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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 29581 times)

a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #255 on: May 24, 2023, 08:30:57 pm »

If a player's fort/castle runs out of defenders it falls to the enemy, right?
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Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #256 on: May 25, 2023, 02:10:44 am »

Good thing they got stalled out at the Fort rather than making it to my Castle.

@NQT: My reprisal odds didn't increase after taking the Village at F15.

@Quarque/Cript: I will permit passage this turn for 1 Stone or 2 Gold

1x Infantry get trained as Archers (-2 wood) and are garrisoned in Fort Hollivy
1x Infantry garrisons Shandston's Folly
1x Infantry marches on the empty lair at G11
1x Infantry scouts H10->H9->G9
7x Infantry breaks the Siege at Fort Heather (H13). The Garrison sallies forth to join the battle

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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #257 on: May 25, 2023, 02:41:35 am »

So it will be, then.

Orders:

Buy 2 stone for 4 gold
Pay 1 stone to Prince Mackial FitzHarbort
Pay 1 stone to Gerald Wright
Pay 1 stone to Marquess Ambrosio Vulk
Pay 1 stone to Marchioness Aywen Ayes
March 9 armies (1 equipped with the Rhuddy Cape) to A7
Build a Fort ("Neubockelstein") on D11 for 5 wood
Scout B14-B15-A15



as discussed, I will cooperate with the forces of Marquess Ambrosio Vulk in the Battle for A7.
The Marrowfat Throne and the Pellucid Orb will go to him

Rest assured I will guarantee you the Spiked Femur back in case you would lose it - although I think this is extremely unlikely to happen with the overkill we're sending.
« Last Edit: May 25, 2023, 03:54:56 pm by Quarque »
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #258 on: May 25, 2023, 03:06:45 am »

If you want to pay me the stone on a later turn to save yourself from having to purchase it now, I don't mind.
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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #259 on: May 25, 2023, 03:14:01 am »

no worries, you're getting it today
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #260 on: May 25, 2023, 03:37:19 am »

My scouting is a bit weird, when I absorbed the hill I see "From the hill: NW: you see unusual site" However, NW was already scouted last turn and is as far as I can tell, just a normal marsh? Am I misunderstanding something there or bug? Criptifeind can't tell east from west.
I switch them round in my head too.

Also I scouted O9 and found a dragon with stone+gold but the dragon was placed on O8, displacing whatever the unusual site is I think?
It displaced another marshland. I've swapped it back round. Good spot.

As a question to the notquitethere: If me and Quarque attacked the marrowthrone and I ended up holding the throne, and then paid the grove of tusks in that same turn, would that end up as I wish it too, with me holding the marrowthrone and 0 retaliation percentage?
Sure, if the payment is made before the next enemy phase, and you don't kill any more barbarians after that, it would be zero for the enemy phase.

If a player's fort/castle runs out of defenders it falls to the enemy, right?
Correct, even if it has defence left. This is why Keeps are good.

@NQT: My reprisal odds didn't increase after taking the Village at F15.
Fixed.
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a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #261 on: May 25, 2023, 03:45:46 am »

Giants in sieges, how do they work vis-a-vis being 3 armies? Do they regenerate every turn?
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #262 on: May 25, 2023, 03:49:40 am »

Giants in sieges, how do they work vis-a-vis being 3 armies? Do they regenerate every turn?
Good question... I suppose they should do because:
1. New combats can occur mid-seige
2. I don't want to have to track health levels
3. They can go behind the walls and have a little rest between assaults.

Does this make dragons/giants more scary? Maybe.
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #263 on: May 25, 2023, 03:54:45 am »

That's very scary for fighting castle Bryn, or at least it would be if their rules didn't suggest that you'll pretty much always end up killing at least half of them via field battles (patrol or against their reclamation is a bit unclear though) before you get to the castle.

If you break a fort/castles defenses down to 0 during a round, it turns into just a normal combat next round right? If so, does it still only do the siege battle that turn, and the normal battle rounds would have to take place next turn, or would the normal battle immediately commence at the end of the siege round?
« Last Edit: May 25, 2023, 03:56:21 am by Criptfeind »
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #264 on: May 25, 2023, 03:58:44 am »

Also I think when you fixed the swamp swap you accidentally left in the partially processed turn. Spoiler alert!
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a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #265 on: May 25, 2023, 04:03:40 am »

it's interesting to me that siege engines don't actually break walls (they kill people but the chance to destory a wall is still 3/8).
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #266 on: May 25, 2023, 04:10:41 am »

Okay, I belive that this turn order, assuming we win A7, ends with me having neutered the marrowfat throne before it can fuck anyone up.

Spoiler: Turn 6 gains/losses (click to show/hide)

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

Spoiler: Turn 7 (click to show/hide)
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #267 on: May 25, 2023, 04:28:26 am »

Also I think when you fixed the swamp swap you accidentally left in the partially processed turn. Spoiler alert!
Oops. Uh... should be fixed now!

If you break a fort/castles defenses down to 0 during a round, it turns into just a normal combat next round right? If so, does it still only do the siege battle that turn, and the normal battle rounds would have to take place next turn, or would the normal battle immediately commence at the end of the siege round?
A normal battle commences as soon as the walls are completely destroyed.

it's interesting to me that siege engines don't actually break walls (they kill people but the chance to destory a wall is still 3/8).
This would be a better way of implementing the siege engines:

- for one roll, walls breaks on a lower dice result, with each additional engine lowering it further, so on a 4+, then a 3+ etc. instead.

This means it would actually just give better targeting to walls, and also you couldn't stockpile siege engines indefinitely to ultrakill on any siege.

I'd be quite tempted to move over to this, but it's not good form to chop-and-change the mechanics mid-game.
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a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #268 on: May 25, 2023, 04:35:48 am »

I'd be quite tempted to move over to this, but it's not good form to chop-and-change the mechanics mid-game.
We could take a vote on this: if no one minds (i.e. unanimous approval) we will switch.
I vote switch.
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 7 - MONSTERS
« Reply #269 on: May 25, 2023, 04:40:47 am »

I've put up a poll!
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