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Poll

Scariest Monster?

Bog Cat/Hag
- 0 (0%)
Dragon
- 0 (0%)
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 27656 times)

Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
« Reply #675 on: June 25, 2023, 04:04:40 pm »

Trade:
Receive 1 stone from Vulk
Sending 1 stone to Fitzharbort
Sending 3 wolves to Vulk
Actions:
Sent by pm

Spoiler: Bockelstein (click to show/hide)
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #676 on: June 27, 2023, 10:01:39 am »

TURN 17 REPORT
Spoiler: Dolton the Drunk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Current Anathema (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 18

Research

Prince Mackial learns that G3 is the Yawing Crevice (A desolate crack in the earth. Artefacts may be destroyed by a scout or army throwing it into the crevice. Doing so releases a tanglebat, which will attack anyone present at the time, including scouts. Doing so also grants a permanent -2 anathema score. Only appears in WW.)

Marquess Vulk learns that in C1 is the Blood Forge Plans (The owner of this can build a Bloodforge as a feature (spending 10 stone as normal). Blood Forge: 3 armies may be sacrificed to create a new artefact (and become anathema to all.)



Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)




Notes:

- Sol is now a Roving Force. See the text from the OP:
Quote
While a player has no castle, they are considered a roving force: they take no resources from features, but they still have access to any resources or equipment they owned (assumed to be smuggled out by loyal servants). Once the last army dies, any remaining resources and equipment are left at the final battlefield. Roving forces can still take resources from terrain they own, and may still buy and sell in order to maintain an army. The roving force can only increase their number of armies through villages and purchases if their force is below 10 armies. All units should be assigned an action that puts them somewhere on the map, as any unassigned units will be lost to desertion.
- Ayes is under siege: remember you can't collect resources from any castle features or re-deploy troops in the castle.
- Check the enemy phase and other player's phases to see if you've lost troops.
- Lots of enemy stuff, so let me know if I missed anything as usual
« Last Edit: June 28, 2023, 04:21:30 pm by notquitethere »
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Horizon

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #677 on: June 27, 2023, 10:49:36 am »

Nvm, just jumping to conclusions.
« Last Edit: June 27, 2023, 10:53:08 am by Horizon »
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #678 on: June 27, 2023, 11:20:09 am »

Wanting to buy armies this turn, if anyone is willing to sell excess (unlikely). Can't offer rates that the order does, but it's probably a lot safer to sell to me then it is to them.
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Horizon

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #679 on: June 27, 2023, 11:21:34 am »

Pulling all remaining forces back to the Fort, and I dunno what I'm gonna do tbh, just buy armies and resources. Whatever it takes to live I guess.
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Horizon

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #680 on: June 27, 2023, 12:22:47 pm »

Trades & Purchases:
Receive 9 armies, 9 gold, 6 wood, 4 stone, and the Verbian Tusk from Dolton.
Receive the Shield of Earth and 4 wood from Blockhoven. Pending further trade.
Sell 5 armies to Vulk for one gold each.
Receive 20 wolves from Blockhoven.
Orders for Turn 18:
- 10 armies march to D2 carrying with them the Verbian Tusk, and Shield of Earth.
- 20 wolves march to D2.
- The troops and lord empty abandon Fort Howling (4/4 defence).
« Last Edit: June 29, 2023, 09:22:12 am by Horizon »
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Elephant Parade

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #681 on: June 27, 2023, 01:56:18 pm »

"First tanglebats, now giants... What's next, giant tanglebats? Fie, it's enough to drive a man to drink! Fetch me some ale, you!"

Income
-6 soldiers (combat losses)
+4 soldiers (recruitment)
+2 gold (income)
+1 stone (income)

Spoiler (click to show/hide)

"...We're out? We're OUT? Curse this puritan continent! I'm going home!"

Trading
- Send 9 soldiers to Sol
- Send 9 gold to Sol
- Send 6 wood to Sol
- Send 4 stone to Sol
- Send Verbian Tusk to Sol

Orders
- Build a boat
- Smuggle it to the coast, get aboard with my retinue, and leave this blighted land behind!
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #682 on: June 28, 2023, 12:47:53 pm »

Spoiler: Turn 17 gains/losses (click to show/hide)

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

Spoiler: Turn 18 (click to show/hide)
« Last Edit: June 29, 2023, 07:10:24 am by Criptfeind »
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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
« Reply #683 on: June 28, 2023, 06:12:44 pm »

Trade:
Receive 3 wolves from Vulk
Sending 1 stone to Fitzharbort
Send 4 wood to Sol
Send the Shield of the Earth to Lord Sol
Send 20 wolves to Lord Sol
Send the Wolf Crystal to Ayes
Actions:
Scout with 1 army C12 -> D13 with the Pellucid Orb
March on E10 with 12 armies, the Rhuddy Cape and 1 wolf
March on A11 with 3 armies and 7 wolf by ship
March on E14 with 1 army
Scout A11 with 1 army by boat with the golden net

Spoiler: Bockelstein (click to show/hide)
« Last Edit: June 28, 2023, 06:16:02 pm by Quarque »
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Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
« Reply #684 on: June 29, 2023, 01:33:24 am »

Receive 1 Stone from Bockhoven, and repair Shandston's Folly with it

1 Army marches on I6
1 Army scouts I6->J5->J4
1 Army Marches on I11 (Fort Hollivy)
1 Army marches on J10 (Sundered Spire)
1 Army marches on Village L14
1 Army scouts F10
1 Army marches on G11
1 Army marches on G14
3 armies march on J11
3 armies Garrison Shandston's Folly  :-*

« Last Edit: June 30, 2023, 01:56:43 am by Kashyyk »
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #685 on: June 29, 2023, 05:15:15 am »

Just A1s now, I think. I'm on track to update this evening (in about 10 hours time).
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a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #686 on: June 29, 2023, 11:30:23 am »


Orders:
Pull 2 armies out of fort at L10
March 1 army to K14
March 1 army to L14
March 12 armies with wolf crystal to N13 (Oak and Ash) 1 cat breaks siege with them.
March 1 army on N11
Maintain siege of J6 with 1 army
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 19 - PUNISHMENT
« Reply #687 on: June 29, 2023, 05:14:35 pm »

TURN 18 REPORT
Spoiler: Marquess Vulk (click to show/hide)
Spoiler: Dolton the Drunk (click to show/hide)
Spoiler: Roving Count Sol (click to show/hide)
Spoiler: Current Anathema (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)

TURN 19

Research

Prince Mackial learns that in C8 is Hedgeblade - (One unit gains +7 attack, but there's a 75% chance the unit will be targeted by any given enemy attack until the unit dies.)

Marquess Vulk's learns that in L3 is The Prison of the Anathalord - Hill -  Defence (20/20) - The Anathalord, a powerful Bone Reckoner, is stuck within a near-impregnable prison (only attack rolls of 8+ may damage the cage (and not him), and he cannot attack from within it). If the Anathalord ever gets loose, all existing skeletal units would crumble and reconstitute by his side (as a one-time effect). The Anathalord can gain Anathema. The Anathalord carries the Last Femur [Doghorn], the Bonemeal Shield, the Rip Cage, the Dreadskull and Fleshbane (or random artefacts for any already discovered). Only found in WW or full-mountain tiles. Nearby monster marches can seek to free the Anathalord if the prison is as close or closer than a normal target. The prison can be repaired, one stone per wall strength.



Spoiler: Known Artefact List (click to show/hide)
Spoiler: Known Unique Sites (click to show/hide)




Notes
- These monster stacks are getting too big, I've had to put more of them in little side blocks.
- The Downfall Stack in J6 is particularly nasty.
- Note the new rules for monsters while the Crepuscular Dragon lives: increased chance of monster spawning in lairs/occupied forts, and other monsters will move with dragons.
- Remember your castle's features won't work while under siege.
- Check the artefact list for the Anathalord's five artefacts.
« Last Edit: June 29, 2023, 07:14:45 pm by notquitethere »
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a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #688 on: June 29, 2023, 05:41:50 pm »


Orders:
send 4 wolves and wolf crystal to Bockelstein
Allow Vulk access through my lands
Build 7 siege engines
March 15 armies on J6 with 7 siege engines
March 1 army and 1 wolf on M13
March 2 armies and 1 wolf on L13
March 1 army, a wolf and a cat on K6
manufacture 1 bow
Build a fort on L6 and garrison it with 1 archer

Question: do castles generate one gold (without a marketplace?)
« Last Edit: July 02, 2023, 05:36:48 pm by a1s »
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 18 - CAPTURE
« Reply #689 on: June 29, 2023, 05:49:57 pm »

Question: do castles generate one gold (without a marketplace?)
No, the base 1 income is from being a Lord. It's not tied to the castle. And so you also don't get extra gold just for having more castles.
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