Titanic Mandate vs. Elder Gods

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Titanic Mandate vs. Elder Gods

Postby Twoy » Wed Nov 02, 2011 2:54 pm

Jon-Tom was just putting the finishing touches on World 4-8-15-16-23-42, his fellow titans had already moved on to start work on another world, when he sensed something very unusual. He sensed a great disturbance in the life force of the planet, as if millions of voices suddenly cried out in terror. Completely ridiculous. Jon-Tom had not even popped any sides yet.

Hopping over to the source of the disturbance, Jon-Tom found a Ruler named Cthulhu, Level 1, Hits 10, Attack 8, Defense 8, Move 10 with the Rider and Leadership specials. A standard ruler in all aspects except this ruler was the most hideous creature Jon-Tom had ever seen. With the ruler were two equally hideous casters and a scout.

Could these be the malevolent and disgusting Elder Gods his brothers had warned him of? With a snap of his fingers and a blink of his eyes Jon-Tom wished the interlopers to be gone. Opening his eyes, Jon-Tom found the Elder Gods were still busily working away on their newly popped Level 3 City.

This will take stronger measures. I need 5 Rulers to volunteer to band together and eradicate this menace to New Erf.

Each Side begins with 1 Ruler, 1 Heir, 1 Caster, 1 Warlord, 3 scouts, 100,000 Shmuckers, and a view of the map 10 hexes out from a randomly selected hex. Players may place units anywhere within the identified starting area and divide the treasury however they want among the starting commander units.

Use the following rules to create your side. Version 0.37.
https://docs.google.com/open?id=0B6CKjNNVk0lwYTVkNDZiMDItZTI4Zi00Mzg1LTliMGYtZmVkMmY4NGViYjM3

Once a side is approved, one of the five spaces will be reserved for that player.
Last edited by Twoy on Mon Nov 07, 2011 3:35 pm, edited 1 time in total.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Wed Nov 02, 2011 2:54 pm

Reserved for Cthulhu

Side: Elder Gods
Spoiler: show
Ruler: Cthulhu
Starting Terrain: Mountains

Infantry:
Mi-go: Stabber 11/5/1/10, Garrison, Heavy (40)
Gnophkeh: Piker 7/2/7/8 (20)
Fire Vampire: Archer 5/9/0/8, Garrison, Ranged, (30)
Flying Polyp: Scout 9/2/0/18, Flight, Heavy (40)
Lloigor: Knight 10/12/5/10, Rider, Lightning, Ranged, Frightening (90)

Special Units:
Things: Special A 6/5/3/5, Ranged, Surveyor (40)
Moon Beast: Special A 6/7/3/5, Siege (40)
(Note: I’m giving the Elder Gods 2 Special A units. Players only get 1 Special A unit. GM fiat. I don’t expect to see these in play, but you never know.)

Yugg: Special B 6/4/3/10, Builder, Fabrication (40)
Hounds of Tindalos: Special C 12/3/5/32, Mount, Heavy, Fast, Fly (80)
Shoggoth: Special D 21/20 vs. air, 26 vs. ground/6/16, Heavy, Mount, Flight, Ranged, Battle Crap, Fire Breath (250)
Dark Mauler: Siege Tower 15/0/11/5, Heavy, Siege (100)

Naval Units:
Turtle: Sloop 6/5/2/8/8, Ranged (60)
Ghost: Galley 8/11/3/10/16, Ranged (90)
Terror: Galleon 10/14/14/10/32, Ranged (130)
(Note: Galleons have a capacity of 32, not 30 as listed in the rules)
Last edited by Twoy on Thu Nov 03, 2011 3:48 pm, edited 1 time in total.
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Wed Nov 02, 2011 3:47 pm

Blarg! I'm stuck in a meeting but would like to reserve a Side. Will have details soon!
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Re: Titanic Mandate vs. Elder Gods

Postby LTDave » Wed Nov 02, 2011 7:13 pm

Reserved for the Isoceleans...

{This still needs some work. Not absolutely sure I got all this correct}

Stabber: Sam 5/7/1/10 (30)

Piker: Pat 13/2/3/8 garrison (20)

Archer: Dave 5/9/0/8 garrison, ranged (30)

Scout: Mike 3/0/0/20 scout (30)

Knight: John 13/8/4/10 rider, ranged, dancefighting, leadership (90 +50/lvl)

Special A: Warhorse 12/3/3/14 heavy, mount (40)

Special B: Artisan 6/4/3/10 fabrication, ranged (40)

Special C: Hypogwiff 12/3/3/32 flight, mount, fast, heavy, frightening (80)

Special D: Lightning Wyrm 21/17/10/32 ranged, lightning, fast, heavy, mount, flight (250)
Last edited by LTDave on Thu Nov 03, 2011 5:09 am, edited 1 time in total.
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Wed Nov 02, 2011 7:44 pm

Submitted for approval:
The Koopa Kingdom
(Updated)

Preferred Terrain: Mountains

Ruler: Bowser 10/8/8/10 rider, leadership, dance-fighting
Heir (L1): Wario 10/5/7/10 rider, leadership (200+50lvl)
Caster (L1): Magikoopa 6/3/3/8 Thinkamancy, Juice: 50 (100+50/lvl)
Warlord (L1): Iggy 10/6/8/10 rider, leadership (100+50/lvl)

Stabber: Goomba 5/5/2/12 (30)
Piker: Koopa Troopa 7/3/6/8 garrison (20)
Archer: Piranha Plant 5/9/0/8 garrison, ranged (30)
Scout: Boo 3/0/0/26 flight, scout (30)
Knight: Lakitu 10/7/6/26 rider, ranged, flight, fast (90)

Special A: Hammer Brother 6/5/3/10 ranged, builder (40)
Special B: Monty Mole 6/5/3/10 tunnel-fighting, mountain-capable (40)
Special C: Chain Chomp 12/6/3/32 mount, fast (80)
Special D: Airship 30/9/9/40 heavy, flight, mount, very fast (250)
Siege Tower: Thwomp Tower 17/0/10/6 heavy, siege (100)

Sloop: Cheep-Cheep Boat 6/2/4/14/8 water-capable (60)
Galley: Blooper Ship 17/3/7/10/16 water-capable (90)
Galleon: Torpedo Ted 10/15/5/26 water-capable, ranged (130)
Last edited by marshalkowski on Wed Jan 11, 2012 4:36 pm, edited 6 times in total.
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Re: Titanic Mandate vs. Elder Gods

Postby HerbieRai » Wed Nov 02, 2011 8:14 pm

Since I'm already in Kaed's game, I'll wait a few days to let others join before me.
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Re: Titanic Mandate vs. Elder Gods

Postby Nihila » Wed Nov 02, 2011 9:50 pm

I'll be interested, I hope to have a side up tomorrow.

btw, to all players in 0beron's game, I'm very sorry if I've been making things lag, I've been busy recently.
"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: Titanic Mandate vs. Elder Gods

Postby Twoy » Thu Nov 03, 2011 2:37 pm

LT Dave,
Note: A dash (-) beside a unit means it is good.

Still need a few things from you before side is approved.

Side: Isoceleans
Spoiler: show
Ruler: ???
Preferred Terrain: ???

-Ruler: NAME? 10/8/8/10 rider, leadership,
-Heir: NAME? 10/6/8/8 rider, leadership, dance-fighting
Caster: NAME? 6/3/3/8, DISCIPLINE?: Juice 50
(Note: Choose your caster’s discipline)

-Warlord: NAME? 10/5/8/10 rider, leadership

-Stabber: Sam 5/7/1/10 (30)
-Piker: Pat 13/2/3/8 garrison, heavy (20)
-Archer: Dave 5/9/0/8 garrison, ranged (30)
-Scout: Mike 3/0/0/20 scout range 10 (30)
(Note: Added Scout Range 10.)

-Knight: John 13/8/4/10 rider, ranged, dancefighting, leadership (90 +50/lvl)

-Special A: Warhorse 12/3/3/14 heavy, mount (40)
-Special B: Artisan 6/4/3/10 fabrication, ranged (40)
-Special C: Hypogwiff 12/3/3/32 flight, mount, fast, heavy, frightening (80)
-Special D: Lightning Wyrm 21/17/10/32 ranged, lightning, fast, heavy, mount, flight (250)

Need your siege and naval units.
Last edited by Twoy on Thu Nov 03, 2011 3:05 pm, edited 1 time in total.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Thu Nov 03, 2011 2:40 pm

Marshal Kowski,

Note: A dash (-) beside a unit means it is good.

I will be rolling for Warlord stats, and you and your heir did a bit better with my rolls. Iggy stayed exactly the same.

Still need your naval units.

Side: Koopa Kingdom
Spoiler: show
Ruler: Bowser
Preferred Terrain: Mountains (Note: I assume you want mountains. If not let me know.)

-Ruler: Bowser 10/8/8/10 rider, leadership, dance-fighting
(Note: Added dance-fighting.)

-Heir: Wario 10/5/7/8 rider, leadership
(Note: Added 1 to Def)

-Caster: Magikoopa 6/3/3/8, Thinkamancy: Juice 50
(Note: Added Thinkamancy: Juice 50.)

-Warlord: Iggy 10/6/8/10 rider, leadership

-Stabber: Goomba 5/5/2/12 (30)
-Piker: Koopa Troopa 7/3/6/8 garrison (20)
-Archer: Piranha Plant 5/9/0/8 garrison, ranged (30)
-Scout: Boo 3/0/0/26 flight, scout (30)
-Knight: Lakitu 10/7/6/28 rider, ranged, flight, fast (90)
(Note: Changed Knight Move from 26 to 28, Base 12+16 for fast.)

-Special A: Hammer Brother 6/5/3/10 ranged, builder (40)
-Special B: Monty Mole 6/5/3/10 tunnel-fighting, mountain capability (40)
-Special C: Chain Chomp 12/6/3/32 mount, fast (80)
-Special D: Airship 30/9/9/40 heavy, flight, mount, very fast (250)
Siege Tower: Thwomp Tower 17/0/10/6 heavy, siege (100)
(Note: Upgrading siege move costs double. Your siege tower can have a move of 6, but it will cost 1 point. Defense increase costs 2 points. Hits increase should be an increase of 3 hits for 2 points. Recommend you take 15/0/10/6

Please give me your naval unit design.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Thu Nov 03, 2011 2:56 pm

Just a note to all potential players. You can't reserve a place in the game. Complete your side, and I will send you your starting map. The first players to complete their sides will get a starting place. I have 5 starting places with a potential to add one or two more depending on how the game goes.

I am hoping that each turn will last about one week. If players submit their turns and I can process them quickly enough, turns will go faster than one per week. The fifth player to be issued a starting place may be a few turns behind the first player to be issued a starting place. I don't expect that to be a huge problem since the player-run sides are expected to ally with each other to defeat the Elder Gods.

The win condition is: You still have a ruler alive when the Elder God side does not have a ruler alive.

You probably should ally with each other as soon as possible. You may also elect to make a contract between your sides with penalties if the contract is broken. The penalties can be as harsh or lenient as both sides agree to. A signed contract must be agreed upon either by both sides sending me the exact same contract or by the exact same contract being posted on this forum.
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Re: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Thu Nov 03, 2011 3:18 pm

Twoy,
Updated my army based on your changes and added naval units.

Just wanted to let you know, there are a couple discrepancies in your Google doc as compared the stats you mentioned (namely Knights had 2 less Move and Siege Towers had 2 extra Hits).

And yes, Mountains are good, thank you.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Thu Nov 03, 2011 4:25 pm

Marshal Kowski,
You were correct on both issues. I'm looking at an earlier version of the rules.

Please change your knight back to 26 move and your siege to 17 hits.

With 3 points to spend on your siege, you should have 17/0/10/6.

Deleted the map since I sent it by private message. Not sure that it matters, but just in case one of your allies decides to backstab you, I won't be placing maps on the general forum.
Last edited by Twoy on Fri Nov 04, 2011 1:38 pm, edited 2 times in total.
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Re: Titanic Mandate vs. Elder Gods

Postby Nihila » Thu Nov 03, 2011 7:59 pm

Now, for your approval:
The Disc World's Minititans
Preferred Terrain: Plains

0: Ruler: Death: 10/8/8/10; Rider; Leadership
200+50/level: Heir (L1): Susan: 10/6/7/10; Rider; Leadership; Dance-Fighting
100+50/level: Caster (L1): Taxes: 6/3/3/8; Moneymancy; 50 Juice (Not actually a Discworld character, but it seemed thematically appropriate given the ruler)
100+50/level: Warlord (L1): War: 10/8/7/10; Rider; Leadership

30: Stabber: Sock Devourer: 5-4-4-10
30/40: Piker: Hangovew Gobwin: 7-4-3-0/8; Tunnel-Fighting
30/40: Archer: Agatean Fiwe-Contwaption: 5-8-1-0/8; Ranged
30: Scout: Rats: 3-4-0-12; Scout; Range=10
90: Knight: Hogfathew: 10-4-4-10; Rider; Simple Lookamancy Juice 30; Simple Dittomancy Juice 30

40: Fathew's Hogs: 12-3-3-10; Heavy; Mount; Flight
40: Wizard Intewn: 6-7-3-10; Ranged
80: Binky: 12-5-4-32; Heavy; Fast; Mount; Flight
250: Histowy Monk: 15-12-14-16; Leadership; Limited Turnamancy
100: Houwglass Shelves: 17-0-8-8; Heavy; Siege

60: Ankhian Merchant: 6-2-2-18-8; Water Capable
90: Omnian Transport: 8-3-3-14-24; Water Capable
130: Ephebian Warship: 10-14-14-10-32; Ranged; Water Capable
Last edited by Nihila on Fri Nov 11, 2011 10:46 am, edited 2 times in total.
"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: Titanic Mandate vs. Elder Gods

Postby LTDave » Thu Nov 03, 2011 9:32 pm

Updated unit roster & some fluff...

The Isoceleans are a proud people, convinced that the Triangle is nature's most perfect shape. Why they think this is not entirely clear. But what is clear is that Cthulhu and his band are anything but Triangular, and therefore must be eliminated.

Ruler: Isoceles the Equilateral
Preferred Terrain: Plains (or should that be planes... teeheehee...)

-Ruler: Isoceles the Equilateral 10/8/8/10 rider, leadership
-Heir: Rye Tangle 10/6/8/8 rider, leadership, dance-fighting
Caster: Jai the Acute 6/3/3/8, Thinkamancy: Juice 50
(Note: Choose your caster’s discipline)

-Warlord: Paul the Obtuse 10/5/8/10 rider, leadership

-iStabber: 5/7/1/10 (30)
-iPiker: 13/2/3/8 garrison, heavy (20)
-iArcher: 5/9/0/8 garrison, ranged (30)
-iScout: 3/0/0/20 scout range 10 (30)
(Note: Added Scout Range 10.)

-iKnight: 13/8/4/10 rider, ranged, dancefighting, leadership (90 +50/lvl)

Special A:
isamurai 12/7/3/10 Heavy (40)

-Special B:
Artisan 6/4/3/10 fabrication, ranged (40)

-Special C:
Hypogwiff 12/3/3/32 flight, mount, fast, heavy, frightening (80)

-Special D:
Lightning Wyrm 21/17/10/32 ranged, lightning, fast, heavy, mount, flight (250)

iSiege: 17-0-8-8; Heavy

iSloop: 6-2-2-18-8; Water Capable
iGalley: 8-3-3-14-24; Water Capable
iGalleon: 10-14-14-10-30; Ranged; Water Capable
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Fri Nov 04, 2011 1:30 pm

Incoming Question:
One last rule confirmation before I finalize and send you my turn: Cities only take up one hex?

Yes. And just to make sure you understand, you can start each of your commanders in a different location. You just need to make sure you tell me how many shmuckers each one has. It's not the normal procedure, but Jon-Tom wanted to make sure that you were able to build cities quickly.

Also, you need to be careful. There are wild units already on the map. You might want to pop a few support units before your warlord leaves the city.

If you choose to have one of your commanders pop where a wild unit is currently located, I will move the wild unit one hex in a random direction.
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Fri Nov 04, 2011 1:47 pm

LT Dave,
iGalley: 8-3-3-14-24; Water Capable
You seem to have spent 8 points on your iGalley to carry 8 extra passengers. While that is a good idea, I cannot find it in the rules anywhere.

The iGalleon can carry 32 passengers. That's a typo in the rules.
-iGalleon: 10-14-14-10-32; Ranged; Water Capable
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Re: Titanic Mandate vs. Elder Gods

Postby Twoy » Fri Nov 04, 2011 2:54 pm

I’m going to approve this side, but we need to work out the details on the Galley-class naval units.

(Side Note: You guys are getting too lucky on the Dance-Fighting. The Elder Gods were not quite so lucky.)

Side: The Disc World's Minititans
Ruler: Death
Preferred Terrain: Plains

-0: Ruler: Death: 10/8/8/10; Rider; Leadership
-200+50/level: Heir (L1): Susan: 10/6/7/10; Rider; Leadership, Dance-Fighting
(Note: Added Dance-Fighting. Also Warlords have move 10.)
-100+50/level: Caster (L1): Taxes: 6/3/3/8; Moneymancy; 50 Juice
-100+50/level: Warlord (L1): War: 10/8/7/10; Rider; Leadership
(Note: Warlords have move 10.)

-30: Stabber: Sock Devourer: 5-4-4-10
-30/40: Piker: Hangovew Gobwin: 7-4-3-0/8; Tunnel-Fighting
-30/40: Archer: Agatean Fiwe-Contwaption: 5-8-1-0/8; Ranged
-30: Scout: Rats: 3-4-0-12; Scout range 10
-90: Knight: Hogfathew: 10-4-4-10; Rider; Simple Lookamancy Juice 30; Simple Dittomancy Juice 30
(Note: Hogfathews get one simple mancy rolled randomly at level 1 and the other simple mancy is gained when they reach level 2.)

-40: Special A: Fathew's Hogs: 12-3-3-10; Heavy; Mount; Flight
-40: Special B: Wizard Intewn: 6-7-3-10; Ranged
-80: Special C: Binky: 12-5-4-32; Heavy; Fast; Mount; Flight
-250: Special D: Histowy Monk: 15-12-14-16; Leadership; Limited Turnamancy

-100: Siege: Houwglass Shelves: 17-0-8-8; Heavy, Siege
(Note: These units get siege for free. It’s in version 0.37 which is not yet posted. But I see you got the move cost correct.)

-60: Ankhian Merchant: 6-2-2-18-8; Water Capable
90: Omnian Transport: 8-3-3-14-24; Water Capable
(Note: Am I missing a rule here? You’re the second player who has increased the carrying capacity. Can’t find the rule anywhere. Please let me know where the rule is or change this unit. Or maybe I can add the rule in version .37 if everyone thinks it’s a good idea. Let me know what you think.)

-130: Ephebian Warship: 10-14-14-10-32; Ranged; Water Capable

Edit: Since you're the second plains guy, your starting area is not quite as good.Though you do seem to have more ruins to explore. Watch out for wild Dwagons, though.
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Re: Titanic Mandate vs. Elder Gods

Postby LTDave » Sun Nov 06, 2011 11:44 pm

Twoy wrote:LT Dave,
iGalley: 8-3-3-14-24; Water Capable
You seem to have spent 8 points on your iGalley to carry 8 extra passengers. While that is a good idea, I cannot find it in the rules anywhere.


To be honest, I just copy and pasted another player's stats and changed the name. I didn't even realise what that last number means.

iGalley: 8-3-3-14-16? or whatever it should be.
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Re: Titanic Mandate vs. Elder Gods

Postby Nihila » Mon Nov 07, 2011 6:58 am

Eh, I thought we could increase Cargo for 1 point per point increase--I did it for thetobias's sides, and he didn't object, but now that I look it is not actually in the rules. But I like it, so I'll stick to it until told otherwise.
"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: Titanic Mandate vs. Elder Gods

Postby marshalkowski » Mon Nov 07, 2011 10:36 am

As a Mountain side, I doubt I'll be making much use of naval units, but the points-for-cargo idea seems fair enough. I have no objections.
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