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Post by Mephiston on Oct 26, 2011 22:25:49 GMT -5
Cori and I are running a 5K in the city that morning. We may be taking the kids to a museum after the race concludes. I can't guarantee what time I'll be available that day.
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Post by Servo on Oct 26, 2011 23:21:22 GMT -5
Matt - Will you be available later that day?
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Post by Sil Odan on Oct 31, 2011 8:59:46 GMT -5
Weeknights would be best really. And Ellis's technically would be better. Either Tuesday or Thursday would be fine for me. I don't know if we've officially nailed anything down yet; since Matt and Cori have the run this weekend, did we want to meet at my place this Thursday to discuss the campaign?
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Post by Servo on Oct 31, 2011 19:45:35 GMT -5
I can do Thursday.
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Post by ghostwheel11 on Oct 31, 2011 23:18:17 GMT -5
thursday works for me too
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Post by Sil Odan on Nov 2, 2011 7:45:08 GMT -5
Thursday is good for Aaron; still haven't heard from Matt.
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Post by Servo on Nov 2, 2011 12:44:58 GMT -5
Can someone print some hex-graph paper? My printer is busted. We will need it for Thursday, so we can make the maps. I think Matt will post the finished maps, but we still need paper to draw on. I found a good site here to print hex graph paper: incompetech.com/graphpaper/hexagonal/You can tailor the size of the hexes and weight of the lines. I suggest hexagons no bigger than 0.5" and a thick line weight, but whoever prints them can do as they see fit.
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Post by Sil Odan on Nov 2, 2011 13:10:44 GMT -5
With those numbers, it will give us a grid totalling 95 hexagons. How many hexagons are we going with? 35?
Nevermind! I forgot we already voted on this; I assume there will only by 5 of us in the campaign. I'm printing out grids with a total of 45 territories (it's either that or 32). We can randomize uninhabitable territories or some such if we need to, or just automatically block out territories.
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Post by Mephiston on Nov 2, 2011 21:29:20 GMT -5
I've got the whole map thing taken care of. We will interactively choose tiles from a 15X15 hex map until 35 are chosen. Then we'll take turns choosing 7 tiles. Then we'll declare attacks. Then I'll save the map and upload it to the site all from the bar. You'll love it.
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Post by ghostwheel11 on Nov 4, 2011 16:50:46 GMT -5
Nice job again on the map! Winter Campaign is underway with Round one starting last night. Unofficial cut-off for round one is 11/22
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Post by Mephiston on Nov 6, 2011 20:10:46 GMT -5
Ya Tom, We met at a bar and kicked off the campaign. Using a dice app on my droid phone and my mapping software we interactively selected which tiles are in play (thus the odd shape) then took turns choosing territories. We then did a secret ballot for attacks (up to 3). We then set a goal of having our games played by Nov 22. We'll update the map and do another secret ballot. Five rounds then we roll for a 6th then 7th. He who has the largest empire (contiguous chain of tiles) wins.
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Post by JohnnyDangerous on Nov 7, 2011 2:27:16 GMT -5
Oh man! Sounds super awesome!!!
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Post by Mephiston on Jan 29, 2012 13:12:17 GMT -5
Tile numbers have been added to the maps. This should make declaring attacks easier as well as battle reports.
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Post by Servo on Nov 23, 2012 23:42:45 GMT -5
Submitted for Round 4 Discussion/VotingI know I have said this the last 2 rounds, but I really think Defenders are getting too many advantages. Below is my proposal, compared to the current format. " #" refers to how many tiles the Attacker has adjacent to the tile being defended. Any advantages NOT claimed by the Attacker automatically go to the Defender. # | CURRENT | PROPOSED | 0 | All forces in Reserve | None | 1 | None | Choose Deploy and Turn Order | 2 | Choose Deploy and Turn Order | Choose Deployment Zones | 3 | Choose Deployment Zones | Choose Deployment Map | 4 | Choose Deployment Map | Choose Mission | 5 | Choose Mission | Place Terrain | 6 | Place Terrain | Claims a Draw | Always | Defender Claims a Draw | None |
This shift means the Attacker would actually get a bonus even with only 1 adjacent tile; Attackers with no adjacent tiles are not forced to enter in Reserves; and Defenders will always get the tie UNLESS they are surrounded (then the Attacker gets the tie).
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Post by ghostwheel11 on Nov 24, 2012 23:32:35 GMT -5
I like it...it fixes one of the concerns I had with attacking tiles with none adjacent, and I believe Tom would agree.
My other concerns are with 3 way games...and I haven't played one yet, but I was watching the game between Matt/Tom/Aaron.
I think we need to find a way for the two attackers to determine which one of them goes third in the order instead of having only two player turns. It's not a big deal early on when it's the two attackers vs the defender, but once the tide starts turning, there wasn't a clear turn order between the attackers. I say we handle it this way:
Once it's decided if the defender or the attackers are going first, then the attackers either roll off to decide who goes first, or use adjacent territories to swing the favor of the decision.
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