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Combat Simulations

Post  HerbieRai on Thu Mar 03, 2011 1:00 pm

Okay, I think I may have some time to run combat simulations.

Everyone who signs up will create a force using thier unit lists. I will be giving you a certian amount of upkeep and you are allowed to recruit any units you want up to that upkeep amount. For the first game there will be no casters. Warlords can start at higher levels, but they will cost the extra upkeep. For the first game, everyone will be on an island (probably the same from the beta) and there will be no cities or casters and you cannot build any upgrades. Also, there will be no use of scouts, everyone will see the whole island and there will be no fog of war. I haven't decided on the upkeep alotment yet, I'm waiting to make sure the forum is still alive.

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Re: Combat Simulations

Post  Nihila on Thu Mar 03, 2011 1:21 pm

Permission to design a side specifically for this test?
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Re: Combat Simulations

Post  doom3607 on Fri Mar 04, 2011 3:44 am

I'm in. Let's see just how brutally lethal the Vaygr are.
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Re: Combat Simulations

Post  HerbieRai on Fri Mar 04, 2011 8:20 am

Alright, I've decided to let each side have 5000 upkeep for their force.

@nihila - Permission granted, although I ask you try to use the combat specials so we can see how balanced they are.

lastly, if anyone else wants to join I'll let this stay up over the weekend before we start. I have no problem having more than 2 sides for these tests, and since they would put more different units on the table, I'd encourage it.

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Re: Combat Simulations

Post  Twoy on Fri Mar 04, 2011 11:40 am

I am in. Are we posting our forces in this thread?

Did we ever get a rule on how much it costs for upkeep of higher level D Units?

Edit: High-level warlords are worth a lot more than you pay for them in upkeep. The hard part of the game is to DEVELOP a high level warlord. Paying the upkeep is the easy part. You might want to set a limit on the number of warlord levels a player can have to start with.

Also, can we have a chief warlord in our forces?
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Re: Combat Simulations

Post  Squeejee on Sat Mar 05, 2011 12:33 am

Yo, the Oz will be there.

Pending answers to the questions above, I'll have my force ready by the time we start.

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Re: Combat Simulations

Post  HerbieRai on Sat Mar 05, 2011 9:02 am

Yes, you can have a chief warlord.

PM me your units. Everyone will know what your bringing at the beginning of the game since everyone will see the whole map.
That said, if your making a new faction for the trials, then post the unit stats

For this first game, there will be no Class D units allowed.

Warlords can start at max level 3
All other units start at level 1

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Re: Combat Simulations

Post  333 on Sat Mar 05, 2011 10:30 am

I just posted my side, would love to work out the kinks. Is it to late to join?

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Re: Combat Simulations

Post  HerbieRai on Sat Mar 05, 2011 11:20 am

Nope, were letting people join till Sunday night. No limit to the number of players.

I think you'll be number 5

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Re: Combat Simulations

Post  333 on Sat Mar 05, 2011 11:34 am

sweet! Looking forward to it =)

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Re: Combat Simulations

Post  Twoy on Sat Mar 05, 2011 11:48 am

This is all I want. you can keep the 950 extra schmuckers.

dwagon 1-8: Cost 2,000
Knight 1-15: Cost 1,350
Chief Warlord King Edmund lvl 12: Cost 700

But, since that's not possible, I PMed you my nine stacks of units.
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Re: Combat Simulations

Post  HerbieRai on Mon Mar 07, 2011 5:37 am

Alright everyone, time to get your forces ready. Pm me your troops and post stats for units your creating. Remember no d class, all units start at level 1 and warlords can be Max level 3.

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Re: Combat Simulations

Post  333 on Mon Mar 07, 2011 1:14 pm

I just sent you my troops =)

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Re: Combat Simulations

Post  Nihila on Mon Mar 07, 2011 6:02 pm

Mkay. My side for this, no D-units or ships, for obvious reasons. No fluff, for now at least.

Lavapine: Non-Royal Forest Based Side (All units Forest Capable, not noted in Specials listing)

Upkeep: Name: H-A-D-M; Specials

Basic Units
Spoiler:
40: Dog Riders: 5-3-3-3; Rider
30/40: Crow Hunters: 7-4-3-0/2; Ranged
30: Pack: 3-1-0-8; 8 Scout range
30/40: Night Lords: 5-7-2-0/2; Ranged
100: Werewolves: 10-7-6-5; Heavy; Limited Changemancy; Frightening

Special Units:
Spoiler:
40: Tamed Dogs: 6-5-3-5; Mount
40: Ghost Slicers: 6-5-3-5; Ranged
80: Eagle Hunters: 6-11-3-5; Ranged
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Re: Combat Simulations

Post  HerbieRai on Tue Mar 08, 2011 7:43 am

Waiting on Vaygar and Oz.

I'm going to create a new map to fight on. Not sure how pretty It'll be.

I'm going to look through and re-post the rules for mounts and limited mancies. I believe they aren't in the "official" documentation, but I believe they are in the rules disscussion.


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Re: Combat Simulations

Post  Squeejee on Wed Mar 09, 2011 2:38 pm

I sent mine in yesterday, just letting you guys know I'm still alive over here.

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Re: Combat Simulations

Post  HerbieRai on Wed Mar 09, 2011 5:01 pm

So my old laptop is officially deceased. I'm planning the funeral currently. It is going to put back starting the simulation for a day or 2.

Maps up. It doesn't look realistic but I wanted to keep it even as possible terrain wise. The current forces terrain are:
Tundra - Oz
Forest - Lavapine
Mountain - Narnia
Swamp - Voodude dolls
Plains - Vaygar (pending units)


Last edited by HerbieRai on Mon Mar 14, 2011 5:04 pm; edited 1 time in total

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Re: Combat Simulations

Post  Twoy on Fri Mar 11, 2011 1:24 pm

I think the map has too many hexes for this trial. It will take me about 10 turns just to reach my nearest neighbor's starting point. Or five turns if he comes directly to me and I go directly to him.

Also, I assume my Swan Ship will start in the nearest water hex.
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Re: Combat Simulations

Post  HerbieRai on Sun Mar 13, 2011 3:52 pm

a) I wanted a big map so if someone had fast units for either C or knights they'd get the full advantage from them.

b) Still haven't heard from Doom, so if I don't hear anything we'll start tomorrow without him. I'll be changing your starting points to be closer together

c) did not realize you had a ship. I haven't looked to closely at everyone's units to closely, so if someone else put ships in, please take them all out. Get something else instead.

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Re: Combat Simulations

Post  Squeejee on Sun Mar 13, 2011 9:47 pm

Wait, is there a higher-res version of that map that I'm missing? I have no idea what hex goes to which number...

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Re: Combat Simulations

Post  HerbieRai on Mon Mar 14, 2011 4:43 am

Sorry, I screwed up the upload. I'll have that fixed when we start.

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Re: Combat Simulations

Post  Twoy on Mon Mar 14, 2011 10:49 am

Sent you a new list with no ship this time.
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Re: Combat Simulations

Post  HerbieRai on Mon Mar 14, 2011 5:41 pm

Some news for everyone.

New smaller map: https://docs.google.com/leaf?id=0B52ki9oQ_GTEYzE2NWUzZmQtYzdhZi00NDRmLTg3YzktNDY3ZWVmMDI5OTc0&hl=en&authkey=CMiB_1I

And ... Vaygar has joined the fray.

Bad news is I'm getting loaded down with work for the week, so I wont be able to start the game till this weekend.

Sorry about all the delays.

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Re: Combat Simulations

Post  doom3607 on Tue Mar 15, 2011 5:52 am

A) Like the new map. The Vaygr will decapitate their enemies and use the skulls as bowls and/or cups with which to drink soup and/or wine made from the enemy's blood.

B) Sorry for all the delays on my end. Wasn't expecting the workload Id get even with only two classes that give homework this semester.
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Re: Combat Simulations

Post  Squeejee on Thu Mar 17, 2011 11:06 pm

Yo! Posting this from my phone because my laptop is broken. I don't think I'll be able to participate without it, so drop me from the combat simulations. I may have to enter the game late as well, depending on how long it takes me to get my screen fixed. External devices possible but not reliable. I'll talk to you guys later when I'm back up and running.

Peace.

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Re: Combat Simulations

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