Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 28 29 [30] 31 32 ... 52

Author Topic: Hedge Lords - Medieval Fantasy 4X game - COMPLETED  (Read 21911 times)

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #435 on: June 03, 2023, 02:28:19 pm »

Way to bury the lead! Artifacts can break? :o
Logged
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.

Egan_BW

  • Bay Watcher
  • Are you a duelist?
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #436 on: June 03, 2023, 02:33:47 pm »

I think that just means the +1 defense. Since it's a shield of EARTH, I imagine it doing some earthbending shit erupting basic fortifications out of the ground.

But, we have heard that artifacts can be destroyed. Just haven't found out how yet. And they can be shipped to the king of course. :p
Logged

notquitethere

  • Bay Watcher
  • PIRATE
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #437 on: June 03, 2023, 02:44:53 pm »

Haha I meant the temporary earth wall effect. Yes I imagined it a bit like earth bending too. The effect is cast new each combat and the artefact doesn't break through normal use.
Logged

Devastator

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #438 on: June 03, 2023, 03:30:53 pm »

I think that just means the +1 defense. Since it's a shield of EARTH, I imagine it doing some earthbending shit erupting basic fortifications out of the ground.

But, we have heard that artifacts can be destroyed. Just haven't found out how yet. And they can be shipped to the king of course. :p

Anyone found Mount Doom yet?
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #439 on: June 03, 2023, 05:39:57 pm »

If you have a ship to lend me Quarque, I can send some units to fight that Dusk Dragon. Shall we split the loot 50/50? The Golden Net isn't particularly useful to me, so would you want to trade it for Ascupart's Bane?

I can spare you a Bog Cat and 6 Infantry.

10 Gold and the Golden Net is sent to Lord Bockhoven, and a Ship and my Bog Cat is received.
4 Gold is spent to buy 2 Stone, which are used to repair the Sundered Spire.

6 Armies and the Bog Cat sail by Ship (somehow) to attack F10 supported by the attack of Bockhoven
   (treasure division: they receive half the gold, rounded down; I get the territory + artifact, and other half of the Gold)
1 Infantry garrisons the Sundered Spire
1 Infantry garrisons Shandston's Folly
1 Infantry scouts J9->J8->J7
1 Infantry marches on Village K10
1 Infantry marches on Marsh I10
1 Infantry marches on Hill J15
2 Infantry and 1 Wolf marches on Hill I13
2 Infantry march on Village I9

« Last Edit: June 04, 2023, 12:28:43 pm by Kashyyk »
Logged

Quarque

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #440 on: June 03, 2023, 06:27:51 pm »

Anyone found Mount Doom yet?
We found some pretty nasty places but I feel the worst is yet to come.

@Kashyyk: That's a deal. I will join the attack with 9 armies for a total of 16, should be enough with the cat.

Orders:
Build 1 ship
Receive 10 gold and the Golden Net from prince Fitzharbort and send them one ship plus one cat
Sail by ship with 9 armies on F10 to support the attack of Fitzharbort
   (treasure division: I receive half the gold, rounded down; they get the territory + artifact)
March with 1 army, the Rhuddy Cape and 7 wolves on A8
Scout C15 - B15 - A15
Scout D15 - E15
Send a scout to sacrifice 10 gold at F12, then continue - E13 - E14
Spoiler: Bockelstein (click to show/hide)
« Last Edit: June 03, 2023, 06:34:00 pm by Quarque »
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #441 on: June 03, 2023, 10:19:30 pm »

Spoiler: Turn 10 gains/losses (click to show/hide)

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

Spoiler: Turn 11 (click to show/hide)
Logged

notquitethere

  • Bay Watcher
  • PIRATE
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #442 on: June 04, 2023, 08:16:58 am »

OK, no more edits, as I have the turn ready to go (sans Egan). Nice to have a relatively calm expansion turn in between panicking over mega-stacks. But worse threats are incoming...
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #443 on: June 04, 2023, 08:23:35 am »

Starting to regret scouting 5 tile when you say stuff like that.
Logged

VermilionSkies

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #444 on: June 04, 2023, 11:50:15 pm »

oh god uh
Spoiler: Gerald Wright (click to show/hide)
3 Wood 3 Armies(2 Overflow) 2 Gold 1 Stone
March L9 with 4 Armies (we hate this one specific wisp).
Build Fort Shepard on K11 with 5 Wood. Provide 3 Armies.
Build Fort Butcher on L10 with 4 Wood and 1 Stone. Provide 3 Armies.
1 Army marches J15.
Logged

Quarque

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #445 on: June 05, 2023, 02:49:32 am »

Questions about the Selkie court:

It has 31 defense, but what part of that defense score is added by moats?
Can moats be destroyed, like walls?
Do the moats have to be destroyed before the final defending unit can be killed (since it has a keep)?
Logged

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #446 on: June 05, 2023, 03:43:11 am »

Questions about the Selkie court:

It has 31 defense, but what part of that defense score is added by moats?
Can moats be destroyed, like walls?
Do the moats have to be destroyed before the final defending unit can be killed (since it has a keep)?
6 points.
Moat: +6/6 defence
moats are effectively walls.
Yes
Keep: +3/+3 defence, your last defender cannot be killed during a siege until your defence is less than 3.

Note also, since seals will scarfiice themselves for The Selkie Queen the unit is the keep is guaranteed to be the hag. Good news: no -1 penalty, bad news you'll be cursed the entire time.
« Last Edit: June 05, 2023, 03:46:40 am by a1s »
Logged
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.

Quarque

  • Bay Watcher
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #447 on: June 05, 2023, 03:52:55 am »

Thank you. So I guess that the three moats count for a total of 18 points, but either way they act like regular points of wall.

Since I am going to need tons of wood for this fight, I would be interested in selling wolves for wood next turn (still thinking about the price, but we have some time left before the new turn starts).
Logged

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #448 on: June 05, 2023, 04:58:42 am »

I'm guessing we already know this, but I don't want to dig through the thread: Do friendly wolves remain friendly after they retreat?
Logged
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

  • Bay Watcher
  • PIRATE
    • View Profile
Re: Hedge Lords - Medieval Fantasy 4X game - TURN 11 - PEACE
« Reply #449 on: June 05, 2023, 05:06:20 am »

I'm guessing we already know this, but I don't want to dig through the thread: Do friendly wolves remain friendly after they retreat?
Yeah, I clarified that in an earlier post. They retreat in the same way as your normal armies retreat (i.e. leave the fight, and not being present for any secondary battles in the same tile). You can use them again the following turn.

Questions about the Selkie court:
A1s's explanations were all correct.
Logged
Pages: 1 ... 28 29 [30] 31 32 ... 52