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Author Topic: Gods of Lar- Oh Wait Nevermind  (Read 61913 times)

Sorcerer Kail

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Re: Gods of Lar
« Reply #375 on: April 11, 2013, 05:54:58 am »

I mean we need some prevention if we use cavalry archers and he casts rains.
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Origami_Psycho

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Re: Gods of Lar
« Reply #376 on: April 11, 2013, 06:43:06 am »

We need to pick what we want to deploy on battle field since we have limited mana and resigning from few options will be vital to build our forces. Mongols were good against typical medieval army, and probably it is one like this. Combining it with deception(darkness and manipulating light by force) and few fortified positions protected by archers and few strong, hard to kill units could work. Say do any troll-like(regenerative, strong) creatures exist in those lands? We could use them as heavy infantry. I would also prepare some pits against enemies(just make sure our units won't run into it). Also we could prepare some webs to be thrown/shot at enemy forces to slow them, and destroy their formation.
Extra points for thinking up how to make arrows with area damage.

If not mongols then we need to go as heavily fortified as possible. Spamming bows does not change, but we want to employ more easy to do fortifications and deception at start of battle, maybe some kind of tunnels so we can move our units easily.

Also we need to know his composition of force, scout it now! We can wait with specifics of our creatures until we acquire data on enemy but lets start already growing them now!

@edit Against water magic - some kind of sponges if he tries to make battlefield all muddy.
Against death and cold - keep distance, shoot at him.
Mongols were actually kind of shitty against a proper medevial army, the reason that they were so effective is because they attacked everything that wasn't an army, so it was basically a gigantic bandit horde.
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GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
That's right bitches, we're a fucking terminator.
Our new catch phrase is: "I wont be back."

Sorcerer Kail

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Re: Gods of Lar
« Reply #377 on: April 11, 2013, 07:13:11 am »

We need to pick what we want to deploy on battle field since we have limited mana and resigning from few options will be vital to build our forces. Mongols were good against typical medieval army, and probably it is one like this. Combining it with deception(darkness and manipulating light by force) and few fortified positions protected by archers and few strong, hard to kill units could work. Say do any troll-like(regenerative, strong) creatures exist in those lands? We could use them as heavy infantry. I would also prepare some pits against enemies(just make sure our units won't run into it). Also we could prepare some webs to be thrown/shot at enemy forces to slow them, and destroy their formation.
Extra points for thinking up how to make arrows with area damage.

If not mongols then we need to go as heavily fortified as possible. Spamming bows does not change, but we want to employ more easy to do fortifications and deception at start of battle, maybe some kind of tunnels so we can move our units easily.

Also we need to know his composition of force, scout it now! We can wait with specifics of our creatures until we acquire data on enemy but lets start already growing them now!

@edit Against water magic - some kind of sponges if he tries to make battlefield all muddy.
Against death and cold - keep distance, shoot at him.
Mongols were actually kind of shitty against a proper medevial army, the reason that they were so effective is because they attacked everything that wasn't an army, so it was basically a gigantic bandit horde.
Keeping infantry at distance and shooting them and slowing enemy fast units is still better than going toe to toe against them, and fortifications may use lot more resources compared to damage we will be able to deal to them.
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Origami_Psycho

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Re: Gods of Lar
« Reply #378 on: April 11, 2013, 07:21:36 am »

We need to pick what we want to deploy on battle field since we have limited mana and resigning from few options will be vital to build our forces. Mongols were good against typical medieval army, and probably it is one like this. Combining it with deception(darkness and manipulating light by force) and few fortified positions protected by archers and few strong, hard to kill units could work. Say do any troll-like(regenerative, strong) creatures exist in those lands? We could use them as heavy infantry. I would also prepare some pits against enemies(just make sure our units won't run into it). Also we could prepare some webs to be thrown/shot at enemy forces to slow them, and destroy their formation.
Extra points for thinking up how to make arrows with area damage.

If not mongols then we need to go as heavily fortified as possible. Spamming bows does not change, but we want to employ more easy to do fortifications and deception at start of battle, maybe some kind of tunnels so we can move our units easily.

Also we need to know his composition of force, scout it now! We can wait with specifics of our creatures until we acquire data on enemy but lets start already growing them now!

@edit Against water magic - some kind of sponges if he tries to make battlefield all muddy.
Against death and cold - keep distance, shoot at him.
Mongols were actually kind of shitty against a proper medevial army, the reason that they were so effective is because they attacked everything that wasn't an army, so it was basically a gigantic bandit horde.
Keeping infantry at distance and shooting them and slowing enemy fast units is still better than going toe to toe against them, and fortifications may use lot more resources compared to damage we will be able to deal to them.
But the fortifications will buy us time, and allow us to destroy his host over a period, and not have to do it in one big climatic battle.  We ought to spread out a large area of relatively light defenses that can inflict casualties on the army, before they reach the actual walls, and then have those able to also inflict casualties as well.
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GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
That's right bitches, we're a fucking terminator.
Our new catch phrase is: "I wont be back."

Sorcerer Kail

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Re: Gods of Lar
« Reply #379 on: April 11, 2013, 07:25:06 am »

We need to pick what we want to deploy on battle field since we have limited mana and resigning from few options will be vital to build our forces. Mongols were good against typical medieval army, and probably it is one like this. Combining it with deception(darkness and manipulating light by force) and few fortified positions protected by archers and few strong, hard to kill units could work. Say do any troll-like(regenerative, strong) creatures exist in those lands? We could use them as heavy infantry. I would also prepare some pits against enemies(just make sure our units won't run into it). Also we could prepare some webs to be thrown/shot at enemy forces to slow them, and destroy their formation.
Extra points for thinking up how to make arrows with area damage.

If not mongols then we need to go as heavily fortified as possible. Spamming bows does not change, but we want to employ more easy to do fortifications and deception at start of battle, maybe some kind of tunnels so we can move our units easily.

Also we need to know his composition of force, scout it now! We can wait with specifics of our creatures until we acquire data on enemy but lets start already growing them now!

@edit Against water magic - some kind of sponges if he tries to make battlefield all muddy.
Against death and cold - keep distance, shoot at him.
Mongols were actually kind of shitty against a proper medevial army, the reason that they were so effective is because they attacked everything that wasn't an army, so it was basically a gigantic bandit horde.
Keeping infantry at distance and shooting them and slowing enemy fast units is still better than going toe to toe against them, and fortifications may use lot more resources compared to damage we will be able to deal to them.
But the fortifications will buy us time, and allow us to destroy his host over a period, and not have to do it in one big climatic battle.  We ought to spread out a large area of relatively light defenses that can inflict casualties on the army, before they reach the actual walls, and then have those able to also inflict casualties as well.
Then we could go with some quick hit and runs at enemy, and use those light defenses, but high mobility still would be useful for such defense(to minimalize casualties).
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javierpwn

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Re: Gods of Lar
« Reply #380 on: April 11, 2013, 07:29:56 am »

Why not just some Fungal Mines on the city limits?
When they detect Death, they explode a cloud of parasitic fungus spores, which will overtake the bodily functions of the creature? Or explosively combustible.

Or maybe some More Umbral cattle? For breeding purposes!Mo' Cattle!
And ask the Obsidian Carver to donate some to build a shrine!
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Origami_Psycho

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Re: Gods of Lar
« Reply #381 on: April 11, 2013, 07:34:11 am »

We need to pick what we want to deploy on battle field since we have limited mana and resigning from few options will be vital to build our forces. Mongols were good against typical medieval army, and probably it is one like this. Combining it with deception(darkness and manipulating light by force) and few fortified positions protected by archers and few strong, hard to kill units could work. Say do any troll-like(regenerative, strong) creatures exist in those lands? We could use them as heavy infantry. I would also prepare some pits against enemies(just make sure our units won't run into it). Also we could prepare some webs to be thrown/shot at enemy forces to slow them, and destroy their formation.
Extra points for thinking up how to make arrows with area damage.

If not mongols then we need to go as heavily fortified as possible. Spamming bows does not change, but we want to employ more easy to do fortifications and deception at start of battle, maybe some kind of tunnels so we can move our units easily.

Also we need to know his composition of force, scout it now! We can wait with specifics of our creatures until we acquire data on enemy but lets start already growing them now!

@edit Against water magic - some kind of sponges if he tries to make battlefield all muddy.
Against death and cold - keep distance, shoot at him.
Mongols were actually kind of shitty against a proper medevial army, the reason that they were so effective is because they attacked everything that wasn't an army, so it was basically a gigantic bandit horde.
Keeping infantry at distance and shooting them and slowing enemy fast units is still better than going toe to toe against them, and fortifications may use lot more resources compared to damage we will be able to deal to them.
But the fortifications will buy us time, and allow us to destroy his host over a period, and not have to do it in one big climatic battle.  We ought to spread out a large area of relatively light defenses that can inflict casualties on the army, before they reach the actual walls, and then have those able to also inflict casualties as well.
Then we could go with some quick hit and runs at enemy, and use those light defenses, but high mobility still would be useful for such defense(to minimalize casualties).
Thing is that we're defending a fixed point, which means that if they weather all we throw at them then we're screwed because high mobility skirmishers are rather ineffectual at fighting a prolonged battle.  This is why we need some heavy troops and fixed defenses, as these will allow us to fight a prolonged fight.  Don't get me wrong, I think we should have some skirmishers, but I think we ought to not rely on them so much.  This also happens to be why the mongols started losing battles left right and center.

EDIT: We also could just do none of this and hide the village in a fold of space-time.  What they can't hit can't be destroyed.
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GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
That's right bitches, we're a fucking terminator.
Our new catch phrase is: "I wont be back."

Eotyrannus

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Re: Gods of Lar
« Reply #382 on: April 11, 2013, 10:43:52 am »

Okay, guys, let's think of what the enemy is going to try and do. He's got death, water and cold magic, so we need either troops that can work with that or troops that can work against that.

I would recommend using a bird as a base.  Their crops could hold our wanted ranged weapon, and a thick coat of feathers can be useful in both warm and cold temperatures.
We also need a creature that can prevent ice from forming, as that could be lethal to even the best-insulated beast. Perhaps we could give them a second crop that contains a chemical reaction. We could take a note from Parasite Eve, and have hyperactive mitochondria.
We need them to not drown, either.

From this, I would presume that our best option would be to have a modified gull, or other seabird, as our soldier unit. Bats would be better against damage to the wings, but they wouldn't cope as well with the cold or water.
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Sorcerer Kail

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Re: Gods of Lar
« Reply #383 on: April 11, 2013, 10:50:23 am »

Okay, guys, let's think of what the enemy is going to try and do. He's got death, water and cold magic, so we need either troops that can work with that or troops that can work against that.

I would recommend using a bird as a base.  Their crops could hold our wanted ranged weapon, and a thick coat of feathers can be useful in both warm and cold temperatures.
We also need a creature that can prevent ice from forming, as that could be lethal to even the best-insulated beast. Perhaps we could give them a second crop that contains a chemical reaction. We could take a note from Parasite Eve, and have hyperactive mitochondria.
We need them to not drown, either.

From this, I would presume that our best option would be to have a modified gull, or other seabird, as our soldier unit. Bats would be better against damage to the wings, but they wouldn't cope as well with the cold or water.
What about death spells? Bird-bombers looks fun for enemy though.
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Eotyrannus

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Re: Gods of Lar
« Reply #384 on: April 11, 2013, 10:52:19 am »

Okay, guys, let's think of what the enemy is going to try and do. He's got death, water and cold magic, so we need either troops that can work with that or troops that can work against that.

I would recommend using a bird as a base.  Their crops could hold our wanted ranged weapon, and a thick coat of feathers can be useful in both warm and cold temperatures.
We also need a creature that can prevent ice from forming, as that could be lethal to even the best-insulated beast. Perhaps we could give them a second crop that contains a chemical reaction. We could take a note from Parasite Eve, and have hyperactive mitochondria.
We need them to not drown, either.

From this, I would presume that our best option would be to have a modified gull, or other seabird, as our soldier unit. Bats would be better against damage to the wings, but they wouldn't cope as well with the cold or water.
What about death spells? Bird-bombers looks fun for enemy though.
Not sure about that, but they won't be able to make the feathers shrivel up and die, since they're already made of non-living tissue. And unlike insect wings, feathers can be replaced. If the birds stay out of lethal range, they can simply lock their wings and glide to a (relatively) safe landing.
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Origami_Psycho

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Re: Gods of Lar
« Reply #385 on: April 11, 2013, 11:34:01 am »

Okay, guys, let's think of what the enemy is going to try and do. He's got death, water and cold magic, so we need either troops that can work with that or troops that can work against that.

I would recommend using a bird as a base.  Their crops could hold our wanted ranged weapon, and a thick coat of feathers can be useful in both warm and cold temperatures.
We also need a creature that can prevent ice from forming, as that could be lethal to even the best-insulated beast. Perhaps we could give them a second crop that contains a chemical reaction. We could take a note from Parasite Eve, and have hyperactive mitochondria.
We need them to not drown, either.

From this, I would presume that our best option would be to have a modified gull, or other seabird, as our soldier unit. Bats would be better against damage to the wings, but they wouldn't cope as well with the cold or water.
What about death spells? Bird-bombers looks fun for enemy though.
Not sure about that, but they won't be able to make the feathers shrivel up and die, since they're already made of non-living tissue. And unlike insect wings, feathers can be replaced. If the birds stay out of lethal range, they can simply lock their wings and glide to a (relatively) safe landing.
I don't think that feathers will protect from something that directly attacks the target.
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GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
That's right bitches, we're a fucking terminator.
Our new catch phrase is: "I wont be back."

javierpwn

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Re: Gods of Lar
« Reply #386 on: April 11, 2013, 11:35:53 am »

Carapace'd Darkness/Light feeding Bats?
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Remuthra

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Re: Gods of Lar
« Reply #387 on: April 11, 2013, 01:59:42 pm »

I have two different army configurations for this battle. Do you want the harder or the easier of the two?

Sorcerer Kail

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Re: Gods of Lar
« Reply #388 on: April 11, 2013, 02:12:49 pm »

The one we can survive :P
More challenge is better but well, we don't want to end game prematurely(meta all the way). So maybe short, obscured description of both? We will pick more interesting one.
« Last Edit: April 11, 2013, 02:17:35 pm by Sorcerer Kail »
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Remuthra

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Re: Gods of Lar
« Reply #389 on: April 11, 2013, 02:17:20 pm »

Alright, well one of them is a traditional land attack. The army is a bit larger. The other involves something Marus has been given that I plan to reveal later if the situation arises. The army is considerably smaller, but it's not a traditional battle.

Thinking about it, I'm probsbly going to go with the more traditional battle, since this is your first battle.
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