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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 29495 times)

Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #615 on: June 15, 2023, 05:56:34 pm »

Wow. This has taken a substantial turn for the worse.

I'm not gonna be able to help you right now Quarque, I've got 5 problems of varying severity to deal with. I'm so glad that Monster Fort didn't spawn anything, I could've been wiped in a single turn.

A few quwstions/fixes, for now. Plus am updated sheet.

@NQT: Are the two powers of bats that they always multiply themselves to equal the force their attacking (unless behind fortifications), and armies they kill coming back as monsters? Cos that is horrific. Also yhe Artifacts list needs updating. I own Ascupart's Bane and the Marrowfat Shield.

@a1s: Any particular reason you're blocking me off at J7?

« Last Edit: June 16, 2023, 06:43:22 am by Kashyyk »
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #616 on: June 15, 2023, 06:27:35 pm »

@NQT: 1. Are the two powers of bats that they always multiply themselves to equal the force their attacking (unless behind fortifications), and 2. armies they kill coming back as monsters?
1. Yes, they do that. 2. That's just the ones at the scream because of the artefact they're carrying, the Black Claw.

Also yhe Artifacts list needs updating. I own Ascupart's Bane and the Marrowfat Shield.
Thanks, now updated.
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a1s

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 13 - WAR
« Reply #617 on: June 15, 2023, 06:40:48 pm »

@a1s: Any particular reason you're blocking me off at J7?
No. It was a free forest and I took it so it wouldn't go to waste, feel free to march right through. Preferably on the fort in J6
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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.

Elephant Parade

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
« Reply #618 on: June 16, 2023, 01:40:33 am »

Spoiler: Gains/Losses (click to show/hide)

Spoiler: Dolton the Drunk (click to show/hide)

Spoiler: Turn 15 (click to show/hide)
« Last Edit: June 16, 2023, 10:16:28 am by Elephant Parade »
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Criptfeind

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
« Reply #619 on: June 16, 2023, 06:03:29 am »

I sent you 8 skeletons, not 6!
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Elephant Parade

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
« Reply #620 on: June 16, 2023, 10:16:35 am »

Fixed.
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 - SCREAM
« Reply #621 on: June 16, 2023, 10:23:09 am »

I am back from my travels and so normal update schedules will resume (until I go on holiday again, early next week).
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Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
« Reply #622 on: June 17, 2023, 03:42:03 am »

Send the Ship back to Bockhoven

2 Armies and a Wolf march on the Wolf Den G11
9 Armies and a Bog Cat march on Forest I15
5 Armies march on J15
3 Armies garrison Shandston's Folly
Send thoughts and prayers to the Garrison of Fort Juniper

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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
« Reply #623 on: June 17, 2023, 12:23:37 pm »

TURN 15 REPORT
Spoiler: Marquess Ambrosio Vulk (click to show/hide)
Spoiler: Count Sol (click to show/hide)
Spoiler: Enemy Phase (click to show/hide)
Spoiler: Enemy Phase Continued (click to show/hide)

TURN 16

Research

Prince Mackial FitzHarbort learns in E10 is The Wicked Gorge - Deep lair: roll on the monster table four times...
Spoiler: Wicked Gorge Rolls (click to show/hide)
At the end of the enemy phase, if the Wicked Gorge is empty and not conquered, roll on the monster table three times to repopulate. Monsters will leave the hoard treasure when marching.

Marquess Ambrosio Vulk learns in F9 is Murkblade (a scout will kill any lone undefended human enemy that they come across while scouting.)



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



Notes:

- The action around Castle Wright was a convoluted and quite unlikely sequence of events. Ayes took a village adjacent to it, but a 1-in-50 reprisal chance triggered, and a 1/20 chance the Squelsh picked that exact village, puttting a huge stack next to the castle. In the lair generation, a Bloodsinger arrived and with a new artefact, the Black Horn, lured all the nearby Squelsh into attacking. They destroyed the castle walls but not before the Bloodsinger was able to flee to the nearby forest with the horn, preventing further counterattacks.
- The generator seems to love putting Giants in the Puzzle Dungeon, it's done this five times now.
- Speaking of... those rampaging boar are getting closer to the player castles...
- Before you ask, the Murkblade just murks lone humans, there's no attack rolls involved.
- Quarque proves wholly justified in not scouting that huge lair. It'll be funny if you let them march next turn.
- I think I've checked things but let me know mistakes as usual...
« Last Edit: June 17, 2023, 02:43:24 pm by notquitethere »
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Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 15 SCREAM
« Reply #624 on: June 17, 2023, 01:14:48 pm »

Updating my sheet.

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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
« Reply #625 on: June 17, 2023, 02:03:25 pm »

@notquitethere: Could you please remind me what happens when a monster group with boars have conquered a fort and you attack them? It came up earlier but I forgot, do the boars still charge?
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Kashyyk

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
« Reply #626 on: June 17, 2023, 02:26:08 pm »

They get to charge every turn Iirc.
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notquitethere

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
« Reply #627 on: June 17, 2023, 02:40:22 pm »

@notquitethere: Could you please remind me what happens when a monster group with boars have conquered a fort and you attack them? It came up earlier but I forgot, do the boars still charge?
Yes, they do.

Speaking of boars, I realise the boars should have marched before the bog cat siege was processed, so I've done that now.
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Quarque

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
« Reply #628 on: June 17, 2023, 02:44:27 pm »

@Elephant Parade: Since you need stone to plug the bat cave, I can send you 5 stone in return for 3 skeletons.
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Elephant Parade

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Re: Hedge Lords - Medieval Fantasy 4X game - TURN 16 - RAMPAGE
« Reply #629 on: June 17, 2023, 03:10:05 pm »

The skeletons aren't mine to give, and everyone wants that hole plugged as much as I do. Why not just give me the stone so we don't all suffer?

e: How much stone does everyone have? We should split the burden equally, insofar as it's possible to split a 10-stone cost between 6 people.
« Last Edit: June 17, 2023, 03:12:03 pm by Elephant Parade »
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