Prologue - 019

Prologue - 019

Turns since TBfGK: 23

Dhrystone was a city of great enduring power, one of Jetstone's three Level Fives. A sprawling stone citadel with an equally impressive garrison, its mossy gray ramparts rose up out of the dense pine forest with serene grace.

This city was one of the few things Prince Ossomer considered beautiful enough to be worth standing and admiring for a while. It was built much as he himself was: tall, hard, chiseled, majestic, and quietly, implicitly violent.

In Ossomer's studied opinion, Dhrystone also popped the finest soldiers in Erfworld. They were the standard by which all others might be measured.

It was for that reason that the city had been popping only infantry since he became Chief Warlord. Ansom had been wasting its output on Gumps; Father had a hands-off policy where decisions of the Chief Warlord were concerned. But twelve stacks of eight Pikers and eleven stacks of six Stabbers had now popped since Ansom fell. Given present circumstances, that was surely worth more than seven Gumps.

Most of those troops had first been sent eastward, to settle the unfortunate skirmish with Haggar. Ossomer's first major challenge.

Haggar was a quarrelsome, vexing neighbor. They were Royal, but they had refused to join the Coalition against Lord Stanley. When word of Ansom's defeat at Gobwin Knob came down, they had taken it as an opportune moment to strike at Pantstown, a long disputed Level One on the Jetstone side of the River Phoenix. Even as King Slately pleaded that this was a time for all Royals to unite, Haggar had to be gauche.

Well. Ossomer decided that if they could not be made to see light, then he would make them see stars.

He took Pantstown by surprise, then blasted his way through the gap and took Toughskin and Oshkosh as well. He laid siege to a third city, Sansabelt, and sent word to Haggar's King Dickie that the days of courtly emissaries and bean-counter diplomacy over tea were finished. Unless they accepted alliance, Jetstone would march on the capital and annex Haggar into a greater kingdom, perhaps then spinning it off into a new side with Ossomer himself as King.

It was a bluff, of course. Jetstone had been crucially weakened in the loss to Gobwin Knob, and was risking nearly everything with this gambit. But Haggar quickly acceded and joined the growing Royal Crown Coalition II, along with Transylvito, Unaroyal, FoxMUD, Hobbittm, Sofa King, Hyatt (which was technically a Regency, but committed to preserving Royal supremacy), and "Faq" (apparently a small new kingdom allied with Transylvito).

As a result of all of that senselessness, Ossomer now arrived at Dhrystone at the head of a column of about six hundred units and five warlords, of Haggar and Jetstone alike. He fretted that they were not more. Every unit lost in the recent battles on either side was a loss for the Coalition, a waste they could ill afford.

Having already been announced and hailed, Prince Ossomer paused on the gravel road, and stood before the city's gates in silent contemplation. His captains knew to hold their distance, and their tongues. He stared up at Dhrystone's great tower, at the pikes and lances along the walls. Too few, too few. He might one day make a last stand for Jetstone. If so, he prayed the Titans would let it be in this place.

There was much to plan, and everything at stake.

This column would take provisions here and continue on toward Bridgestone and Firestone, cities which lay on the border with Unaroyal and were the closest Jetstonian cities to the fight. From there, they would accept Unaroyal's decision: to call for Jetstone's aid, or cede the capital to Stanley's forces and send what units it could salvage to the other Coalition sides. There was yet time to prepare a counterstrike or some kind of massive--

"Surprise!"

Ossomer raised one thick black eyebrow. This was the closest thing his taut, disciplined body had to a startle reflex. He turned around.

Hovering low over the heads of his officers was a single Unipegataur stallion wearing a large gold earring and outfitted with a gold-inlaid white Jetstone saddle with Royal radishes. Its rider, a slender man in light segmentata armor, was his older brother Prince Tramennis. The warlords and officers saluted at full attention as he landed, grinning.

"Boo!"

"Tramennis!" Ossomer smiled, but with no small bewilderment. "Were you not intending to meet us at Firestone? How did you have the move?"

"I cheated of course," declared Tramennis as he dismounted adroitly. His caligae sandals crunched the gravel. "I set up a relay through Rollingstone and Penistone." He patted the Unipegataur on the flank and nodded his thanks to it.

Ossomer approached, and was met with a spirited embrace. Tramennis hugged Ossomer at the chest plate, standing more than a head shorter than his younger brother. But then, nearly everyone was shorter than Ossomer. "Really," he chided, slapping his brother's back fondly, "that is a waste of flyers."

"Nonsense! I'm telling you, we should do it more. The enemy is." He stepped back and put his hand on his hip, beside the hilt of his rapier. "Anyway, Prince's privilege. I knew I'd want to talk to you after diplomatic rounds."

He looked around, to see that the warlords and officers still stood at a distance which allowed private conversation. His face darkened. "But now?" said Tramennis with a tense sigh, "I need to."

Tramennis was rarely anything but buoyant. This tone meant more bad news. "Oh?"

"I have learned the details," he said. "Of our brother's fate, I mean." His slate blue eyes locked on Ossomer's.

Ossomer set his jaw. "I see." He took a breath, let it out, and shook his head sadly. "You are not going to tell me his life ended well, are you?"

Tramennis shook his head. "No, I am not going to tell you that, Ossomer." He leaned forward, and his voice dropped to a whisper. "For Ansom lives."

image

Guest art by S. Turner. aka Cloudbreaker on the Erfworld forums.

Recent posts... (See full thread)
Except there aren't that many sides.
Natural and Barbarians probably act as a single "side"
How ever Charlescomm, Trans, Jetstone and the others all had individual turns.
We also know that Allied troops can delay thier turn to act on the turn of another one of the allied troops. Hence the request that they wait until Charlescom's turn before rushing the courtyard.
The point is that each side gets a turn only once per day. You don't get a turn on your turn and then another turn on your ally's turn. You can postpone your turn if you want to act at the same time as your ally, but that doesn't give anyone an "extra" turn.
Guurzak wrote:
The point is that each side gets a turn only once per day. You don't get a turn on your turn and then another turn on your ally's turn. You can postpone your turn if you want to act at the same time as your ally, but that doesn't give anyone an "extra" turn.



No, but he makes a fair point; it may be advantageous in some situations to make your turn, then to see what the enemy does, and then have an ally who can move after the enemy goes.

I would personally guess that it's more likely that smaller sides are more efficent then larger sides. Sort of like in the civilization games, where a big side has to pay a larger upkeep or loses more of it's production to "corruption" or whatever. So, having two sides with 8 cities each might let you produce more and spend less then having one side with 16 cities.

Or, it's possible it was just a psychological threat on Ossamer's part. If Haggar is a back-stabbing, power-hungry worm, like he seems to be, then it's quite likely that he would worry about the chance Ossamer might WANT to crush him and set up his own side, on the assumption that Ossamer is also power hungry and would rather be a king then a warlord. It just makes the whole bluff more believable, and more scary, from Haggar's point of view.
FredLemerory wrote:
Hate to post in the older thread, but I just caught up in reading, and have some conjuncture to offer that could solve several conundrums all at once. Namely, why splinter of into new sides, and why are there not more warlords / casters. Tried to keep only what I don't remember someone already presenting.
.


Probably because in most TBS games, once your empire gets so big, the corruption gets out of control, spinning off another kingdom helps get it back under control, and give an ally in the field.
where is this misguided idea that each side in the rcc got it's own turn coming from?

the coalition side was one side. they were all serving under ansom. jillian could be put to the sword for treason as far as webinar was concerned. jillian and webinar moved simulatneously. all of the rcc troops moved as a single stack.

now MAYBE they deferred taking their turn until theior allies were...but that is totally speculative. the overwhelming evidence is that rcc was a side formed by coalition. and could only take one turn. breaking the coalition on the other hand seems to shuffle turn order. as jillian and ceaser beat stanley to the mountain pass. implying they had extra turn after rcc, then another before GK.

charlie signs merceneray contracts he doesn't form coalitions which is why he wasn't on RCC turn. jillian however joined the RCC troops when she discovered they were taking down stanley.

all of the things i've challenged your theory with can be found in the comic/updates. i never recall rcc taking 7 consecutive turns in any day. you also forget the gobwins and hobgobwins are GK natural allies. they had turns simultaneous to GK.
moose o death wrote:

charlie signs merceneray contracts he doesn't form coalitions which is why he wasn't on RCC turn. jillian however joined the RCC troops when she discovered they were taking down stanley.


Charlie allied with the RCC when he was under contract. The Archons in the "donut of doom" pages moved at the same time as Jillian.

The problem was that each side can only move once per day. Charlie moved in the morning, and then allied with Ansom when he had lost his carpet. However, since Charlie had moved already in that day, he wasn't allowed to move anymore.

The 2 turn trick was that Jillian and Vinny moved on the RCC turn and then switched alliance to Transylvito. This re-arranged the turn order for the following day and so Jillian + Vinny moved before GK.
Yosarian wrote:
Guurzak wrote:
The point is that each side gets a turn only once per day. You don't get a turn on your turn and then another turn on your ally's turn. You can postpone your turn if you want to act at the same time as your ally, but that doesn't give anyone an "extra" turn.



No, but he makes a fair point; it may be advantageous in some situations to make your turn, then to see what the enemy does, and then have an ally who can move after the enemy goes.


On first look, it might seem that way, but there isn't any actual advantage in any situation.

Start with a 1-on-1 battle: A gets a turn, then Z gets a turn, then A, then Z. Each stack you own has exactly one opportunity to respond to enemy actions before that enemy's next turn.

Now A gets a bright idea and decides to split so as to increase flexibility. Turn order is A1, Z, A2. But that's exactly the same order as Z, A2, A1, Z, A2, A1... we're still just alternating. I haven't accomplished anything except made it so that half of my army can't do joint ops with the other half.

What if they both split? Order is now A1, Z1, A2, Z2. This looks like it might be different, but it still isn't: each stack in A1 has exactly one turn to respond to anything the Z side has done since its last turn. Each stack in A2 also has exactly one turn to respond to anything the Z side has done since its last turn. You're not really gaining anything by splitting your turn apart- and, if either side *thinks* the other side is getting an advantage by splitting their turns, all they have to do is re-sync their own turns and force things back to A,Z,A,Z again.
It was a chase scene. So rearranging the turns so Jillian's crew got two turns to Stanley's one allowed them to get in front and lay in ambush.

1. Stanley moves
2. Jillian Moves
3. Change Sides.
4. End Turn
5. Jillian goes again
6. Stanley goes.

So it definitely provides some advantage in limited situations. Passing a special unit with a critical ability that will be doubly effective if used twice. Maybe make some golems, get passed over, make more golems. Chase scenes also allow a side to effectively get two move actions to another side's one.

Normally splitting a side is disadvantageous, but sometimes the side is already split. If that's the case then special units then can be passed around for a temporary doubled effect.
Guurzak wrote:
Yosarian wrote:
Guurzak wrote:
The point is that each side gets a turn only once per day. You don't get a turn on your turn and then another turn on your ally's turn. You can postpone your turn if you want to act at the same time as your ally, but that doesn't give anyone an "extra" turn.



No, but he makes a fair point; it may be advantageous in some situations to make your turn, then to see what the enemy does, and then have an ally who can move after the enemy goes.


On first look, it might seem that way, but there isn't any actual advantage in any situation.

Start with a 1-on-1 battle: A gets a turn, then Z gets a turn, then A, then Z. Each stack you own has exactly one opportunity to respond to enemy actions before that enemy's next turn.

Now A gets a bright idea and decides to split so as to increase flexibility. Turn order is A1, Z, A2. But that's exactly the same order as Z, A2, A1, Z, A2, A1... we're still just alternating. I haven't accomplished anything except made it so that half of my army can't do joint ops with the other half.


Well, there are differences, though.

For example, A1 attacks, Z moves, then A2 gets to move BEFORE Z gets to heal, or gets to pop any more units. This could be key in some (narrow) situations.

Usually, though, it'd probably be better to attack all at once anyway.
Infidel wrote:
Normally splitting a side is disadvantageous, but sometimes the side is already split. If that's the case then special units then can be passed around for a temporary doubled effect.


I'll give you that, but it only applies to units which have the flexibility to change sides in the field- very limited application, but good point.

Yosarian wrote:
Well, there are differences, though.

For example, A1 attacks, Z moves, then A2 gets to move BEFORE Z gets to heal, or gets to pop any more units. This could be key in some (narrow) situations.

Usually, though, it'd probably be better to attack all at once anyway.


How is that better than having all my units acting first? If A never split their armies, then the units which you have as A2 would have been able to attack Z and do everything that they would anyway as part of the main A turn, before Z has any chance to move away or counterattack.