Battle for The Deeps (Part 1) Turn 1

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Re: Battle for The Deeps (Part 1) Recruiting

Postby HerbieRai » Tue Sep 11, 2012 9:21 am

I think you need to add under Light "5 or fewer hits", because currently I could have an ultra heavy light unit. I'm also assuming that units with 0 can still use mounts to move.

I'll add in the Engineer Corps
Units:
Spoiler: show
1) Scout Tower
Hits: 1
Attack: 1
Defense: 0
Move: 0
Special: Light, Scout
Cost: 10

2) Engineer
Hits: 5
Attack: 1
Defense: 4
Move: 0
Special: Light, Digger
Cost: 15

3) Field Commander
Hits: 5
Attack: 1
Defense: 0
Move: 0
Special: Light, Commander
Cost: 13

4) Sapper
Hits: 5
Attack: 5
Defense: 0
Move: 0
Special: Light
Cost: 13

5) Supply Chopper
Hits: 5
Attack: 1
Defense: 0
Move: 5
Special: Mount
Cost: 18


Starting Forces
Spoiler: show
2 Field Commanders
3 Supply Choppers
2 Scout Towers
Last edited by HerbieRai on Tue Sep 11, 2012 10:46 am, edited 1 time in total.
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Re: Battle for The Deeps (Part 1) Recruiting

Postby The Colonel » Tue Sep 11, 2012 9:32 am

My starting forces are
1 Captain
3 Redcoats
1 Hussar

6 points left. Pocket change.
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Re: Battle for The Deeps (Part 1) Recruiting

Postby tigerusthegreat » Tue Sep 11, 2012 2:08 pm

Side: The Thousand Hex Woods (make sure my costs are correct)

Twiggers: Fast, bouncing infantry. The specialize in a powerful, initial hit, but lack sorely in defense. It's bouncing, trouncing fun fun fun fun fun!
Spoiler: show
Combat: 4
Hits: 5
Defense: 1
Move: 3
Cost: 16
Specials: Light (3 points)


Poos: Crap-golems in the shape of bears. They are big and heavy, and nobody wants to be hit by their attacks. They certainly aren't "stuffed with fluff," but can tunnel.
Spoiler: show
Combat: 5
Hits: 15
Defense: 10
Move: 3
Cost: 41
Specials: Heavy (6 points)
Digger (2 points)


Heffas: Heavy Siege of the Woods. Most people don't believe these elephantine siege engines to even exist.
Spoiler: show
Combat: 10
Hits: 15
Defense: 5
Move: 1
Cost: 37
Special: Heavy (6 points)


Lumps: Heavy Cavalry of the Woods. They are amorphous blobs that roll quickly into battle, and take the shape of whatever the enemy fears. When out of combat they resemble glowing spheres.
Spoiler: show
Combat: 15
Hits: 25
Defense: 10
Move: 4
Cost: 68
Special: Ultra Heavy (14 points)


Woozels: Sneaky scouts of the woods. These weasel-like beings are also thought to be mere legend, but they slink around, looking for foes. Strangely enough, they are also wilely commanders.
Spoiler: show
Combat: 2
Hits: 5
Defense: 3
Move: 3
Cost: 22
Special: Commander (4 points)
Scout (5 points)



Assuming I did costs right, I'll start with a Woozel (22 points) named "Captain Slinky" plus one poo (41 points), and two twiggers (32 points) with 5 points left.
Last edited by tigerusthegreat on Wed Sep 12, 2012 8:49 am, edited 1 time in total.
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Re: Battle for The Deeps (Part 1) Recruiting

Postby Fkrts » Tue Sep 11, 2012 5:02 pm

My math says that you are right.

Although all of your units with 6 hits need to either loose one or take the heavy special because without Heavy or ultra-heavy units can't have hits greater than or equal to 5
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Re: Battle for The Deeps (Part 1) Recruiting

Postby Fkrts » Tue Sep 11, 2012 5:35 pm

HerbieRai wrote:I'm also assuming that units with 0 can still use mounts to move.


A unit with 0 move cannot be moved out of the square where it was popped. As long as a unit has one move it can mount but without it you can't.
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby turbler » Tue Sep 11, 2012 8:56 pm

No longer recruiting. . .so I guess there's not room for one more?
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby WhirdCheese » Tue Sep 11, 2012 9:07 pm

Ginethian Hammers

Ginethian Commander
Spoiler: show
Hits 10
Combat 3
Defense 7
Move 3
Specials Heavy, Commander
Cost 34

The leaders of the Ginethians

Minutemen
Spoiler: show
Hits 4
Combat 2
Defense 2
Move 3
Specials: Digger Light
Cost 16

The standing army of the Ginethians

Militia
Spoiler: show
Hits 1
Combat 1
Defense 0
Move 2
Cost 4

The quickly raised army of the Ginethians

Catapult!
Spoiler: show
Hits 15
Combat 15
Defense 0
Move 1
Specials Heavy
Cost 37


Scout
Spoiler: show
Hits 1
Combat 1
Defense 0
Move 3
Specials Scout
Cost 10


I'll have current roster up in a moment.
Last edited by WhirdCheese on Thu Sep 13, 2012 5:33 pm, edited 2 times in total.
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby Fkrts » Tue Sep 11, 2012 9:09 pm

turbler wrote:No longer recruiting. . .so I guess there's not room for one more?


Sure as long as you can be done by Thursday. That's when I intend to start. Also please vote for a Chief Warlord.
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby tigerusthegreat » Wed Sep 12, 2012 1:05 am

Units fixed and super heavy cavalry replaced the regular cavalry
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby HerbieRai » Wed Sep 12, 2012 11:02 am

I'm going to have to drop from the game. Hope it goes well!
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby Fkrts » Wed Sep 12, 2012 9:04 pm

HerbieRai wrote:I'm going to have to drop from the game. Hope it goes well!


Sorry to see you go. :(

EDIT: On a side note I should be starting this around 5 central time so anyone who is waiting on something needs to post soon.
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby turbler » Wed Sep 12, 2012 10:16 pm

Hmmm... Can't think of any good flavour for a Side. Would the group be willing to except the aid of the Empire of Miscellany?
If so. . .
Units:
Tactician
Hits 5
Combat 3
Defense 2
Move 5
Special: Commander
Cost 19

Flying Fish
Hits 5
Combat 1
Defense 4
Move 5
Special: Scout
Cost 20

Sentinel
Hits 11
Combat 1
Defense 10
Move 5
Special: Heavy
Cost 33

Stwiker
Hits 10
Combat 10
Defense 0
Move 5
Special: Heavy
Cost 31

Balloon
Hits 1
Combat 1
Defense 0
Move 5
Special: Mount
Cost 14

Is it just me or does the whole Mount thing only provide a benefit when it's allowing a Light unit to move as a flyer (and thus access the 11 unbridged water hexes on the map)?
Last edited by turbler on Thu Sep 13, 2012 11:27 pm, edited 2 times in total.
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby WhirdCheese » Wed Sep 12, 2012 10:31 pm

Oh and starting forces

1 Ginethian comander
4 Minutemen

6 points spare.
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby Fkrts » Wed Sep 12, 2012 11:21 pm

I don't mind a side of miscellany. Just so long as you have stack information by tommorrow at 5 central time.
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby tigerusthegreat » Thu Sep 13, 2012 2:29 pm

So, allied commanders....what can we leave behind to defend the city?
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby turbler » Thu Sep 13, 2012 4:41 pm

I'll have my starting composition be 1 Sentinel and 6 Tacticians, with 1 point to spare.
Also, since our opponent is only receiving Thinkamancy reports every other turn, perhaps we aught to discuss our plans via PM?
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby Fkrts » Thu Sep 13, 2012 5:28 pm

For those of you who are planning on having more than one commander, only the commander with the highest level will contribute. Same with scouts but I'm not seeing many of those. You only have two of them.
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby turbler » Thu Sep 13, 2012 5:57 pm

I would've liked it if you mentioned that a teensy-weensy bit earlier.
Do you suppose I could alter some of my units?
Or at the very least my starting lineup?
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby Fkrts » Thu Sep 13, 2012 8:01 pm

I don't mind I'm still waiting on Nnelg to finish his turn anyways
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Re: Battle for The Deeps (Part 1) No Longer Recruiting

Postby tigerusthegreat » Thu Sep 13, 2012 8:36 pm

I figured it'd be something like that, which is why my scout is my commander, and the only unit with scouting or leadership
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