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Author Topic: Playground of the Gods / Auran God / Turn 3 Strategy  (Read 9493 times)

Man of Paper

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Playground of the Gods / Auran God / Turn 3 Revision
« Reply #150 on: September 04, 2022, 09:48:45 pm »

Proposal: "Vintner's Folly" Amaretto Grapes
Difficulty: Normal
Result: 2+1=3, Buggy Mess

Amaretto Grapes are largely a decorative plant in the mortal plane, boasting red-purple veins running through vibrant green leaves on tough vines. The grapes themselves grow in large bunches and are a deep red-purple. The fruit is sweet with a mild bitter aftertaste that made it popular among those with the means to procure them up until they were identified as the cause of the universally average "Mumbling King's" mental and physical deterioration.

Experimentation revealed the grapes could be pressed into a mash that, once mixed with water and boiled into a sticky reduction, remained sweet-tasting while retaining a concentrated amount of toxin. While there was little reason to utilize this discovery within the Auran lands, contact with the Magic Planes made their utilization as more than a decorative plant something worth looking into further.

The reduction could be easily disguised in food and drink as a sweetener and remain undetectable to all but the most knowledgeable botanists and alchemists, and those facts made Vintner's Folly an item of interest within the Magic Planes. The only issues came in the form of accessibility. Attempts to cultivate the vines in the other planes were largely unsuccessful. The vines would grow and produce fruit, but outside of their optimal plane the grapes were much smaller and produced less of their tempting toxin. The Planes of Fire and Chaos are particularly inhospitable environments for the vine plant. Transport of the grapes themselves was also difficult, as the grapes had delicate skins and were prone to bruising and bursting. This has resulted in the production of the Vintner's Folly to be performed almost entirely within the Mortal Plane, which also proves to be something of an issue due to their heavily reduced status from food crop to decorative plant.

"Vintner's Folly" Amaretto Grapes are Rare but produce a potent poison that is sure to provide some impact on the bodies and minds of our extraplanar enemies, slightly more in the Planes the plant can grow and supplement our supplies.


Proposal: Orcish Slammer-Ranners
Difficulty: Hard
Result: (6+5)-1=10, Superior

Being a god has some benefits. The capacity to draw life from nothing is one of them, and one you practiced with the introduction of Orcs into the Mortal Plane.

The Orcs themselves are pretty standard for their species, bearing skin in green and brown hues stretched over thick masses of muscle. Unlike the "original model", these Orcs have better control of their temper, insomuch as they can refrain from going berserk without warning and losing control. The Slammer-Ranners can (metaphorically) bottle up their rage and tap into their most potent of emotions at-will and, usually, calm themselves once their fury is no longer required. This testosterone-fueled rage sees the Orcs more readily able to ignore pain and move and strike swiftly and with brutal(er) strength.

The equipment utilized by the Slammer-Ranners only helps to further increase the brutal efficacy of their fighting capabilities. Each Orc wields a pair of large Orcish Choppers boasting a fairly sharp edge with cutting power greatly amplified by the weight of the reinforced, slightly upcurved spine. These weapons are absolutely useless for stabbing with their flat, blunt tips, but stabbing is for losers anyway. The weight of the blade makes for an incredible cleaving tool (as one should expect from a cleaver), and would be difficult to wield one-handed for a lesser being than an Orc.

The more potent aspect of the Slammer-Ranner's kit is the runed bronze plate armor protecting the torso, shoulders, forearms, and shins (padded clothing is worn to protect elsewhere, much to the protest of some Orc who prefer to "fight naturally"). The runes inscribed on the armor glow with a very, very faint light blue and provide the wearer with increased physical speed and stamina. Orcs with this armor move half again as fast as they would without it, providing them with greater speed on the move as well as increased velocity for their brutal charges and strikes. While not necessarily fans of formation fighting, the Orcs are proficient enough in combat to know to maintain some semblance of unit cohesion. They make for a sufficient melee skirmishing unit, but do somewhat suffer from their desire to keep pressing the fight until there's no choice but to pull back/be killed.

Orcs are a naturally numerous species in any Plane, and the Cleavers are fairly brutal but simple weapons. The enchanted armor is somewhat costly in time and resources to produce, but is fairly minimalist, allowing the Orcish Slammer-Ranners to show up on the field at an Uncommon level.


----------------


It is now the Revision Phase. Remember that you have two revisions with which to work with!

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: Bonuses (click to show/hide)
Spoiler: The Map and Key (click to show/hide)
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ConscriptFive

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Re: Playground of the Gods / Auran God / Turn 3 Revision
« Reply #151 on: September 05, 2022, 01:11:54 pm »

Quote
Revision: The Forbidden Fruits of Eden

Although not as prolific a cultivar as we intended, the gardens of our Seraphim allies in the Order Plane should prove fertile for the delicious but poisonous Amaretto Grape.  However, it shall not be for their consumption, but instead for their Swarm pests.  The sweet plundered booty will carry its subtle poison back to the Hive, poisoning their fragile sheltered larvae.

Quote
Revision: Orcish Slammer-Ranner-Bammer-Jammers

Running around the battlefield duel-wielding is cool and all, but you know what is truly Orcish as Fuck (OAF)?  Spiking a boltbow ball in the face of you enemies with your own bare hands.

Orcish Slammer-Ranner-Bammer-Jammers are a particular clan of the Orcish Slammer-Ranners, eschewing their blades in favor of a boltbow ball.  Enhanced by their bronze runic armor, they bob and weave across the battlefield, finding their space to jam their payload upon enemy formations.

Happerry

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Re: Playground of the Gods / Auran God / Turn 3 Revision
« Reply #152 on: September 05, 2022, 08:53:05 pm »

Quote
Revision : Initiate Field Training
While suggestions have been made to form a formal Initiate Training School, until funding can be freed up for such a program it is also suggested that we... well, just have our Initiates train each other in the field. By assigning each veteran Initiate several new and inexperience Initiates with which they can share their hard earned experience with we can prevent critical knowledge from being lost to enemy action and encourage the spread of useful magic using techniques between our Initiates. Speaking of spreading techniques, we'll also encourage our veteran Initiates to compare notes and train each other when they can, so that any important breakthroughs in magic are widely spread throughout our forces.
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ConscriptFive

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Re: Playground of the Gods / Auran God / Turn 3 Revision
« Reply #153 on: September 09, 2022, 04:02:14 pm »

Looking at what we got so far, I like the concept of the Initiate Revision.  It should get a bonus from the Air Enclave too.  I do wish it was a little flashier though.

I put the Orcish Slammer-Ranner-Bammer-Jammers out there as a fun and a direct counter to their heavy infantry formation.

As for influence lanes, the roach bait is a good idea assuming we want "Order" bonuses next turn or an eventual angel unit.  Their Enclave isn't bad either, but we need land for it.  BUT the Kaynans seem to be pushing the Air Plane.  Do we want them to get that template without competition?

Quote
Revision: Locusta's Liquor

Have you heard about the hottest new trend among the Faerie jet set?  (No, of course you wouldn't have.)  Only the most fashionable Faerie drink Locusta's Liquor.  It is an unparalleled sweetened liquor with a mild almond aftertaste.  Ideal for ceremonial toasts, special occasions, or pure luxury indulgence.

While Locusta is a Faerie, she is secretly loyal to the Avians due to a personal vendetta against the Faerie hierarchs.  As such, she should have no qualms brewing Amaretto Grapes into her concoctions to poison Faerie-kind.  If she make a good living off it, even better.

Happerry

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Re: Playground of the Gods / Auran God / Turn 3 Revision
« Reply #154 on: September 17, 2022, 05:06:06 pm »

Quote from: Revision Box
Initiate Field Training (1) : Happerry
Locusta's Liquor (1) : Happerry
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ConscriptFive

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Re: Playground of the Gods / Auran God / Turn 3 Revision
« Reply #155 on: September 18, 2022, 10:34:32 am »

Quote from: Revision Box
Initiate Field Training (2) : Happerry, ConscriptFive
Locusta's Liquor (2) : Happerry, ConscriptFive

Powder Miner

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Re: Playground of the Gods / Auran God / Turn 3 Revision
« Reply #156 on: September 18, 2022, 12:10:22 pm »

Actually fucking 50 years later jesus christ, I fix boltbow:
Quote from: Orcish Warheads, Human Triggers
With the orcs having done us the favor of blowing themselves and us up without actually helping us in any way - but, at least, having demonstrated a capability to create viciously powerful explosive substances, we have decided to take another crack at the damned (as some Spirit District clerics have attempted to actually declare) Boltbows, combining the products of human and orcish intellect. The Orcish formulas that created the explosives are refined into a more stable form, with human cooperation with the orcs to ensure that this actually occurs - bronze balls containing the more stable explosive are made into the new warhead for the boltbow, resulting in ideally a MUCH more vicious explosion, but one that only goes off when actually intended to do so.

On our end of things, the triggering mechanism for the ball is changed up from impact with target to just detonating once the ball has traveled a certain distance out from the initial launch, adjusted before placing the ball into the boltbow. This may make direct hits a bit tougher, and slow down shots a bit, but with the significantly more potent blasts this shouldn't be an issue.

Quote from: Revision Box
Initiate Field Training (2): Happerry, ConscriptFive
Locusta's Liquor (3): Happerry, ConscriptFive, Powder Miner
Orcish Warheads, Human Triggers (1): Powder Miner

I also do want to go for the Air Plane (nyoom), and don't really want to put out a second revision after writing THAT one, but I want to note that the Locusta's Liquor revision would benefit from addressing the specific issues with growing on Magic Planes that the design lays out.
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Taricus

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Re: Playground of the Gods / Auran God / Turn 3 Revision
« Reply #157 on: September 18, 2022, 10:33:58 pm »

Quote from: Revision Box
Initiate Field Training (2): Happerry, ConscriptFive
Locusta's Liquor (3): Happerry, ConscriptFive, Powder Miner
Orcish Warheads, Human Triggers (2): Powder Miner, Taricus
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Happerry

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Re: Playground of the Gods / Auran God / Turn 3 Revision
« Reply #158 on: September 19, 2022, 04:27:37 pm »

Quote from: Revision Box
Initiate Field Training (1): ConscriptFive
Locusta's Liquor (3): Happerry, ConscriptFive, Powder Miner
Orcish Warheads, Human Triggers (3): Powder Miner, Taricus, Happerry
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Man of Paper

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Playground of the Gods / Auran God / Turn 3 Strategy
« Reply #159 on: September 20, 2022, 10:22:44 pm »

Turn 3 Revision

Proposal: Locusta's Liquor
Difficulty: Normal
Result: 5+5=10, Superior

Everyone loves alcohol. At least, everyone a particular fairy has a beef with. It turns out finding someone who has a personal vendetta against a group of politicians for apolitical reasons is not the hardest thing to do. Finding one that happened to have a familiarity with making and selling alcohol was harder, but we got real lucky! Locusta is an amateur brewer and known for her selection of rare foreign alcohol collection and tasty but unique concoctions. For years she has been trying to figure out a way to get back at the people responsible for a grievance she refuses to ever describe in any detail, and in the introduction of the Vintner's Folly she sees opportunity.

A few jars of Amaretto Grape concentrate are smuggled into her hands on a semiregular basis. When commissioned for a special brew or to provide beverages for a political party she blends together a mixture of the concentrate and some of her homebrews. The sweet nuttiness of the grape concentrate is everpresent in Locusta's Liquor, but otherwise every bottle is different. The concentrate is kept at high enough levels to induce some level of the poison's well-documented effects (general loss of coherence and sanity) within days or weeks of regular ingestion as opposed to months or years - someone downing a bottle all alone in one sitting is going to have a noticeable level of mental deterioration by the time the bottle works through their system (on top of being absolutely shit-faced. Just because she's poisoning them doesn't mean Locusta wants to make shitty booze).

Locusta's Liquors are well-known within the upper levels of Faerie society and likely to make quite an impact on the Senate floor as time goes on. Should someone try to trace any poisonings back through the alcohol and to her, the counterfeit bottles and labels of legitimate brands she also sells let Locusta foist the attention of investigations onto some other entity down the line. Somewhere else far away, preferably.

Locusta's Liquors are Unique, only seeing use in the Air Plane.


Proposal: Orcish Warheads, Human Triggers
Difficulty: Very Hard Hard
Result: (2+2)-1=3, Buggy Mess

When Orc measurements consist of "pinch", "handful", and "the whole fuckin' thing, mate", and those measurements are taken, given, and doled out with reckless abandon, it can be somewhat difficult for an observer to accurately notate the process of creation. When that process of creation involves explosives that can be a bit of an issue.

Many accidents and many injuries later, and a pooled collection of observational notes from human observers in orcish workshops narrowed down the explosive solution to a "reliable range". The powder becomes excited with the introduction of arcane energies and reacts with the magical energy the concoction itself releases when magic is applied. This results in a rapidly burning alchemical mixture that ends in a potent sharp blast and fireball.

When it works as intended.

The ball fired by the Boltbows is designed to absorb a generally standard limit of arcane energy before dumping it into the alchemical mixture within. This was intended to function as a timer for the warball, but mostly works to complicate the fireteam's lives. There is no clear indicator on the ball, so the only real way to figure out how to time the magical fuse is through trial and error. This would be easy enough - just a matter of having training balls in that case - but of course the reaction begins within the ball as soon as arcane energy courses through it and that changes timing. Then you have to add in your personal magical potency and how much you're channeling at any given time, the strength of local ley lines, trilunar influence, the wind, if a crow flew west this morning - or was that a raven? And...it's a lot. A launch just using the clay firing mechanism plate gives the ball a seven second timer. "Cooking" the ball reduces that timer to a shorter time somewhere between under seven and immediate detonation. Removing a need for impact as any of the enchantment triggers greatly reduced the chance of premature detonation. Cooking the warballs to be effective at anywhere beneath maximum range offsets that somewhat.

Fair Fighting Orcish Boltbow Fireteams are still Rare and still given as wide a berth as before.

----------------

It is now the Strategy Phase.

Remember to assign your Uniques that aren't dedicated to a specific plane/zone (Kupros) and choose an Enclave to build in the Swamps (Lizardfolk +Infrastructure/Backline; Seraphim +Enchanted Weapons/Mundane Armor; Elves +Druidism; Infernal +Conjuration).

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: Bonuses (click to show/hide)
Spoiler: The Map and Key (click to show/hide)
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ConscriptFive

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Re: Playground of the Gods / Auran God / Turn 3 Strategy
« Reply #160 on: September 22, 2022, 02:10:26 pm »

Hmm, maybe we should name the next Boltbow revision "Blood Eagle?"

So in terms of prognostication, combat is going to be interesting this turn.  The Boltbows are still cursed, so counterattacking their Unique heavy/shock infantry legion is still an issue.  At a glance, the Slammer Ranners aren't a hard counter to anything (yet), but are fast and (un)common enough to be everywhere on the the battlefield as needed.  So now we've got a maneuver force, which is nice, (assuming our army knows how to use them appropriately.)  There should be enough Slammer Ranners to flank their legion, and threaten an encirclement if they try to rush too hard.  Plus, it's a Unique, so we only have to worry about the Blackcrag Reavers in one lane at a time anyways.

Of course, this is all assuming they haven't built anything game-changing or cool this turn (which with 2 designs, 2 revisions, that's pretty much guaranteed.)

Regardless, they do have us on our backfoot on the top lane (Desert), and we're pushing bottom lane (Woods).  The GM has given enough hints that they probably know not to send the guys in black metal plate to get heatstroke in the Desert.  BUT, do we really want to lose the Desert and its Avian Enclave?  The Blackcrag are going to be in the Woods, but we really need Kupros to hold the Desert.

We technically could also send Kupros to influence a plane, but I don't think losing land is worth it for a point of influence somewhere.

Regarding Enclave placement, it's looking like the Swamp is going to be frontline turf.  Thus, I don't know how much use we'll get out of it, but we seem to be using enchanted gear that the Seraphim can bonus for further development.  Alternatively, we really do need to make a magic-caster unit, so Elves could be useful if we wanted to skew them Druidic.  Lizardfolk would be very thematic for the Swamp though, if you really want to roleplay and think we can make enough infrastructure/backline designs to be worth it.

Quote from: Strategy Votebox
(1) Kupros goes to the Desert: ConscriptFive
(0) Kupros goes to the Woods:

(1) Convince the Serphim to leave their heavenly towers to live... in a swamp: ConscriptFive
(0) Convince the Elves that the Swamps are just like a dank version of the forest (literally):
(0) Show the Lizardfolk a safehaven where they won't get their minds eaten:

Powder Miner

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Re: Playground of the Gods / Auran God / Turn 3 Strategy
« Reply #161 on: September 25, 2022, 05:08:28 pm »

I think those are pretty much great points all around, although I think even with the still-cursed status of the Boltbow it should be a much better Reaver counter now since it's got much more bark to it.

I agree it's worse to lose the Desert than it is good to grab the Woods, and definitely the Seraphim are EXTRAORDINARILY relevant with the route we're going.

Quote from: Strategy Votebox
(2) Kupros goes to the Desert: ConscriptFive, Powder Miner
(0) Kupros goes to the Woods:

(2) Convince the Seraphim to leave their heavenly towers to live... in a swamp: ConscriptFive, Powder Miner
(0) Convince the Elves that the Swamps are just like a dank version of the forest (literally):
(0) Show the Lizardfolk a safehaven where they won't get their minds eaten:

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Happerry

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Re: Playground of the Gods / Auran God / Turn 3 Strategy
« Reply #162 on: September 29, 2022, 06:37:56 pm »

Quote from: Strategy Votebox
(3) Kupros goes to the Desert: ConscriptFive, Powder Miner, Happerry
(0) Kupros goes to the Woods:

(2) Convince the Seraphim to leave their heavenly towers to live... in a swamp: ConscriptFive, Powder Miner
(1) Convince the Elves that the Swamps are just like a dank version of the forest (literally): Happerry
(0) Show the Lizardfolk a safehaven where they won't get their minds eaten:

It's a good enough plan but I really want to start developing magic so I'm going to vote for elves.
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Taricus

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Re: Playground of the Gods / Auran God / Turn 3 Strategy
« Reply #163 on: September 29, 2022, 08:49:11 pm »

Quote from: Strategy Votebox
(4) Kupros goes to the Desert: ConscriptFive, Powder Miner, Happerry, Taricus
(0) Kupros goes to the Woods:

(3) Convince the Seraphim to leave their heavenly towers to live... in a swamp: ConscriptFive, Powder Miner, Taricus
(1) Convince the Elves that the Swamps are just like a dank version of the forest (literally): Happerry
(0) Show the Lizardfolk a safehaven where they won't get their minds eaten:
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