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 KF25 » Wed Dec 26, 2012 10:39 am

Random VII scouts NW, NE.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Wed Dec 26, 2012 3:02 pm

M3 'Tech 2' Orders Redone!
Claim the hut in the name of Marbit Kind!, Eat, Rest until healed, attempt to extract bone and meat from gobwin corpses!
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Wed Dec 26, 2012 5:59 pm

M13 (M5): Order NPC Flee southeast. Chop large tree (x2)
NPC: Gather any equipment Flee Southwest
Last edited by WhirdCheese on Thu Dec 27, 2012 2:43 pm, edited 1 time in total.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Swodaems » Thu Dec 27, 2012 9:29 am

WhirdCheese wrote:M13 (M5): Flee southeast. Chop large tree (x2)

Could you please use your remaining action to order M11 to join us?

M4 "Pod" will Eat, harvest sample from fat mushroom{place in bag}, chop wood, and order M16 to (Chop wood X3 and begin building mine).

The Gobwins stole the heavy armor I left behind in the home hex. Assuming they still only have the 2 gobwins mounted on ferewolves, this will raise their collective defense to 3.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Fri Dec 28, 2012 4:51 pm

7 hours until the end of the turn...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Fri Dec 28, 2012 6:47 pm

Swodaems wrote:
WhirdCheese wrote:M13 (M5): Flee southeast. Chop large tree (x2)

Could you please use your remaining action to order M11 to join us?

M4 "Pod" will Eat, harvest sample from fat mushroom{place in bag}, chop wood, and order M16 to (Chop wood X3 and begin building mine).

The Gobwins stole the heavy armor I left behind in the home hex. Assuming they still only have the 2 gobwins mounted on ferewolves, this will raise their collective defense to 3.

Sooo that means three damage to do a hit and we need to do 16 hits to croak the gobwins. That means 48 raw damage output we need to inflict.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby MarbitChow » Fri Dec 28, 2012 7:54 pm

LTDave: Does 'Ranged' have any actual effect on combat? I took the same damage as everyone else, so is there any benefit to it?
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Fri Dec 28, 2012 11:41 pm

Ranged units / stacks get a "free" first attack in combat. When you've attacked a J-Raffe with your crossbow, it hasn't fought back against the first combat.

If the entire stack were ranged, it would fight in this manner. When ranged and melee are mixed, melee is the default.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sat Dec 29, 2012 5:46 pm

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

Postby LTDave » Sat Dec 29, 2012 8:25 pm

Turn 8
Actions: . . .

M1 "Seymour" 1/2: Scouts NE, 3: Orders M9 to Dig For Gems x3 {1 Gem found}, Give gems to M1, 4: Orders M12 to Dig For Gems x3 {3 Gems Found}, Give gems to M1. {No room in bag for last gem}

M3 'Tech 2' Orders Claim the hut in the name of Marbit Kind!, Eat, Rest until healed, attempt to extract bone and meat from gobwin corpses! {the Gobwin neat is inedible, but bones are harvested easily}

M18 Klump moves Easy, claims a spear and shield from a gobwin, eat, then help claim the hut.

Random VII scouts NW, NE.

M13 (M5): Order NPC Flee southeast. Chop large tree (x2)
NPC: Gather any equipment Flee Southwest {?}

M4 "Pod" will Eat, harvest sample from fat mushroom{place in bag}, chop wood, and order M16 to (Chop wood X3 and begin building mine).









Unit Status
Spoiler: show
Name
M1 "Seymour" (MarbitChow) Combat 2, Defence 2 (3), Hits 4 /4, Move 4, Level 1
El Tigre Combat 8, Defence 3, Hits 10 /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 4 /4, Move 4, Level 1
M9 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M11 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M12 (NPC) 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 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M16 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M21 (CroverusRaven) 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
CroverusRaven


Turn 9 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.

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.

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

Postby MarbitChow » Sat Dec 29, 2012 10:58 pm

LTDave: What happened to the meat in my bag? Also- a bag holds 6 things, so if there's no meat, there should be room for 6 gems.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sat Dec 29, 2012 11:19 pm

El Tigre ate 2, and two other Marbits who would have died also ate some. I didn't think Seymour would want them to cwoak.
If you don't want other Players eating your food you can make that a standing order...

The bag isn't full, that's a leftover from a first processing - it has 5 gems (you had 1, and 4 more were found this turn).
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Sat Dec 29, 2012 11:50 pm

M13 (M5) Eats Chops large tree (x3)
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Sat Dec 29, 2012 11:56 pm

Um, so what is up with M18's stats? Did he starve or something, cause you have me controlling M21 now.

Please make it very clear when out guys die cause at this point I'm completely confused as who is what and kind of feel like dropping out cause I can't keep track of what's going on half the time.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby MarbitChow » Sun Dec 30, 2012 12:07 am

M1 "Seymour"
1: Orders M9 to Equip Axe & Shield, Attack Butterbears (plural), Eat, Make Bag from Hide (not sure how many actions equipping takes)
2: Orders M12 to Equip Axe & Shield, Attack Butterbears (plural), Eat, Make Bag from Hide (not sure how many actions equipping takes)
3: Attacks Butterbears (plural)
4: Eat

Hopefully there will be enough food to feed everyone who's hungry
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby MarbitChow » Sun Dec 30, 2012 12:14 am

LTDave: M18 appears in the same hex as M1, but isn't listed in the Unit roster. What units are currently in M1's hex?
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby MarbitChow » Sun Dec 30, 2012 12:23 am

To all Marbits in the same hex as Seymour, Seymour says, "Ok, marbits, listen up. If I hadn't decided to charge in here with you woefully unprepared nutballs, both you, Random VII, and you, Tech Two, would have croaked. Depending on how much meat is left from these bears, I'm either going to stock up, have M9 and M12 carry supplies, and head back to X1, or head over to the J-raffes and restock. This is now our only hut, so it needs to be guarded. Are you guys up to the task?"
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Swodaems » Sun Dec 30, 2012 1:10 am

What are those pots in the Gobwin home hex? How much space would Gobwin bones take up in a bag?

On the subject of the remaining gobwins we know about, we might want to try only doing enough damage to croak the 2 gobwin riders, but not their mounts. Those might be useful to try and tame for ourselves. {Maybe we should try to tame them midbattle. Toss a couple chunks of meat on the field beforehand and see where that gets us.}
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Werebiscuit » Sun Dec 30, 2012 4:49 am

Swodaems wrote:What are those pots in the Gobwin home hex? How much space would Gobwin bones take up in a bag?

On the subject of the remaining gobwins we know about, we might want to try only doing enough damage to croak the 2 gobwin riders, but not their mounts. Those might be useful to try and tame for ourselves. {Maybe we should try to tame them midbattle. Toss a couple chunks of meat on the field beforehand and see where that gets us.}


I doubt we get the choice...damage appears to be applied randomly.

So do we stack up and reclaim the home hex ?
there are 3 armed marbits, 4 if pod will come and 5 if Em Fyv also comes along.... who can make it. There is more than enough weaponry & shields to weaponise the NPCs in the hut hex so if 1 player s comes from there bringing weaponiosed NPCs we could have a max stack.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby KF25 » Sun Dec 30, 2012 11:00 am

Random VII gathers food, eats, attacks butterbears.
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