Previous thread: http://archive.foolz.us/tg/thread/18033291/Your current assets, aside from your brute strength are:-Rodrom, Level 1 Capital City (Walled Fortress)-Liam, Level 1 Weirdomancer-Shang-Low-Bill, Level 1 Foolomancer-Halston Flowers, Level 1 Date-a-Mancer-Countess Whisper, Level 1 Warlord-Abigail, Level 5 Demon Chieftain-7 Demon Legates-30 Bwisps-8 Wight-Foots-A Cwocodil-3 Captured Wagons seemingly powered by Stuffamancy-18 PikersPopping this turn:-Warlord (Actually a caster again)-8 ArchersAt dawn turn six arrives for you, the brave King Frank Marion. How will you meet it?
What's our income/upkeep look like?Also I guess we will have some tea and bacon and wait for the caster to report.
Head on.Let us meet our new warlord, holding a handful of weapons, "Ok! So let's get you well equip for the ba-"Then we notice it's Another Caster.Again, from last thread, i advocate hiring someone from the ranks, a piker.
IRC up for the game as wellSup/tg IRC #TitansWill
>>18046999By saying that we really need a map for this. Really. Don't care how crappy it is as long as it shows terrain types and locations on it, but it's damned frustrating to maneuver everything completely blindly and not be able to reliably know how far apart things are, what directions they're in, all that.Aside from that, if the demons will arrive this turn with a pile of gems, wait for them before doing anything. If they have enough cash to upgrade the city that's priority 1.
rolled 11 = 11Hello OP. Mind joining us on the Suptg server, in the channel #titanswill ?
>>18047039No. Again. There's no reason. Each caster means it's less likely to get another. We wont get anymore. 600 schmucks is over a quarter what we got from the mine. Promoted stats aren't as good. So on.
Treasury: 5256 SchmuckersNet Income this turn: +70 SchmuckersNet Income Next Turn: -20, losses due to too much upkeep
>>18047062>>18047049My browser has trouble not immediately dying when I go on irc for some reason. Didn't used to be that way, but now it derps.>>18047053I'll make up a map, but it'll be a few minutes and it will be ugly and not to scale.
rolled 86 = 86>>18047126What are you currently using for a browser/IRC program?
>>18047161We'll need a hex grid for Erfworld.
>>18047161Safari, sometimes Firefox.
rolled 94 = 94>>18047161Hmm...that was hexes before.
anyway to take that abandoned city without a fight?If we cant take it this turn we should probably drop a couple more farms.post wight foots in choke points around the road for now, in case any straglers make their way over to our direction
rolled 28 = 28>>18047172This is a png. You should be able to simply fill the hexes in Paint. As for the IRC program?
>>18047189Not really viable right now. It's still a city with an army. They could have dozens of units and we'd need siege to break in.
>>18047053We can also build an army. Need to capture that frozen barbarian city. Also, plan on using Liam and the freshly popped archers to mine. Have Abigail escort. Liam can make units have dig. When the other demons arrive with the wagons have them drop the armor and head to pick up gems.
>>18047277Based on what our Date-a-Mancer said, we'd get on well with them, though- perhaps with some more demons and their natural Turnamancy, combined with the Date-a-Mancer to advise and an army which might pose a credible threat to them in order to provide our statements with backup, we could simply go to the city and turn them? They can't possibly enjoy being stuck as frozen barbarians.
Incredibly bad map hex map without roads, cities, or specific features. It does not scale. One Hex on the map =/= One Hex in game.(After several tries it seems that it simply will not upload, so I'll just use the map in >>18047176 and fill it out.).>>18047189It's quite possible that you could take the city diplomatically: it's original side no longer even exists, so you would simply have to convince the citizens to change sides. This shouldn't be hard.
>>18047189Best bet is to have the date-a-mancer link up with a bwisp and scout the frozen city to tell ud what we need.
As far as next turn goes how about producing a large number of slashers (enough to work fields and mines) and dedicate the pikers (or whatever we produced) to travelling the swamps with whisper or any other warlord we pop(eventually) to train.
>>18047300If we send archers we may as well send Countess Whisper instead, just send her with 2 Demon Legates and a B-Mobile set up after we ready the War room Dispatch area with the new lookamancer.Who should look like the Announcer from TF2
>>18047381Explain the war room idea you had. I posted some of it in the last thread.
>>18047426Very wellWe could set up a 'Dispatch' in the Capital.If the lookamancer can 'see' the map and our units. then we can map the rough map of our capital and surrounding area in a war room of sorts. a scale model of the fort and miniatures to represent our forces. Since if you want it it seems to happen in erfworld.With linked bwisps, Warlord linked ones in the capital (In nice little glass cases or something), and Lookamancer linked ones trailing behind the warlord in the field, we can dispatch messages back and forth from warlords to the Lookamancer would can update the map as things happen.And as you said/added toThe lookamancer has all bwisps linked up to her and stays in the war room where we have a scale map and minitures. Each warlord and Frank has a single linked bwisp in the war room looking at the map. Lookamancer has a servant constantly updating the map with new information for our scouts and her own juice. Everybody sees everything. Servants watch bwisps for motion and we communicate through the lookamancer using already established bwisp-mobile.
White means unexplored or indetermined.
>>18047367Don't pop enough for the mines they can't work it without Liam. Wait till we have the barabarian city which can pop mining units. We'll have to send Frank, the Flowers, and I would suggest the Foolamancer in case things go south. He can hide them.
rolled 46 = 46>>18047491Query: Can we expand our swamp?
It'd be nice if Ron got a fill-in artist and updated Mon-Wen-Fri instead of writing 1 page a week while waiting on Xin.
When did we get a lookamancer?!?
>>18047491Can we have a juxtaposition of know roads? What about the idea to send some magician to look for a dirtamancy spell to turn the road into swamp. At least the part inside the swamp.
>>18047491is the brown-black around us all swampland?
>>18047547Without lots of Changemancy and Dirtamancy? Unlikely.>>18047631There's one cutting west through the swamp, they crisscross the planes and go north, and one goes down to the port city across a large bridge. You have yet to find a path through the mountain hexes.>>18047557Just now.You awaken after a good night's at the crack of dawn to the feeling of food and units popping. As nice as five more minutes would have been, you suppose you must inspect the archers and meet the new Warlord. You pop open the door only to find him standing on the other side watching you. At least you assume he is watching you, his pupils are dappled with so many colors you begin to thing he might be blind. Another caster, you suppose. He is the most plainly dressed of the casters you have popped so far, in fact his taste seems to be for a suit and tie similar to what the Daemon Legates wear. He slips on a pair of shades as you watch, making him look almost normal."Hello. I see you've popped in my study.""I popped in the library, but knew you were up here.""Are you a Findamancer?""No, I'm a Lookamancer. I took a quick scry of the castle to find your location when I popped. Then I came here.""I see. That was very... efficient of you. Your name?""Argent Smythe, and I think I like being... efficient."Argent SmytheLevel 1Novice LookamancerMove: 8Hits: 2Combat: 1Defense: 1
>>18047656Yes.
>>18047656>Darkgray, call it brown-blackCannot unto colors
>>18047776I think we'll get along juuuuust fine with Smythe.
>>18047776Classy guy.Well, I believe our first order of business is to hang tight until Abigail arrives with our cash.
>>18047776Fuck yes psychonaughts. Explain the war room plan.
>>18047776I'm thinking spawn a few stacks of pikers and wight foots next turn then have the Flowers pick some desirable troops from our stacks to advance to warlord positions (2 or 3 max)
>>18047776A lookamancer ehy?I'm not all that 100% on your type of caster, What are you capable of? That being, what are you able to see of the castle and everything, can you, as a lookamancer, see all of my units?It's important that we get a combat capible warlord though. Maybe promote one of the Wights or the Pikers, after Halston looks then over for the creme de la creme. We have a rare opportunity with him, and have earned the free smuckers to do so!They're all present in or near the capible so its possible for Halston to do so, so i say at least have him look for a good one.Once Abigale gets back, we should talk to her about popping one or two more demons. the replace the loss of the level three with a level 1.
>>18047817Whisper went out and grabbed the gems and came back, we have our cash. Abigale is riding the wagons back with her demons.We looted 2000 Smuckers worth of gems, which we as a ruler transferred to our treasury with our natural moneymancy
>>18047944>Maybe promote one of the Wights or the PikersI don't think we need to do this, at least not right now. We're moving very quickly, but no one else really knows anything about us yet; we can afford to take some time to pop our Warlords normally and gradually build up our forces.
>>18047907>>18047836>>18047817You talk to Smythe about building a War Room. After you clarify what Bwisps can and cannot do, he tells you that there is likely no need for him to be linked with any Bwisps: he will be able to see everything he needs to just fine by himself, once he builds up the skill. He suggests you keep the Bwisps locally for more in depth views of situations for in depth tactics and inter-personal communication. He then proceeds to ponder ways to make things even more efficient.You bring in Whisper and the Casters and introduce them to Smythe, but he seems to pay them no mind. You ask Halston who might make a good candidate for a Warlord of the units in your garrison. He says he isn't quite sure, but that he'll get right onto that very groovy line of investigation.
>>18047992I think its better to have some now so they can be trained against barbarians and natural foes (cwocs and such that spawn in our swamp)
>>180480151d20, by the way.
>>18047907No servant of the emperor. And keep your trip on
>>18048066Not cool guy I only have the same line of thought as him considering it's actually good idea.
>>18048015"Smythe, the war room isnt for You. It's for Me. Its for My warlords. the Bwisps would be linked to here each to a different warlord, including myself. So when needed we can see the tactical layout of everything. They're also there so you or other servants can relay messages to us in the field, as you arnt a Thinkamancer."
>>18048026Look to the points above. Luck is against anymore casters. A popped warlord has better stats. It's cheaper. Wait. We have all the time in the world.
rolled 6 = 6>>18048135Calling me a cool guy only makes it seem like that was a post by me.But it wasnt i was talking in the IRC.
>>18048135No it isn't. It's not logical.
>>18048156thing is though we no longer have the reduced spawn time so it would be a quicker way to produce warlords since we lack many and will just buffer our troops for now so we can do raids on caravans without waiting x turns for another warlord to pop while whisper is doing something.
rolled 16 = 16dicingAlso! We need to develop some universal signal to let our people know they have a wisp link message. I'd suggest commanding an available wisp to circle the stack leader once, followed by a vertical circle.This will basically tell them 'you got mail'The warlords will also be able to do the same to us when they need to bring something to our attention
Ask smythe and austin powers over there to figure out what is in the abandoned city and how best to turn it(provided it is worth capturing) we should also scout around it before we try to take it
>>18048225It's worth the time. We shouldn't raid every turn anyway. Fastest way to get noticed. The warlords will come. We have to wait 3 turns for the wagons too. Things move slower than they have been normally. We're just getting started.
>>18048254He picks out a Wight-Foot and aPiker who he thinks would be naturally inclined for leadership. He warns that this doesn't necessarily directly collate with their bonuses.>>180482611d20
rolled 1 = 1>>18048321They see me rolling
>>18048338They hating.
>>18048321Exactly, don't do it. Put another warlord on the burner and get some of the cheapest units to head to the mine.
is there any other revenue-earning things we can construct? like a new mine or something? Also, i love you Op for making this a quest.
>>18048321Can warlords be spawned with specials (like wight foot stealth) if not I say consider the wight otherwise no.
I vote we get people sent to the mines and start some serious cwoc hunting expeditions. We will make a trek to the barbarians later, maybe not need to conquer, but can't show up without a show of force.
>>18048360>>18048347Hate-mind.>>18048363The gem mine in the bog, and there are some likely spots in the mountains. Another city. That's about it.And thanks.>>18048338They, are, in fact, hatin. Something is, rather: Argent Smythe appears to use Lookamancy to scry on something in the mountains that is so terrible he is rendered out of juice and catatonic. Uh-oh.
>>18048373They can. Depends on rolls. It will make something far more powerful and cheaper.
>>18048373A Warlord is unlikely to have a special, unless it's something like the archery designation that Whisper has. They can be promoted to Knight class or Heavy class... when you level up your city.
>>18048426Well, uh. . . Fuck.
>>18048426He saw the hidden city Rigger. Damn foolamancy. Does Abigail show?
>>18048474If you choose, then you can wait till she finished up her move to the city before doing anything else.
>>18048373We need a frontline attacker not a wight.
>>18048448So a warlord that would specially have the Sightfoot concealment ability.Looking mighty tempting nowMake the call, promote the Wight from the ranks. no need to make it a big ceremony, but give him a hat. and check on the 404'd Smythe
We should decide on what to pop for next turn I'm thinking start on a warlord (and if it's another caster we should just upgrade) and 18 slashers to work the farm and more wight foots (10+) to start patrolling the swamp and create a safe path between our city and the mine.
>>18048518No, I think we're better off with a spawned warlord.
>>18048506How long will it take? Can we see her with bwisp? Send Liam and archer stack with Whisper leading. With bwisp too I guess. Head to mine.
>>18048518I don't find this that tempting at all right now. Hold off on the promotion. We'll be popping plenty of additional Wights- dozens, probably, in the coming turns. Surely one of them will be more than just vaguely inclined towards promotion. Also, our infantry can level naturally- and then get promoted into a Warlord, thus giving us a leveled Warlord right off without making us pay all that expensive upkeep during the leveling process.
>>18048536I agree. >>18048518Too low of attack.
>Using archers instead of slashers to work in a crowded mine>twice the cost>twice the upkeep>bows are useless in minesShit, no way we failed that hard!
>>18048574We don't have slashers. Not this turn and I want to get started. Stop whining. >failed that hard!
>>18048574I'd said send pikers last turn, thinking of having a piker promoted warlord to go with them.
>>18048574Okay, have the 8 archers replace 8 of the pikers and send them instead. Work together man, don't be so condescending.
>>18048426well guys, if they have nothing else to do this turn i'd like to suggest we have the lookamancer and the findomancer use wisps to look for viable mine loactions in the mountains. we will need a lot more income for upkeep.
>>18048574we could always wait one turn on the mines and instead have the group go cwoc hunting then send a group of slashers
Silhouettes in the distance indicate the arrival of Abigail and the Daemon Legates! They wing in lazily into your airspace, two of them carrying the trunk of gems between them. The four Daemons land in your courtyard as you approach to inspect the goods, along with faces familiar and unfamiliar to the Daemons. For some reason Liam has brought the unconscious Argent Smythe along with him, and occasionally props him up against things in contemplative poses.As you approach a demon pops open the box with a long claw, and ten shining gems greet you. You reach out and pop them into your treasury.+10,000 SchmuckersWow, those were worth a lot. Most likely created by some form of Moneymancy, like some sort of desperate gambit intended to turn the tide of the war. Oh well, tough luck for whoever they were going to. You are absolutely certain that this will have no ramifications for you whatsoever at a later date. Resolved even.
>>18048725How much does it cost for a level 2 city again and if we have enough go for it
>>1804875410,000 Schmuckers. Takes about 3 turns to upgrade to level 2, maybe less with Turnamancy.
>>18048791well then may as well spend it since better swamp units is more important than more swamp units and any income buildings would be nice.
>>18048725we should upgrade the city with that. only costs 10,000 to level up doesn't it?
>>1804875410k, We have enough to go for it.I say do it, set up a another farm is possible, and que up another warlord and a dozen pikers, and a dozen slashers.
>>18048832This but drop the pikers for wight foots since we want to save schmuckers for newly available choices.
>>18048832Ah, yes, and introduce Abigail to the new casters that'd arrived in her absence, tell her of the B-Mobile Idea, and tell her that we want to pop another demon or two from her side.[Which, now that i think about it, would include another Bwisp with us linked to Smythe, so that we can send orders to him/relay through him orders to other warlords.]
Get the rundown on Demon unit types, potential upgrades, and any related costs from Abigail.
I take it the consensus is start the upgrades?>>18048832If you queue up a warlord now that your starting side bonuses are up, it'll take 5 turns to pop him. Longer if you are popping other units at the same time. Turnamancy shortens or condenses all of this.
>>18048941It takes even longer if we are building other units?No wonder factions hire up from their troops!
>>18048954But they don't, that's very rare.
>>18048954Don't be a smarmy jackass.
>>18048941dont the demons have natural turnamancy? can they help speed things along any?
>>18048878You make the introductions, and play with the Bwisp relay idea. She can use them, but looking through them makes her head hurt.>>18048935Daemon units:General- Flying Knight Class infantry, magic resistant.Daemon LegateLevel 1Flying Infantry, Knight ClassCost: 100Upkeep: 25Move: 21+Hits: 23+Combat:12+Defense: 5+Special: Additional natural turnamancy.Horny DaemonLevel 1Flying Infantry, Knight ClassCost: 80Upkeep: 20Moves: 20+Hits: 15+Combat: 10+Defense: 4+Daemon KnightLevel 1Flying Infantry, Knight ClassCost: 150Upkeep: 50Moves: 23+Hits: 25+Combat: 15+Defense: 8+Hellfire SkirmisherLevel 1Flying InfantryCost: 50Upkeep: 15Moves: 22+Combat: 8+Defense: 3+Special: Fiery natural Shockamancy
>>18049082Their Turnamancy only applies to situations involving Turning other units, they have a much more difficult time speeding production. Legates can help slightly, maybe.
Also, in 10 minutes I have to pick up groceries under cover of dark. Post any last questions now so that when I'm gone you can decide on and post your actions for the turn.
>>18049188we'll keep Abigail at the capitol. Tell her to do what she can.
>>18048941Do the warlord. What say the rest of you to more men? Archers? PIkemen? Slashers?
I think I'll dump some general info I've been tinkering with.Magical Power: In Casters it relates to whether they are Novice Class, Adept Class, or Master Class. Level has very little to do with how powerful they are in casting, save in combat casting. In creatures with natural magic, the effects they can achieve are determined by level. So for instance a level 7 Sand-Witch would start to be on the level of a level 1 Master-Class Dirtamancer in terms of the magic they could perform. The Sand-Witch would be less magically flexible, however, but the Dirtamancer wouldn't be nearly as skilled a fighter.
>>18049321i think some archers would be useful. being in a swamp our most likely threat will be fliers (for a while at least). Perhaps 8 or so?
And no more time for info. Going out for groceries, will be back.
Set our production to Stabbers (or Slashers, whatever our cheapest line infantry are). We need men to pad out the ranks more than we need Warlords right now. I'd like to transition into building a lot of Archers later, but not just yet.Make sure that someone is managing our city for additional funds.And, of course, upgrade our city. Since when does it take time to upgrade a city, by the way? In Erfworld it always happens instantly- the fact that you can do that appears as a tactic in multiple battles.
>>18049387Does it now? Hrmm... I may change it then. I have been giving you a break on complex Schmucker management and time restrictions on unit construction though, so I may leave it as is. We'll see.
not OP, this might be a little bit outdated.At level 1, you can produce:BwispLevel 1Scout UnitFlying, Remote Link, LightCost: 5 SchmuckersUpkeep: 1 SchmuckerMove: 60Hits: 1Combat: 1Defense: 0Description: Flying swamp spirit cursed as bad luck by enemy forces, often mistaken for glowing swamp gas.PikerLevel 1InfantrySwamp-CapableCost: 10 SchmuckersUpkeep: 4 SchmuckersMove: 10Hits: 4Combat: 5Defense: 2ArcherLevel 1InfantrySwamp-Capable, Archer, LightCost: 15 SchmuckersUpkeep: 5 SchmuckersMove: 10Hits: 2Combat: 5Defense: 1StabberLevel 1InfantrySwamp-Capable, LightCost: 8 SchmuckersUpkeep: 3 SchmuckersMove: 10Hits: 4Combat: 4Defense: 2
>>18049421 SlasherLevel 1InfantrySwamp-Capable, LightCost: 6 SchmuckersUpkeep: 2 SchmuckersMove: 12Hits: 3Combat: 4Defense: 2Wight-FootLevel 1Special InfantrySwamp Capable, LightCost: 12 SchmuckersUpkeep: 4 SchmuckersMove: 14Hits: 2Combat: 3Defense: 1Special: Gain a bonus to concealment when stacked for stealth or operating alone.SpidewLevel 1Heavy MountHeavy, Tunnel-Capable, PoisonCost: 25 SchmuckersUpkeep: 10 SchmuckersHits: 12Combat: 6Defense: 3CwocodilLevel 2Heavy Mount, Swamp Capable, Water CapableMove: 17Hits: 15Combat: 12Defense: 6AbigailLevel 5Demon ChieftainKnight-Class Flying InfantryUpkeep: 60 SchmuckersMove: 27Hits: 35Combat: 20Defense: 13Other Demons average around this:Demon LegateLevel 3Knight-Class Flying InfantryMove: ~24Hits: 28Combat:14-15Defense: 9
>>18049461first thread:http://www.mediafire.com/?r57vp033b5ocrhssecond thread:http://www.mediafire.com/?uziwck4w56ol90wthird thread's up top.
>>18049481>Mediafire archivingWhy.
I am returned. Pizza cooking. Quest continuing.
>>18049738the threads 404'd before archiving. I did what I could so they wouldn't be completely lost, Fucktard. Go back to /v/.
>>18049790How bout that mine trip?And we need to set up some cwoc hunting.
>>18049840You are sending the archers, liam, and whisper?
I think when you posted up the unit profile of horny demons along with Scanty and Kneesocks everyone got busy doing something else instead of planning conquest.
>>18049859true. Wait. nope. Switch the 8 archers with 8 of the piker/farmers.
>>18049859And us.
>>18049859>>18049892and bwisp>>18049900not Frank. We have to stay here to manage the capitol. We don't need to be waiting at the mines.
>>18049859Better we Keep most of the the archers, put them in the field and use Pikers instead.So like, 2 Demon Legates, if they have to move, Liam, Countess Whisper, and 6-8 Pikers. We can have it as a train, Countess Whisper firing at wild fliers or weak looking Cwocs along the way. Liam can practice with his Weirdomancy in the trip, when when they are within a Turn of the mine, he is to save his Juice. (Make sure we have the War room set up FirstWe on the other hand can practice a bit with the Wightfoots, and look over the one that seemed a good match for leadership. If anything, we could promote him to Lacky for someone.
>>18049932Have Liam speed their progress. OPHave the Foolamancer, 8 archers, Abigail and retinue, and Frank go on a gator hunt to return next turn. Oh and have Frank ride our Cwocodile.
If we need to fill out the ranks with cheap units who need to do menial stuff we ought to be using stabbers. Just saying
>>18049859Send pikers and whisper to the mine, use the weirdomancer to give them the ability to mine.We take a stack of pikers and the foolamancer and go hunting for cwocs.The other casters stay in the city to study.The demons must help with the upgrade as they can
I have to say, I find those Hellfire Skirmishers extremely attractive as a unit. Because there are wild units popped in this area which don't have ranged attacks, we can probably pop stacks of Hellfire Skirmishers and have them fly over Cwocs and such, croaking them with no danger to themselves and then leveling from it. It could let us rapidly build up a reasonably sized mid-level force of them.
>>18049979this sounds okay with me. A good mashup. Make sure Frank rides our cwoc.
>>18049859Question: It seems all of our casters are novices, and since you say this is different from their level, is there a way to raise them from novice to adept and then to master? If so, how?
>>18050033Training here, on the job practice, or going to the magic kingdom to learn from a higher level caster seems to be the case for leveling in the comic.
>>18050033Experimental exploration of their craft, self-discovery, and philosophical discussion. They need to learn it the hard way.
>>18049932>>18049913>>18049900>>18049892A party consisting of Whisper with your Bwisp, a stack of Pikers, and Liam (who leaves the unconscious Smythe posing with a quizzical bent of his head) depart for the mine and should arrive in a turn or two depending on Liam's casting. The Daemons are out of move for this turn.You proceed to upgrade your City, since it will not take three turns. The tower suddenly stretches as you spend 10,000 Schmuckers, and the rough camp becomes a small barracks, a few buildings pop up some distance from your training ground even as a small armory appears next to it. Your walls shoot up and thicken, striking you as formidable for the first time.Your income goes up by 250 Schmuckers a turn. New units unlocked!
>>18050005No, Liam is too low level for the natural magic to last, it'd probably wear off before they reached the mine! He'd need to be at the mine to keep the spell sustained.
>>18050102What are these new units?New buildings available too?
>>18050124what are you talking about? Liam goes with them. Boosting their movement. Then at the mine he makes them diggers.
>>18050137My ruling on buildings: they are the amalgamation of what is necessary to pop in order to begin a constructive endeavor that might have some mechanical effect. For instance, you pop a farm and gather food, I'm going to rule that not only does this raise your upkeep but reduces the cost of food for units garrisoned in your cities from now on. If you create something like an active market where things get traded frequently, then a function of this trade becomes income, even if no schmuckers from foreign traders actually passes into your hands (what the southern port city does).
>>18050102A point, We need to have a caster or two spend some juice to make air magical defenses. Any caster can do this.
>>18050156I'm sorry, i meant to link to the post you'd linked to. it implyed we just make liam cast on them once and stay in the capital.
>>18050124You raise a good point, how long do the spells last?How long do they take to cast?Ask Liam via B-link if he knows how much time do his spells last, if he doesn't know, tell him to keep track of it, be it hexes or turns.
>>18049811Sir, I will freely admit that I am an idiot.And that I am too lazy to make a proper website.But this? This was very easy to do.I posit that it is you who are a god-damned idiot.https://docs.google.com/document/d/1eSGZmuI7YXtr865PfBb0dVNPFzGlK9V0kdSciLh5S8g/edit
>>18050237whatever fucktard.
>>18050237I'd like to point out that that looks worse.
>>18050315That's completely true and absolutely fair.You're more than welcome to make a better version, ignore it altogether, or take any other course of action you deem necessary or appropriate.But downloading HTML to view locally? Even I know that's silly. And I'm a Fucktard.
>>18050173So what's the buildings and units TM?
>>18050237>>18050193>>18050271>>18049811 Here we have threads 2 and 3:http://suptg.thisisnotatrueending.com/archive.html?tags=Erf%20worldNow stop fighting and get to do some strategy and logistics with the rest of us.
>>18050137>>18050173Woof-HoundLevel 1 BeastSwamp Capable, Forest CapableCost: 15Upkeep: 5Move: ~20Hits: 4Combat: 4Defense: 1HighlanderLevel 1Infantry, Knight Class, Swamp CapableCost: 60Upkeep: 20Move: 10Hits: 6Combat: 12Defense: 4Special: Natural Healamancy applies only to itself. There can only be one... in a stack.
>>18050427(I was torn on giving you a third unit... but that can wait till you level again.)
>>18050427Can units ride woof-hounds? are they mounts?
>>18050453No, they are not large enough to be mounts.
>>18050431Umm... Sappers?I assume they act as a light siege unit too.Those highlanders sound awesome though. I say que up one of them as well.
>>18050229They last as long as the Caster has the skill to make them last with the juice available. Liam is getting much better, he might hit adept within ten turns if he's casting continually.
>>18050427Hrm. We still need Slashers. That 2-Schmucker upkeep is just too tough to beat for filling out the ranks on a budget.Still, these unit types will be useful later.
rolled 13 = 13>>18050431If I roll a 20 you give us the other unit too!Also, wouldn't it make more sense to call the highlander a lowlander since that's where the swamps form and he is swamp capable (and you still keep the reference)?
>>18050465I agree. One to groom into a potential warlord later if nothing else. How much do their promotions cost, again?
>>18050465That's what I was forgetting!SapperLevel 1Infantry, DiggingCost: 30Upkeep: 10Move: 10Hits: 4Combat: 3Defense: 2I forgot to give you those in >>18050427>>18050492Eh.
>>18050512order us as many sappers as it takes to fully man the mine. >>18050507600 schmuckers. enough for 10 Highlanders.
>>18050512we need to make as many of these as we need to to have the mine operate at maximum efficiency.
1 highlanderCouple of 8 stacks of slashersHowever many sappers we need to make the mines functionalAny arguements? We can leave liam to speed up their mining after we recall the troops already there
>>18050512Good, they can replace the piker miners after we get some good income back and forth.Speaking of which, we're actually going to need to set up a convoy to go back and forth with the gems from the mine, as it's smarter to just hire some units and send them to pick up the gems then lessen the output of the mine by pulling men away.I say we hire 2-4 more archers, a Highlander, and 2-4 stabbers to be the convoy to the Mine and back.
>>18050562No don't leave Liam out in the wilderness.
>>18050580That's what the wagons are for.
>>18050580Why not use stabbers and the carts we captured? Cheaper and quicker
>>18050580>>18050562>>18050547>>18050541Shall we say... 10 sappers for now?Tentative Queue:-Warlord-10 Sappers-Highlander-Maybe slashers?-Maybe some convoy units?
>>18050512Queue a Highlander, three stacks of slashers and a stack of sappers.
>>18050562Lets get some output from the mine first before we start producing Sappers. They're fairly high upkeep comparatively. In the mean time, we can focus on some more protection while Liam gains experiance!
>>1805061810 sappers fully mans it? then okay.>>18050624Liam isn't sticking around after the sappers get there.
>>18050652It does not: you aren't sure what fully mans it yet, since you've never really mined it.So... no on the sappers? A stack or so of slashers?
rolled 3, 3, 3, 2, 2, 19, 12, 3, 1, 6, 5, 4, 20, 2, 9, 7, 17, 18, 3, 19, 7, 11, 3, 1, 8 = 188>>1805067610s fine.roll for scouts.Onward to cwoc hunting
>>18050618Did you see this grid?>>18047473Would that be enough for a while? It seems to be 100x100
>>18050698You, once again, get an idea of how many Cwocs are in the general area. The Gwiffons and Megalogwiff haven't moved.Also, you spot something near a road to the southwest. A Hobgobwin scout on a Gwiffon is bedded within a few turns move. Duh-duh-dun!!!
>>18050723For a battlespace? Something like that in hex size might work, though battlespaces are fuck huge. For a local map anything works.
>>18050729leave it unless it enters the swamp.Frank on Cwoc, Archers, pikemen, and Foolamancer go cwoc hunting in the direction of the gwiffons.Should we take the date-a-mancer too? He could tell us not to engage. Fool hides us if we need to run.
>>18050729Sorte the demons.If he would get withing 1/2 sight range of our Capital. Capture not croak. Why? You can pop an entire army from a single natural unit.
>>18050729This is why we need the Hellfire Skirmishers! We can have them hit a bunch of Cwocs in the swamp within a few turns, and when they level a bit they make a good airforce.
>>18050766Oh, yes, and of course.Someone take a banjo. Before the hobgobwin is jumped, that has to play.
>>18050786>Banjo>Deliverance reference>Demons on our side>We haven't decided on how we dancefight yet>Bluegrass square-dance fighting>It's now a ho-down!
>>18050803I want just going for the reference, but Dance fighting?mother of god.
>>180507291 warlord10 sappers1 highlander8 (a stack) slashers
>>18050784They pop instantly.>>18050763A cwoc hunting party.>>18050766The Daemons are out of move this turn, but more can be popped.
>>18050883yes to cwoc hunting party. how many dice?
>>18050896Just 1d20 since you can only get one this turn.
rolled 10 = 10>>18050904
rolled 15 = 15>>18050904Pow!Bop!Biff!Chomp!
>>18050916Crikey, you wound up croaking one! A particularly bold Piker goes up a level!
>>18050883Salright, he's withing a few turns of move away. He wont see us until it's too late.
>>18050947Oh well, at least our upkeep will drop this turn
You have enough move to end turn. Will that be it?
>>18050966I said that backwards: you have enough move with your mount to break your stack and return home for the night.
>>18050966Everything seems to be in order i suppose, troop build orders made.Oh oh!Can we order the building of more farms now that we've upgraded to a level 2 Capital?
>>18050966hmm... check on Lookamancer. Have foolamancer go ahead and hide your stack. Stay with your stack and move back tomorrow. how far away is gwiffons?
>>18050966Yeah, go back to the city and end turn.Rund down of things please?Shmuckers, units and buildings, etc.
>>18051000no don't leave your unit behind.
>>18050985You can enlarge your farm in the city, effectively doubling it.>>18050989He is presumably still comatose, hard to say.The Gwiffon is maybe a hundred or so hexes away.
>>18050977We would remain with the stack so our foolamancer isnt in as much danger, if its attacked, without our leadership bonus, even with the pikers, the caster could get in the line of fire. We'll return next turn to make the order to Sort the demons, Or, we can send a piker and continue the cwoc hunt.
Can we pop garrison units? Those cost less, right?
>>18051000Schmuckers: five-thousand and something.Units: 18 Pikers, 8 Archers, 8 Wight Foots, Whisper, 4 Casters, A Cwocodil, Seven Daemon Legates, AbigailBuildings: Six farms, one in the city proper.
>>18051014Then enlarge it, more money!Also, what is the Building we'd be able to build now?
>>18050989finish this and end turn
>>18051015Piker's out of move, can't mount.>>18051028Your farms will cut down on upkeep costs a great deal.
>>18051058Anything that isn't too complex really.>>18051060Ending turn is agreed?
>>18051076expand farm. end turn.
>>18051063>Your farms will cut down on upkeep costs a great deal.That's great and all, but I mean actual garrison units. As in, units unable to leave the city at all unless promoted to field unit. It's a distinction featured in the comic on several occasions.
>>18051102It is, yes. However promoting a unit costs a few hundred Schmuckers as compared to thousands in upkeep. Since Im reducing the numbers something like the cost to garrison and ungarrison them is pretty cheap.If you really, really need it I might give you a -1 to upkeep for units that are garrisoned.
So next turn?
>>18051132yeah, upgrade the farm and next turn.
Turn 7!The Hobgobwin takes his turn first, and moves much closer, being just off to the south of your swamps. He seems to have spotted your Wagons automatically moving into the swamp...A stack of Slashers, ten Sappers, and a Highlander pop in your capital!
>>18051235He sees the demons but doesn't attack? He's out of move? Have Abigail High tail it over there to lead the demons moving the wagons to killing him.Send Sappers to mine. Slashers take to the farms. Check on magicians.
>>18051263Abby has only 27 move, it will be a few turns before she will even be able to threaten the Hobgobwin. From your Bwisp's perspective it looks like the Gwiffon has something like 50 move, and takes the turn before yours. Intercepting it will not be easy if it doesn't want to be caught.
>>18051263We still cant issue orders to our warlords out in the fieldNot until we have the War room set up with the B-Relay, so we need the none catatonic Lookamancer, which is hopefully awake again now.We can only hope she notices and takes the initiative to attack him, maybe she's croak, maybe she'll capture. We dont know
>>18051322she's right here with us. We need to get the attention of the demons somehow and get them to attack the scout by themselves. I see no other way unless we let him get away.
Abigail is in your capital. Your nearby Daemons can't get orders from you and aren't close enough to intercept if you ordered them to. You're going to have to get really clever if you want to catch him. It's possible, but won't be easy.Also, your sappers embark, and you can order Liam back to the capital this turn.
>>18051374Don't do it yet. Give them a single turn of mining. After that, order the stack, Liam and Whisper back.Check on magicians.
Put the Lookamancer in his bed and let him rest properly
>>18051394According to your Bwisp Liam already cast the spells on the Pikers and is free.
>>18051405Hmm.. I dont want him trying to travel on his own and get eaten.
>>18051405Have him practice his, popping things that arnt there trick while he's in the mine, maybe he can BOIP gemstones out of the wall at his feetMaybe, We can have the foolamancer go with Abigail and maybe another demon, Shade the three of them enough for them to get close, and the demon and abigail can attack!Through we'd need to return to the city with the foolamancer on our mount, and hand him off to Abigail. She'll need to have been linked with a Bwisp and have it sent to the war room so we can keep them updated on the scouts position.
You head directly back to the city.Argent Smythe is using Lookamancy to spy on the nearby battle, but also seems to have been taking notes on the concentration of forces to the north. Holsten is engaging in unusual team building exercises with the Wight-Foots.
rolled 5, 1 = 6>>18051482Have him lookamance the scout and then the barbarian city with Halston to see what it would take to ally it through war or diplomacy. 2d20s for this.
Can our Weirdamancer target the Hobgobwin? Perhaps make it a Heavy unit so it can't fly; that should cut its Move down to almost nil in comparison to what it has now. Or make the Gwiffon lose its flying special while high in the air.
>>18051512not that far away.
>>18051505He checks out the scout, but since he is not linked with Halston targeting him will be difficult. Also Halston cannot do that.
>>18051542>>18051505Wait, bleh, yes he can, except he rolled a 1. Halston cannot do >>18051512 but Liam certainly could do something like give the Hobgobwin Heavy or take away the mount's flying rating.
>>18051542>>18051559from that distance? If he can have him to that. Otherwise... Grab all the not farmers and head out hunting, hoping to capture, in the direction of the scout. 30d20 for scouts.
rolled 13, 15, 12, 1, 15, 11, 4, 11, 1, 16, 14, 17, 20, 1, 12, 17, 19, 4, 9, 13, 17, 4, 19, 8, 16 = 289>>18051585damn
>>18051585Hoping to capture what?My understanding is that casters like Luckamancers and Mathamancers with more strategic power sets can affect things from large distances away. It wouldn't be easy though.
>>18051605capture cwocs and gators. Just tell me what to roll to try to have Liam slow him down.
>>18051622Liam is not in your capital, and can do naught unless you can give him an order. You can relay an order to Whisper to have him try from there based on a written description written by you and ready by her, or something to that effect
>>18051642do that. What to roll? Instructions to slow or stop Scout in best way he knows.
>>18051656He gives it... a shot... hrmmmmm... Liam is a weird guy.Roll 3d20 for delegation.
rolled 12, 16, 13 = 41>>18051689hoping to Titans this works.
>>18051702Liam does... something crazy. He thinks it worked, and looks very enthusiastic over the Bwisp.
>>18051722fantastic. Can we see the scout through our bwisp?
>>18051733Nothing seems to have changed.
>>18051741Well, hope for the best. Get the Lowlander/Highlander and try to capture some cwocs in the direction of the wagons/scout until turn end. Get Abigail if we can and we'll replace demons with pikers on wagons, then let them go after scout.
I think I'm gonna call it a night... next game is friday night at the same time I believe.
>>18051741It probably did.Send out Abigail and Shang out after him with a veil of some sort. Stick with the lower parts of the swamp for additional bonuses so we can sneak up on him.Make sure she is linked with a war room bwisp
>>18051787 cool OP thanks.
bump
So... I will love a system based in Erfworld like the one of this thread.I'm the only one?
War with rigger inevitable.