
Nnelg wrote:Lord of Monies wrote:If Yuri's call comes back saying that the escort has infantry move, then Brick will head out with Yuri to act as additional protection. The escort is essentially a vip, after all, so Brick will do what he can to ensure a safe arrival.
You sure? I thought I'd come up with a good combo with you guarding an Alt Elf.

Tenebris popping orders for both turns 10 and 11 are Imps (total of 32 imps). NK could start popping on Turn 12.Nnelg wrote:Can we all agree at least that the level 2 NKs should go on the escort mission? They'd be far more useful out in the open, and we can pop 6 more in Tenebris on Turns 11-13.
Diplomatic InformationLord of Monies wrote:I still need to hear if the escort has more than infantry move or not. It is a good combo, and if it looks like where the alt elves go is particularly dangerous then I'll go with them to ensure their survival, but otherwise an escort mission involving future beneficial relations with an ally seems more important.

Lord of Monies wrote:I still need to hear if the escort has more than infantry move or not. It is a good combo, and if it looks like where the alt elves go is particularly dangerous then I'll go with them to ensure their survival, but otherwise an escort mission involving future beneficial relations with an ally seems more important.

MarbitChow wrote:Tenebris popping orders for both turns 10 and 11 are Imps (total of 32 imps). NK could start popping on Turn 12.Nnelg wrote:Can we all agree at least that the level 2 NKs should go on the escort mission? They'd be far more useful out in the open, and we can pop 6 more in Tenebris on Turns 11-13.


Assuming you don't want to reveal to Charlie where the exact location of Tenebris is, all units that will participate in the Escort mission must be in Dis City on Turn 16. Charlie will provide transportation from Dis City to the mission site and back.Nnelg wrote:Oh, and Marbit when would units participating in the Escort Mission have to leave?





Vinny's original idea to enter the wilderness and hunt for XP.BLANDCorporatio wrote:A bit puzzled by "Random Encounter". Eh wot's that supposed to mean?

MarbitChow wrote:Next three turn results are posted. We'll correct any issues and update the results, then get the next few turn results out again.
I anticipate that there will be 4 possible concurrent scenarios:1) Assault on Logan Run
Start thinking about which you'd prefer. Some details about Scenario #1 will be available on Turn 13.
2) Charlie's Mercenary Mission #1
3) Escort Mission
4) Random Encounter Mission
No details about Scenarios #2, #3, and #4 will be available.
All scenarios risk character death, but if you want to participate in scenarios #3 or #4, there is a much greater chance of dying than in the campaign missions.
MarbitChow wrote:Assuming you don't want to reveal to Charlie where the exact location of Tenebris is, all units that will participate in the Escort mission must be in Dis City on Turn 16. Charlie will provide transportation from Dis City to the mission site and back.Nnelg wrote:Oh, and Marbit when would units participating in the Escort Mission have to leave?
MarbitChow wrote:Tenebris Turn 10 Results
Tenebris Queue: 16 Imps
Results
ScoutingTenebris Surroundings (12 Imps) : Find Forage worth 780; archers dispatched.
Lolly's realm (4 Imps) : ETA Turn 12
Logan's Run (2 Imps): ETA Turn 13
Rainbow Springs (2 Imps): ETA Turn 13
Scarlet Hills (2 Imps): ETA Turn 14
MarbitChow wrote:Tenebris Turn 11 Results
City Details
Tenebris Queue: 16 Imps
Results
ScoutingTenebris Surroundings (12 Imps) : Find Forage worth 740; archers dispatched.
Lolly's realm (4 Imps) : ETA Turn 12
Logan's Run (2 Imps): ETA Turn 13
Rainbow Springs (2 Imps): ETA Turn 13
Scarlet Hills (2 Imps): ETA Turn 14

That's a brain-fart. Charlie's mission is the most dangerous. The Logan Run mission is the least dangerous, since you'll have intel and you're attacking on your own turn, thus giving your side the most control. The escort mission may or may not be dangerous, but since events can occur off-turn and you have no knowledge about what may occur (if anything does), it's considered "more dangerous" than Logan Run.Swodaems wrote:The Mission to Escort the Ixians is more dangerous than Charlie's mercenary contract?!? So we are getting a diplomatic incident.
Nothing. That's another brain-fart. That should read "all units that will participate in the Charlie Mercenary mission must be in Dis City on Turn 16. Charlie will provide transportation from Dis City to the mission site and back."Swodaems wrote:What does Charlie have to do with the mission to escort the Ixians?
Dis City has 8 UP from turn 11 on. Gobwins can be popped immediately on Turn 12, the moment they arrive in Dis City.Swodaems wrote:Am I right in assuming Dis City has 4 UP for turn 10 and 8 for turns 11 and 12, since it is upgraded on 10? Can we pop Gobwins on turn 12, or do we have to wait for turn 13?
Now that there are more areas to scout, and more tasks for the scouts to do, I can't do a clean "X Imps = Y Turns of alert". You're going to need to allocate scouts to specific general locations. If you have a scout in Rainbow Springs, for example, and it isn't spotted & killed, you will be alerted to any units that leave the city on the turn that they leave. Positioning scouts along various paths may give you additional information.Swodaems wrote:After we take Logan's run, how many turns of warning of elven attack can our current amount of Imps give us?
Those imps are currently awaiting orders. They can be heading towards Dis City on the turn they popped if you wish.Swodaems wrote:What happened to the 16 imps that popped during turn 11? Are they headed towards Dis City?

Swodaems wrote:I'm thinking that we should send a full stack to escort the Ixians to us. Both as a show of respect, and for safety. This might be a good mission for Nemo to be on. He can glamour units to look like units of a neutral side (Jetstone may be a good choice) and bluff his way past the elves.



Unfortunately, that information isn't really available to your side, in part because the Ixians are not that familiar with the area, and Tenebris hasn't explored very far out yet. The Ixians believe that they are currently with 12 turns (96 Hexes) of Dis City. You know that they'll be coming in from the North East.Nnelg wrote:So then, Marbit, if the mercenaries are the ones whom have to be in Dis City by Turn 16, when and where do the escorts have to depart?

MarbitChow wrote:Unfortunately, that information isn't really available to your side, in part because the Ixians are not that familiar with the area, and Tenebris hasn't explored very far out yet. The Ixians believe that they are currently with 12 turns (96 Hexes) of Dis City. You know that they'll be coming in from the North East.Nnelg wrote:So then, Marbit, if the mercenaries are the ones whom have to be in Dis City by Turn 16, when and where do the escorts have to depart?
Your side could have the Escorts leave as soon as Turn 10, and start making their way NE in anticipation of getting more detailed instructions. Alternately, you could wait longer, and allow the Ixians to get closer before you attempt to rendezvous. The choice is entirely up to your side.

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