Marbit Island 3 - In the Halls of the Marbit King COMPLETED

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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Mon Jan 14, 2013 9:12 pm

[b]M18 "Klump" Eats a Berry, begins making heavy armor, finishes making heavy armor,
wonders where all his wood went... (he should still have 2 1/2 wood)
M22 "Buddy" equips the heavy armor, then digs for more iron (x3)[b]
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Tue Jan 15, 2013 6:32 am

12 hours until I process...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Tue Jan 15, 2013 7:47 pm

Processing...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Tue Jan 15, 2013 10:57 pm

Before the next Marbit Turn, we have Combat!

At some point during the Gobwin Turn, a Ferewolf and rider scout the Old Marbit Home Hex, before a large force enters the hex...

Image

Combat!
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Tue Jan 15, 2013 11:08 pm

I don't see this ending well for our heroes...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Tue Jan 15, 2013 11:15 pm

5 Marbits, El Tigre 1 Shovel, 2 Crossbows, 3 Shields, 1 Heavy Armour, 1 Light Armour, 3 Axes
19 Defence between 6 units = 3.2 average defence
27 Combat +6 d6
30 Hits

5 Gobwins, 2 FereWolves, El Tigre 2 Shields, 2 Swords, 3 Crossbows
19 Defence between 8 units = 2.4 average defence
39 Combat +8 d6
46 Hits


Round 1:
Marbits, Attack!
27 Combat + 15 Random = 42 Total Attack divided by Gobwin Average defence = 18 Hits inflicted.

Gobwins, Attack!
39 Combat + 25 Random = 64 Total Attack divided by Gobwin Average defence = 20 Hits inflicted.

Round 2:
Marbits, Attack!
27 Combat + 16 Random = 42.99999833 Total Attack divided by Gobwin Average defence = 18 Hits inflicted.

Gobwins, Attack!
39 Combat + 28 Random = 67 Total Attack divided by Gobwin Average defence = 21 Hits inflicted.

All Marbits Cwoak!
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Tue Jan 15, 2013 11:21 pm

Turn 13
Actions: . . .

M2 Random VII moves E, NW.
M24 Random Henchmarbit II gathers food, eats, scouts NE.

M3 'tech two' Orders Scout NW*2, eat, Dig Defensive Trenches
M12 'the other guy' Orders Rest, eat, Look in trees for Banana or seeds {Nothing to be seen! Just plain old leaves and branches}
M25 'Backup' Orders Equip Shovel. Move NW*2, Help with trenches

M1 "Seymour" (MarbitChow) Eat non-bagged food, Move W x2, Move NW x1 (road); El Tigre "Fluffykins" eats 2 non-bagged food and move with M1 as well.
M9 "Simon" (MarbitChow) Eat non-bagged food, Move W x2, Move NW x1 (road)
M23 "Soze" (MarbitChow) Move W x2, Move NW x1 (road), *Footnote 1

M21 exclaims "Gobwins to the northwest!" Then moves West (x2) Eat Defend
M13 shouts "What you aren't getting me food? That's all I brought you for!" Then moves west x2 Eat help with trenches.

M7 "Lucky" Eat berry Move NW x2 (along road) scout E
M16 "Lucy" Eat berry Move NW x2 (along road) scout SE

M4 "Pod" will eat {there being no food in this hex anymore (Thanks MarbitChow!) Pod has no choice but to eat the berry in his bag}, Examine/Study/Sample Palm Tree (Would wood from it be different from wood from other types of trees?) {The wood is in all practical ways the same as the other wood}, begin making bag, and finish making bag.
M15 "Bod" will eat, finish making shield (was it possible to band one with iron?) {an iron banded shield will be indistiguishable from a non-banded one, except for prettiness}, equip shield {Bod puts his knife in the bag, leaving behind 1 pce of food), and move NW.

M18 "Klump" Eats a Berry, begins making heavy armor, finishes making heavy armor, {wonders where all his wood went... (he should still have 2 1/2 wood - it takes 1 wood to dig in the mines - have to shore up the roof, build gantries, etc}

M22 "Buddy" equips the heavy armor, then digs for more iron (x3) {There being no wood to help with the mine, Buddy decides to harves and eat the last berry}

Unit Status
Spoiler: show
Name
M1 "Seymour" (MarbitChow) Combat 2, Defence 2 (3), Hits 0 /4, Move 4, Level 1
El Tigre Combat 8, Defence 3, Hits 0 /10, Move 6, Level 1
M2 "Random VII" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M3 "tech2" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M4 "Pod" (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M7 "Lucky" (Werebiscuit) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M9 "Simon" (MarbitChow) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M12 "The other Guy" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M13 "Em Fyv" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M15 "Bod" (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M16 "Lucy" (Werebiscuit) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M18 "Klump" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M21 "Em Tyn" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M22 "Buddy" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M23 "Soze" (MarbitChow) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M24 "Random Henchmarbit II" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M25 (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M26 (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1

Equipment List [spoiler]
Sword Weapon, +3 Combat costs: 3 iron
Spear Weapon, +2 Combat costs: 2 wood
Crossbow Weapon, +1 Combat, Ranged costs: 1 wood, 1 iron
Axe Chopping Tool, +2 Combat costs: 1 wood, 1 iron
Shovel Digging Tool, +1 Combat costs: 1 wood
Knife Tool costs: 1/2 wood
Light Armour Armour, +1 Defence costs: 1 Hide
Heavy Armour Armour, +2 Defence costs: 3 iron
Shield Armour, +1 Defence costs: 2 wood
Bag Carries up to 6 small things - food, gems, etc. costs: 1 Hide



Pop Queue
Spoiler: show
MarbitChow
Werebiscuit


Turn 14 Ends in 72 hours, or sooner if everyone posts.

Please put all your orders in Bold, and remember to tell me your Marbit's designation (Mx) AND Name if you have one. ALSO IF ALL ORDERS COULD BE WRITTEN IN ONE LINE, this would be helpful in cutting and pasting. Thanks.
All NPCs have now been divided up between players to control automatically - it does not cost an action to give them an order. Please name them, and be sure to be clear with your orders about who does what and when. Thanks.
Image


Things to Note:
J-Raffes (aka OtisNecks) are Combat 0, Defence 1, Hits 8, Move 2.
Testudo Aurbreii (aka VFCs) are Combat 2, Defence 5, Hits 8, Move 2.
Butter Bear are Combat 4, Defence 2, Hits 6, Move 2.
El Tigre are Combat 8, Defence 3, Hits 10, Move 6.
Gobwins are Combat 2, Defence 2, Hits 4, Move 4.
FereWolves are Combat 6, Defence 2, Hits 8, Move 6.
Chee-Kee Mon-Kees are Combat 0, Defence 2, Hits 8, Move 8.
Spidon'ts are Combat 2, Defence 3, Hits 3, Move 4.

Rules (such as they are)
Spoiler: show
Marbit Island is a play-by-post game run by me. Each player will be a Marbit, looking to survive and succeed.
Move is the most important stat. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc.
Post your orders on the forum. For this game, orders will be resolved in the order in which they were posted - no editing of your posts, please!
This gives an advantage to early posters to grab equipment and resources, but allows later posters to know what has happened before they give their orders - so later posters can eat the food others harvest, or use tools they create.
Marbits like to eat. At least once per turn. Marbits do not eat automatically, but must be given an order to eat.
If a Marbit is unable to eat, he will become hungry, and will be marked with a black dot. A hungry Marbit that does not eat will cwoak.
Marbits may hold up to two items in their hands. It takes an action to equip one or more items. Excess items are dropped in the hex.
If the weather turns bad, Marbits will need to take shelter in a hut. A hut can shelter up to six Marbits.
Combat is a dangerous game. Combat plus d6 per fighter divided by enemy defence is hits inflicted. Hits are distributed equally across the stack before any one unit is cwoaked. Defence is calculated by the first 8 units' defence averaged across the whole stack, rounded down to one decimal (so 1 unit with 3 defence has defence of 3, but a stack of 20 units with 3 defence have a defence value of 1.2).
Marbits who do not submit orders within the allotted time will default to eating once, and then singing lewd lyrics drafted into popular musicals.
NPC Marbits may be given orders by Player Marbits. It takes one action to give a set of orders to one NPC. The first player to issue orders to an NPC controls it for that turn (no befriending).
Marbits may "scout" a neighbouring hex for 2 move - essentially, they stick their head over the border, have a look, and then return. At the beginning of the next turn, the scouted hex will be revealed on the map.
It costs 2 move to enter a neighbouring hex, unless the border is marked with a brown line, representing a road. It costs 1 move to enter a hex with along a road.
All the necessary information should be displayed on the map, above. Any questions? Just ask.


The Gobwin Stack in the Old Home Hex only have 10 hits remaining between them...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Tue Jan 15, 2013 11:32 pm

It's always tough as a GM to know how mean to be. Too mean, and the game seems cruel and unfun. Not mean enough, and the game is dull and unfun.

So, on this occasion, I set out a tree of events that could happen, and rolled a dice.

Sadly for MarbitChow and Werebiscuit, it came up as '1'.

Now is the time for all Marbits to work together for the good of the MarKing! (those that are still breathing, that is...)
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Tue Jan 15, 2013 11:57 pm

Gotta be honest guys, I don't think we can win this. There are more gobwins than marbits now, and they guys they just killed and we can't hope to match their stats. Especially because there is no way for all of us to attack their home hex on this turn. Our best bet is to gather together, stack up and prepare for our inevitable doom.

Since they are both full I'll keep the orders simple.

[b]
M18 Klump puts gathered berries in bag, moves NE, and rallies the MArbits into a Stack.
M22 Buddy gathers berries, moves NE, and stacks with other Marbits
[b/]
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Wed Jan 16, 2013 12:11 am

Question: the gobwins took 36 hits total? Among 8 targets that's four/five points of damage a-piece?

Anyway, with only ten hits left a gobwin in home hex, we can swarm them and croak them all pretty easily.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Wed Jan 16, 2013 12:17 am

M3 'tech two' Orders
Move W*2, Move NW, Attack!

M12 'the other guy' Orders
Move W*2, Move NW, Attack!

M25 'back up' Orders
Move W*2, Move NW, Attack!

I'm bringing 11 attack. We won't need a ton to croak them all.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Swodaems » Wed Jan 16, 2013 12:31 am

LTDave wrote:The Gobwin Stack in the Old Home Hex only have 10 hits remaining between them...
Shouldn't all the gobwins be dead? If I'm interrepting [url]this post[/url]correctly, the first 32 damage would have distributed itself evenly across all 8 members of their stack, eliminating the gobwins after they took 4 damage each, then the remaining 4 damage would have split 1,1,2 across the beasts.

If this is the case, time to act on the opportunity.

M15 "Bod" will move NW, use meat to tame ferewolf, use meat to tame el tigre, and use meat to tame other ferewolf.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Wed Jan 16, 2013 12:41 am

I am giving control of M21 over to MarbitChow or Werebiscuit. I'll leave it up to the two of you to decide who gets him.

M13 will charge into the old home hex. And attack. Unless there arn't at least 3 other players doing this. In which case he'll move to the largest concentration
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Wed Jan 16, 2013 12:50 am

Rereading the combat rules it appears that units don't croak as long as there is a spare spot to place the damage.

Also defense doesn't count past the first 8. Which means a stack of 16 takes twice as much damage as a stack of 8. So if we attack in stacks of 8 we should be able to defeat the gobwin defenders in their hex. Especially if we have heavy armor and such...

Anyway, we should swarm our home hex. With one more Marbit we will wipe the gobwins on average. With four more we will be guaranteed victory.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Wed Jan 16, 2013 1:09 am

Swodaems wrote: Shouldn't all the gobwins be dead?


Perhaps. But no. They aren't. I decided some weeks ago (but must not have shared my thinking) that the way I was doing things was wrong, as it would mean a hex full of dead Marbits, with just the mounts standing around blinking. So, hits are now distributed across every unit unit every units has only one hit left. This may be an even worse approach than the previous, but such is life.
Maybe next iteration I'll get that bit right.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Wed Jan 16, 2013 6:00 am

At the very least their ranged should have died :|
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Werebiscuit » Wed Jan 16, 2013 7:28 am

Dammit...another turn and We'd have been hunting gobwin. Curse the luck.

Marbit..you're up next.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby MarbitChow » Wed Jan 16, 2013 11:41 am

I'll concede the loss and bow out at this point. Assign the next spawns to the next active player. Since # of players don't impact spawn rates, fewer players will make it easier to coordinate remaining actions.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Wed Jan 16, 2013 12:13 pm

Unless the gobwins can eat shrooms safely I think we got this. The only food source is in our remaining hut hex, so they need to go their for food. Then we can take their hut hex!
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby KF25 » Wed Jan 16, 2013 6:55 pm

Lamech wrote:M3 'tech two' Orders
Move W*2, Move NW, Attack!

M12 'the other guy' Orders
Move W*2, Move NW, Attack!

M25 'back up' Orders
Move W*2, Move NW, Attack!

I'm bringing 11 attack. We won't need a ton to croak them all.


You are suicidal. There's 8 of them and 3 of you.
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