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PostPosted: Sat Apr 11, 2009 4:10 am
by Chris
I am looking at six, sparkling new books.

The title says Fuzzy Heroes 2nd Edition. :D ( I got some advance copies)

I feel like I have given birth.

:D

But yeah, I thought I might go try and garner some interest ion this whole Fuzzy Heroes thing so as to free up some cash for writing rpg stuff :D.

XXOOCC

PostPosted: Tue Apr 14, 2009 12:52 am
by Kersus
4 Green Tank Factory Tanks to Green Plane Factory.
4 Green Tank Factory Tanks to Red Plane Factory.

PostPosted: Tue Apr 21, 2009 6:45 pm
by Chris
We need to feed as well. Almost forgot that again, but it is supposed to occur before moving. Greeen - let me know who gets fed as you have the food to feed 12, but not more.

Okay, Green will need to choose his targets in Red territory, but I rolled for the tanks enetering/reclaiming the green plane factory:

forgemeister rolls Green Tank Attacks Yellow Plane (2d6): [6 + 5] = 11 forgemeister rolls Green Tank Attacks Yellow Plane (2d6): [4 + 2] = 6 forgemeister rolls Green Tank Attacks Yellow Plane (2d6): [6 + 3] = 9 forgemeister rolls Green Tank Attacks Yellow Plane (2d6): [6 + 6] = 12
(all were kills)

and in the Red Tank factory (the tanks there do not need to move to attack):

forgemeister rolls Green Tank Attacks Red Tank (2d6): [1 + 4] = 5 (miss)forgemeister rolls Green Tank Attacks Red Tank (2d6): [5 + 5] = 10 (kill)

and in the Red Oil Factory (the plane and the tank there do not need to move to attack)

forgemeister rolls Green Tank Attacks Red Tank (2d6): [5 + 1] = 6 (miss)
forgemeister rolls Green Plane Attacks Red Tank (3d6): [6 + 4 + 3] = 13 (kill)

So that's 15 Labor Units, so far, for Green next turn (took three factories).

Image

The choice of targets is that the Green Tanks in the Red Plane Factory can attack the planes, or auto-kill the Labor Units... but you only get 4 targets total :D. Let me know your choice and I will update the map again.

XXOOCC

PostPosted: Thu Apr 23, 2009 2:21 pm
by Kersus
I'll feed both on food, 4 on oil, and 6 on tanks for my labour units.

As for red - my tanks kill planes, not labour units.

PostPosted: Thu Apr 23, 2009 6:23 pm
by Chris
Okay, I have corrected the map.

The tanks slaughtered my planes:
forgemeister rolls Green Tank Attacks Red Plane (2d6): [6 + 1] = 7
forgemeister rolls Green Tank Attacks Red Plane (2d6): [3 + 6] = 9
forgemeister rolls Green Tank Attacks Red Plane (2d6): [5 + 4] = 9
forgemeister rolls Green Tank Attacks Red Plane (2d6): [6 + 4] = 10

as you would expect (good move tho' nonetheless).

I did miss one attack (old age? who can tell)

forgemeister rolls Green Tank Attacks Yellow Tank (2d6): [3 + 3] = 6

(in the Yellow Tank Factory)

Here's the new map:
Image

and I believe its Yellow's trun.

XXOOCC

PostPosted: Fri Apr 24, 2009 1:21 am
by Darius
Maybe I am missing something on the rules, but won't green starve to death next turn?

You have the research facilities that produce food, but not enough. Red will (or should) kill all of the labor using the airplanes. This leaves no green units to produce food. No food mean no way of maintaining the military. Green would need to trade. It would be suicidal for either red or yellow to trade with green.

Green could produce more tanks and planes as long as there is oil. This would make it difficult to maintain foreign military occupation.

So I guess my point is, how is this a good move and not something that will involve red and yellow not just making peace at the 38th parallel in the former state of greenland in a couple of turns as famine leads to mass starvation and surrender of their troops?

I am assuming I am missing some rule here that makes food not seem as important as I think it is.

PostPosted: Fri Apr 24, 2009 3:37 pm
by deimos3428
Darius wrote:It would be suicidal for either red or yellow to trade with green.

I'm admittedly not looking at the board all that carefully, but it might be beneficial for Red or Yellow (or both) to trade with Green. Not because of commodities themselves, but because of tactical factors. Or conversely, for Green to make overtures to either of them.

As a random example, suppose Red is threatening to massively overwhelm Yellow. Maybe Yellow wants to keep Green in play a bit longer just to weaken Red. I'm not sure if it is "anything goes" as far as trade negotiations, though. Are there specific rules?

PostPosted: Sat Apr 25, 2009 4:34 am
by Chris
If Green loses their Food factory to me (Red) they:

1) Can not produce food there.

2) Can not TRADE for food as it will be delivered to me at their food factory.

BUT

Green can stay in the game by conquering other factories as they will recieve 5 Labor Units for each factory they take at the start of the new turn.

Yes, I am hoping my gamble to secure the Green food factory pays off in precisely the fashion noted, but it is NOT a quid-pro-quo (cut-n-dried winning strategy) due to their ability to enslave new Labor Units via conquest.

If we can just cut off their oil supply at the same time... Green will indeed be boned. Thats a big "if"... and I'm starting to run low on factories and equipment myself :D.

XXOOCC

PostPosted: Sat Apr 25, 2009 4:37 am
by Chris
...and Deimos... its "anything goes".
:D

Of course trading for futures (future production) extortion (I'll give you three oil not to attack) etc is only as enforcable as the players make it. Its entirely possible to "promise and not deliver" as well.

We are definitely at the crux of this particular game right now, and I am dying to see Yellow's move. Clinton!!!

:D

XXOOCC

PostPosted: Sun Apr 26, 2009 5:44 am
by Darius
Chris wrote:Green can stay in the game by conquering other factories as they will recieve 5 Labor Units for each factory they take at the start of the new turn.

Yes, I am hoping my gamble to secure the Green food factory pays off in precisely the fashion noted, but it is NOT a quid-pro-quo (cut-n-dried winning strategy) due to their ability to enslave new Labor Units via conquest.


Is it that because of the new labor units, more military can be produced to replace the ones that starved? Then those units can take the food back. Or do military units not need food at all and instead just need oil?

PostPosted: Mon Apr 27, 2009 6:39 pm
by Chris
For clarification only :D

Labor Units are not military units (altho they can be used to hold territory, they do not move, are auto-killed on a one-attack per unit basis, and can not attack). You lose when you have none at the start of a turn. You get five Labor Units as a "bonus" any time you take over a factory (you are the only one there at the end of your turn) that you did not control at the start of your turn.

You lose control of a factory if you have no units of any kind there at ANY point in the turn, and there are foreign units there. If you have units in a factory at the START of the "allocate Labor Units" portion of the turn, or that factory had no foreign units ever enter it, or take it, you can place more Labor Units in the factory.

If you lose a factory (only foreign units are in your fatory) you can neither place Labor Units there during the allocation phase, nor trade for commodities of that type of factory as the traded for commodities will be delivered to the factory in your country of that type. IOW, you can trade for "food", but if you are not in possession of the food factory, the person who owns your food factory gets the food as he will undoubtedly accept delivery.

Military Units do not eat. Tanks and Planes need no upkeep but require Oil in order to move.

Labor Units eat and require food. They will die off without it, but may be replaced via conquest (of foreign-held factories).

Hope that makes sense?

YES, I will take Green's food factory this turn, and he has no food stockpile... so all of his units should starve off at the eat phase of next turn (just prior to move and attack phase)

BUT he can use the R&D facilities he controls to get 1 food per facility, AND he can conquer factories to get 5 food per factory conquered.. so he is most likely a LONG way from finished... altho we'll see. :D

He will get to allocate the "soon-to-starve" Labor Units, and they will produce commodities, BEFORE they starve, but as Green will have no food factory, he will be unable to produce or trade for food... so his max food allottment will be 2 (enough to feed six Labor Units) if he uses ALL of his R&D facilities to produce food.

I am hoping that Clinton attacks his Oil Factory.... in order to fully paralyze Green (it could happen, but its a wait-n-see) so that he can produce neither food nor oil... then we'll have a fighting chance. I know, this does not look feasible on the surface as Clinton(yellow) does not have enough force or oil to take the factory on his own... but if he attacks AND I attack, we should be able to disable (no Green units will remain) the Green Oil Factory... it'll be close...

As Green has no oil stockpile, and no food stockpile (stockpiles remain with the player even when factories are lost) he'll be forced to choose between Oil and Food during the production phase (from his R&D facilities so he only gets some combo of 2 of either food or oil), and either most likely spells doom for him.

Otherwise, I think Red and Yellow are pretty boned.

Clinton? You're move dude!

:D
XXOOCC

PostPosted: Wed Apr 29, 2009 5:12 pm
by Chris
I'm going to give Clinton one more day, and then we are faced with either finding someone to take over his country and play it, or, at this point, declaring Green the winner as he is in the best current position on the board.

Here's hoping Clinton takes his turn today... but if not, anyone want to take over his country?

XXOOCC

PostPosted: Thu Apr 30, 2009 4:10 pm
by Darius
This game take way too long while you post. But, until Clinton gets back:

Yellow tank from Med faciloty to whatever is right beside it that has a green tank. It, and the yellow tank there, attack the green tank. Take green soldier head and put on a pike. Parade it around to show what happens to the enemy.

Yellow planes from plane factory to green oil. Plane from yellow food ro green oil. Execute the civilians that are there working to support a genocidal regime.

On the assumption I cannot move that far, then:

Yellow tank from Med facility to whatever is right beside it that has a green tank.

The yellow tank that is next to the green tank goes to green oil

3 Planes go to oil.

1 plane goes to green medical facility at the bottom

PostPosted: Thu Apr 30, 2009 6:25 pm
by Chris
Darius - if you are taking his move... :D

1 plane uses one oil to move up to 4 spaces.

2 tanks use one oil to move up to two spaces each.

So you can move three planes and no tanks
Two planes and two tanks
one plane and 4 tanks
or no planes and 6 tanks...

This:
"Yellow tank from Med facility to whatever is right beside it that has a green tank.

The yellow tank that is next to the green tank goes to green oil

3 Planes go to oil. "

would require 4 oil.

Go ahead and take over Yellow, but you'll need to rethink the move now that you have this info. Attacks are automatic. If you move into a space that contains the units of any other player, you will automatically attack those units.

Labor Units that you attack are auto-kills, but each unit you move in can only kill (or attack) one unit, so three planes will kill three labor units, or may attack three military units.

Planes defend at a 4, tanks at an 8. Planes roll 3 dice to attack, tanks roll 2.

If you leave a unit on the med or research facilities, you get a bonus the following turn:
Med facility: one free Labir Unit at the start of the turn.
R&D facility: one free commodity (any) at the production phase of the turn.

I think that recaps everything :D.

XXOOCC

PostPosted: Thu Apr 30, 2009 6:49 pm
by Darius
So how much oil does yellow have? 2,3, or 5? It lists Oil at 2, but then there is this spot that says 3 oil written in yellow at the bottom.