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Scariest Monster?

Bog Cat/Hag
- 0 (0%)
Dragon
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Tanglebat
- 0 (0%)
Bloodsinger
- 0 (0%)
Boar
- 0 (0%)

Total Members Voted: 0

Voting closed: May 27, 2023, 04:40:22 am


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Author Topic: Hedge Lords - Medieval Fantasy 4X game - COMPLETED  (Read 28051 times)

a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #540 on: June 09, 2023, 12:07:40 pm »

vermilionskies is not needed, but appreciated- it would be nice to do something as a team.

Am I correct in understanding that there is no path from K7 to L6, nor from M7 to N6?
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 12 - REBELLION
« Reply #541 on: June 09, 2023, 12:14:33 pm »

New orders:
orders:
Send The Wolf Crystal to Bockhoven with a complimentary wolf.
Send 10 armies to K10
Send 3 armies a wolf and a cat to L7
Send 1 army and a wolf to M7
Scout J7-I6-J6
Repair N11 with 1 wood (to 1/4)
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #542 on: June 09, 2023, 12:22:35 pm »

Am I correct in understanding that there is no path from K7 to L6, nor from M7 to N6?
Correct.
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #543 on: June 09, 2023, 12:24:43 pm »

Yeah. Lets do this, hopefully Quarque and Kashyyk and vermilionskies can join in here...

Spoiler: Turn 11 gains/losses (click to show/hide)

Spoiler: Marquess Ambrosio Vulk (click to show/hide)

Spoiler: Turn 12 (click to show/hide)
« Last Edit: June 09, 2023, 12:35:22 pm by Criptfeind »
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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #544 on: June 09, 2023, 02:40:56 pm »

I'm happy to smack Owain about, but I've also promised to help with the Selkie Court.
The idea would be to delay the Selkie Court until next turn. Sorry for not communicating that more clearly. Would you be on board?

Although vermilionskies might not be 100% necessary, if, for instance, I put in 26, and then Kashyyk did 22, and Quarque and a1s put in 12, that'd pretty much get us there, so we don't need skies confirmation.
Sure, we can all send a little extra for good measure. I will bring the cape to deliver 12 effective units, in any case.

But as a1s said:
Quote
vermilionskies is not needed, but appreciated- it would be nice to do something as a team.
totally agree. Vermilion, what do you say?

Once everyone has responded I will finalize my orders.
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #545 on: June 09, 2023, 02:47:09 pm »

Oh yeah, sure, he'd be a welcome addition, I'm just happy to bring a bit more to make up for any shortfalls that anyone might experience, after all, with the last femur, I do stand to significantly gain from killing all the barbarians, so it's only fair that contribute a bit more. I probably communicated that a bit poorly, using Vermilion as an example.

I put in 26 dudes because that's the number that lets me continue to siege my thorns and potentially kill them wolves. Realistically I could do a little bit more if people need.
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Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #546 on: June 09, 2023, 03:32:38 pm »

This all sounds good.

Bockhoven gets a 4 Gold share from the Dragon Hoard, and then immediately gives it to me to pay off the last of the loan
I receive 1 Stone from Bockhoven in exchange for access to the Alkabrian Outpost
1 Stone is spent repairing Sundered Spire
Access permission is given to Bockhoven and Wright so they can oin the assault on Owain

22 armies march on Owain's host at K10, assisted by Vulk's forces (plus hopefully Ayes, Bockhoven, and Wright)
1 Bog Cat garrisons Shandston's Folly
1 Wolf garrisons Sundered Spire
1 army garrisons Fort Juniper
2 Wood is spent repairing Fort Juniper
1 army scouts J8->J7->J6
1 army marches on J11

« Last Edit: June 10, 2023, 01:58:33 am by Kashyyk »
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VermilionSkies

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #547 on: June 09, 2023, 03:33:33 pm »

I'd be happy to participate.
Additionally, I'm planning on sacrificing K12 to Owain so that he never marches there to recruit the 32x Squelsh sitting right next to it.
Turn will be up today.
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Horizon

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #548 on: June 09, 2023, 04:42:10 pm »

Amending order again
« Last Edit: June 09, 2023, 04:46:01 pm by Horizon »
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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #549 on: June 09, 2023, 05:16:26 pm »

before I write my orders: Horizon, could I please borrow 8 gold from you this turn? I'm paying it back as soon as I can.
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Horizon

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #550 on: June 09, 2023, 05:22:57 pm »

Yes I'll add it to my new orders as follows:

(Updated) Tentative Orders:
- Receive the Wolf Crystal, paying back the favor with 2 gold.
- Send back another 8 gold to Blockhoven.
- [Army: 8] Send a ship to March to B4, taking the Whiptide Sail and Wolf Crystal.
- [Army: 1] Send a  Scout to A4.
« Last Edit: June 09, 2023, 05:28:58 pm by Horizon »
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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #551 on: June 09, 2023, 05:46:09 pm »

Trade:
Receive the wolf crystal and 1 wolf from Marchioness Aywen Ayes
Send the wolf crystal to Lord Sol, receive 10 gold total
Send 1 stone to prince Fitzharbort as a fee for using their Alkabarian Outpost
Actions:
Send 9 armies, 1 wolf and the Rhuddy Cape to K10 to support the attack on Owain
March 1 army and 7 wolves at C12
March 1 army at C9
Send 1 scout to donate the Marrowfat Throne to the King with permission from prince fitzHarbort
Send 1 scout to F12 to sacrifice 10 gold to the barbarians
Spoiler: Bockelstein (click to show/hide)
« Last Edit: June 09, 2023, 05:48:40 pm by Quarque »
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #552 on: June 09, 2023, 06:42:01 pm »

Actually that's a pretty good point, gunna to need to sacrifice gold to the barbarians to get rid of retaliation percentages.

I guess I technically don't need access though Kashyyks lands to get to Owain, so it's probably not assumed I have it. What would you charge to let me dispose of retaliation percentage Kashyyk? Might make sense to wait until next turn so that I can take down their moot first and stop their big attacks and then reduce it too.
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VermilionSkies

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #553 on: June 09, 2023, 10:42:10 pm »

Spoiler: Gerald Wright (click to show/hide)
3 Wood 3 Armies 2 Gold 1 Stone
Return K12 to Owain, reducing my retaliation by 5%.
Pull 2 Armies from both Fort Tailor and Fort Mason.
Retain 3 Armies to guard Castle Wright in preparation for the inevitable Squelsh retaliation.
Pending border permission from either Kashyyk or A1:
March 8 Armies to K10 to assist with the repelling of Owain.
March 1 Army to L9 to acquire more production after the crippling of everything.

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Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #554 on: June 10, 2023, 02:04:36 am »

Access permission to join the anti-Owain force is granted for anyone who needs it.

Access to the Alkabrian Outpost or the Grove seems to be averaging at 1 Stone/2 Gold
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