul 15, 2011 2:21 pm

Ferrrr-derrrp, and the sun sets on a day that's seen the biggest battles between the two player sides. I.A.R. dealt quite a few blows to the Scots, but now it is the latter's turn, and vengeance may well be brewing.
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby WaterMonkey314 » Fri Jul 15, 2011 2:40 pm

Darn. I had a feeling I should have had a Foolamancy-capable vairnat of a Gryphon... but oh well. Twouldn't have helped here. :P
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby Sihoiba » Fri Jul 15, 2011 2:54 pm

WaterMonkey314 wrote:Darn. I had a feeling I should have had a Foolamancy-capable vairnat of a Gryphon... but oh well. Twouldn't have helped here. :P


I'll let you have this titbit for free, what the Generic Scotts experienced this turn, was a taste of what the various critter sides of Mine Island have been experiencing these last 5 turns.

Why do I get the feeling the critter stacks in the South East have had to suffer a lot of stealth attacks?
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Re: The Battle for Mine Island (Turn 6, I.A.R.)

Postby WaterMonkey314 » Fri Jul 15, 2011 3:08 pm

Hahaha - no comment about that for now. :P
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Re: The Battle for Mine Island (Turn 7, Generic Scots)

Postby BLANDCorporatio » Tue Jul 26, 2011 8:21 am

*bump*

I got some orders from the Scots, and will send results later today.
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Re: The Battle for Mine Island (Turn 7, Generic Scots)

Postby BLANDCorporatio » Sat Jul 30, 2011 8:10 am

A Generic Scout peers into F12, where I.A.R. units are seen!


F12:
I.A.R.: {2x Boogyman L2.1, 6x Hydric Warriors L2.2, 3x Hydric Warrior L3.0, Acid Legionnaire L2.2, Boogyman L2.1, Commander Jeepers Creepers (Boogyman) L3.3 (Naughty Pictures)}
The Doughnut Gap is here (as yet unclaimed).


Spotted Items:

Naughty pictures: a magical set of pictures depicting acts that range from embarrassing, to perverted, to gut-wrenchingly vile. The protagonists are faceless however, and you discover that you can magically insert the faces of whoever you wish in them. You decide to use them as propaganda material against enemy Commanders: while in battle, use the Naughty Pictures to lower an enemy Commander's leadership level by 1. If a Commander loses all leadership levels after using this artifact, they lose the Commander special for the duration of the battle, and if they were the only commander in the stack, it loses lead stack status. Can be used once per turn.

Can only be used by Commanders.

I did not hit her, that's bullshit, I DID NOOOT


I.A.R. unit descriptions

Spoiler: show
Acid Legionnaire: 5H 15A 4D 5M Walker Ranged Siege Dancefight Sapper (638 cost or 850 for Commander)

Boogyman: 8H 8A 4D 4M Walker Ranged Healomancy Dancefight (608 cost or 801 for Commander)

Christmas Critter: 3H 6A 4D 4M Walker Ranged Dancefighting Sapper (117 cost)

Cold Front: 5H 0A 0D 5M Flier 5C Ranged Shockamancy Healomancy Siege Dancefighting Sapper (350 cost)

Fog: 3H 1A 4D 1M Walker 3C Ranged Foolamancy Dancefighting (1004 cost)

Hydric Warrior: 5H 10A 4D 5M Walker Ranged Dancefighting (300 cost)

Nacl Aq: 5H 10A 4D 5M Walker Ranged Shockamancy Dancefight (450 cost or 602 for Commander)

StormTrooper: 3H 9A 4D 4M Walker Ranged Dancefighting Siege Shockamancy

Warm Front: 3H 0A 0D 5M Flier 3C Ranged Shockamancy Healomancy Siege Dancefighting Sapper (126 cost)
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Re: The Battle for Mine Island (Turn 7, Generic Scots)

Postby BLANDCorporatio » Mon Aug 01, 2011 6:24 am

SHAZZ-BLAM!

A huge explosion rocks F2 as a Scout enters the hex. The Scout is instantly croaked.
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Re: The Battle for Mine Island (Turn 7, Generic Scots)

Postby WaterMonkey314 » Mon Aug 01, 2011 12:53 pm

Any reading on how big that trap was?
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Re: The Battle for Mine Island (Turn 7, Generic Scots)

Postby BLANDCorporatio » Tue Aug 02, 2011 6:39 am

I normally list trap damage after defense, as it was dealt to the stack. But if I recall correctly, Scouts have 0D. So yeah, that means 15 damage that trap dealt.
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Re: The Battle for Mine Island (Turn 7, Generic Scots)

Postby WaterMonkey314 » Tue Aug 02, 2011 1:26 pm

Ouch. Killed three times over.
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Re: The Battle for Mine Island (Turn 7, Generic Scots)

Postby BLANDCorporatio » Thu Aug 04, 2011 5:52 am

Ferr-derrp!

The Generic Scots have ended turn. It is now time for I.A.R. to decide what to do after a turn that was quiet. Three quiet, if you will.
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Re: The Battle for Mine Island (Turn 7, I.A.R.)

Postby BLANDCorporatio » Mon Aug 08, 2011 6:14 am

I.A.R.'s Ghosts observe some packs of Generic Scot units!


F2:
Generic Scots: Scout L1.0

I12:
Generic Scots: 2x Scout L1.0, Commander "Francine" L5.0

I16:
Generic Scots: 8x Archer L1.0

I16:
Generic Scots: 8x Archer L1.0

I16:
Generic Scots: 106x Piker L1.0, Scout L1.0, Keeper Officer Commander "Brown Pants" L1.0


Generic Scots unit descriptions:
Spoiler: show
Archer: 3H 6A 4D 2M Walker Ranged (Cost: 63)
Bombardier: 3H 6A 4D 3M Walker 3C Ranged Shockamancy (Cost: 153)
Chieftain: 5H 6A 4D 5M Walker Ranged Dance-Fighting Commander (Cost: 354)
Chimaera: 3H 6A 4D 3M Walker 3C Ranged Dancefighting (Cost: 117)
Clansman: 3H 4A 4D 5M Walker Ranged Dance-Fighting (Cost: 93)
Commander: 5H 0A 4D 5M Walker Commander (Cost: 207)
Fast Archer: 3H 6A 4D 5M Walker Ranged (Cost: 90)
Foolamancer: 3H 1A 4D 3M Walker Foolamancy (Cost: 1025)
Gryphon: 6H 12A 4D 5M Flier 6C Ranged (Cost: 648 or 856 for Commander)
Keeper Officer: 5H 5A 4D 3M Walker 5C Ranged Healomancy Dancefighting Sapper (Cost: 313 or 405 for Commander)
Piker: 3H 6A 4D 2M Walker (Cost: 45)
Scout: 5H 0A 4D 5M Walker Scout (Cost: 210)
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Re: The Battle for Mine Island (Turn 7, I.A.R.)

Postby Sihoiba » Mon Aug 08, 2011 6:46 am

Blandcorporatio can you just confirm which units are in the fort? I take it the pikers aren't as they won't fit...
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