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Author Topic: Roll to Destroy the World! Turn 23: The Turns Keep Taking Too Long  (Read 29671 times)

blazing glory

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Re: Roll to Destroy the World! Turn 6: Wars and Treachery
« Reply #90 on: July 06, 2014, 04:29:17 pm »

Spend 2 on hiring the local mercenary's,spend 1 on sending out spies to find rich targets.

Try to find a village to raid.

« Last Edit: July 06, 2014, 05:27:29 pm by blazing glory »
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bulborbish

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Re: Roll to Destroy the World! Turn 6: Wars and Treachery
« Reply #91 on: July 06, 2014, 07:22:47 pm »

Return to the badlands to gather my forces


"Sir, I recommend that you rally your forces to confront the forces of Elye. Let me handle the traitor in Cura. Build up defences, and I shall return soon to aid against Elye. "

Spoiler: For Humaan's Eyes Only (click to show/hide)
« Last Edit: July 06, 2014, 08:47:02 pm by bulborbish »
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Humaan

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Re: Roll to Destroy the World! Turn 6: Wars and Treachery
« Reply #92 on: July 07, 2014, 05:32:52 pm »

Just waiting on 4maskwolf for the turn.
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Quote from: SolarShado
Hell yes! Who need a space elevator when you've got a space escalator!?!?
Quote from: Cthulhu
Watch out bots, Sherlock Humaan is on the case.

4maskwolf

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Re: Roll to Destroy the World! Turn 6: Wars and Treachery
« Reply #93 on: July 07, 2014, 07:58:57 pm »

Huh, managed not to post that earlier:

Find my way back to the Overlord's camp.

Humaan

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Re: Roll to Destroy the World! Turn 6: Wars and Treachery
« Reply #94 on: July 08, 2014, 10:19:59 pm »

Turn 7: Betrayed Calm
Go deeper into Elye.
(3) You manage to get ever deeper into the land of Elye. Unfortunately, you fall victim to the unusually good at making people lost forests of Elye. It might not be as easy getting out if you don't get you bearings, but it probably won't be a hassle. (Might get lost when trying to leave, randomly -1 to location-based rolls to going somewhere specific until you find someplace you know or get a map)

New Overlord decree:
Starn Gundar is a traitor, and is no longer a member of our faction.
He may no longer hire troops from anywhere loyal to us. The bounty for finding and stopping a hiring location within my realm is 1 resource.
The bounty on his head his currently 4 resources.
Please do not start a war hunting him down.

I'll govern my village.
My troops, and the imps, will continue their escort quest.

Hire a unit of elite guards.

Unlucky Roll: (3)
(5) The prisoners finally make it to the village. While they are slaves, they will eventually inhabit the land of their own free will. Eventually. (Multiracial Village will upgrade in (1) 6 turns)

(2) Unfortunately you arrive at your castle a bit late, and couldn't do much governing in the meantime. You do recruit an elite band of kobolds, but your ability to govern was sadly limited.

Spend 2 on hiring the local mercenary's, spend 1 on sending out spies to find rich targets.

Try to find a village to raid
You send out a few (purchased Curan) spies out to stake out possible targets within the land. You also hire a band of Curan mercenaries to join you. They, however, might be a bit uncomfortable with the whole banditry thing... (If involved in banditry and other similar activities, they will roll to see whether they stay or not.)

(3) You successfully find a decent village to raid. You don't have the time to raid it, due to how long it took to found it, but you found it.

Fly upwards to see if I can spot the attackers, if I can then direct my troops to their location.
Mental Instability Roll: (4)
(1) You fly upward, attempting to spot the attacker. The canopies prove too thick, and you are unable to find where the attacker is. Meanwhile, the attacker shoots at your troops (3+1 vs. 3), and the arrows keep meeting their marks. (Enemy Damage: 3+1 vs 6) Your troops figure out how to block them however so they don't do damage, at least at the time being.

Return to the badlands to gather my forces

Spoiler: For Humaan's Eyes Only (click to show/hide)
(6) You have no problem returning to the Darklands, though you got lost for a bit while you were searching for some badlands of some sort. Regardless, you return to the iron keep, where all your troops are now gathered (beyond Black Velvet, of course).


Find my way back to the Overlord's camp.
(4-1) You manage to get your bearings, and now are on the border of Elye and the Darklands. You will have no problem travelling out now, but are still away from the overlord.


In 1 turn, the forces of Elye will be mobilized.
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Quote from: SolarShado
Hell yes! Who need a space elevator when you've got a space escalator!?!?
Quote from: Cthulhu
Watch out bots, Sherlock Humaan is on the case.

blazing glory

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Re: Roll to Destroy the World! Turn 7: Betrayed Calm
« Reply #95 on: July 08, 2014, 10:46:48 pm »

Raid the village,tell the merc's that they can sit out on the raid,but they are to come to my aid if the military or any other large forces start attacking.
« Last Edit: July 08, 2014, 10:53:43 pm by blazing glory »
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BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 7: Betrayed Calm
« Reply #96 on: July 09, 2014, 01:07:10 am »

Leave the forest.
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Nirur Torir

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Re: Roll to Destroy the World! Turn 7: Betrayed Calm
« Reply #97 on: July 09, 2014, 02:29:19 pm »

I will govern my village.
My kobold troops will scout along the Elye border, trying to figure out where the enemy army is likely to go, so we can trap/fortify it later.


Spoiler: Accounting (click to show/hide)
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4maskwolf

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Re: Roll to Destroy the World! Turn 7: Betrayed Calm
« Reply #98 on: July 09, 2014, 02:51:52 pm »

Return to the city of the overlord

bulborbish

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Re: Roll to Destroy the World! Turn 7: Betrayed Calm
« Reply #99 on: July 09, 2014, 03:13:07 pm »

Recruit 3 Elite Human Infantry for 6/0
Have Black Velvet Return to unite with my forces.

Train All Armies under my control in the art of searching for foes.

Humaan

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #100 on: July 12, 2014, 09:26:37 pm »

Turn 8: Superior Firepower
Do whatever I can to direct my troops to the assumed location of the attackers.
Mental Instability Roll: (4)

(4) You troops start making their way up the odd paths of the trees, attempting to get to where the attackers position is. The attackers have to adjust themselves so they can attack, giving you a second chance to spot them! (2) While you do not actually get a chance to see them, you DO know where they are now, or at least the general area.

The attackers begin attacking your troops again after finally adjusting. (5+1 vs 1) Your troops are unable to block their attacks while they head up the paths, meaning all their weakpoints are easy to attack! (+1 to enemy damage). (3+1 vs. 6) Somehow, however, your troops manage to block the attacks, even if its bracing against impact. They might not be able to keep taking this punishment...

Raid the village,tell the merc's that they can sit out on the raid,but they are to come to my aid if the military or any other large forces start attacking.
(2) You got spotted before you could begin your raid. (1) Unfortunately for you, a Curan Airship seems to be your opponent. Your troops don't have the right firepower to fight this thing.

(4-1 vs. 2) The airship immediately lets loose its lone magical cannon onto your troops, While they almost escaped the blast, they still got hit by the shockwave. (Enemy Damage Roll: 2 vs 2) Your troops get knocked down, but are thankfully unharmed. They might take some time to get ready to dodge another attack (-1 to next attack roll).

Leave the forest.
(4) You manage to get your bearingss within the forests of Elye. Unfortunately, the land is almost all covered in forests, so its hard to escape them.

(If you meant to leave Elye and I misread your post, you would be near the border of Elye and the Darklands)

I will govern my village.
My kobold troops will scout along the Elye border, trying to figure out where the enemy army is likely to go, so we can trap/fortify it later.

(4+1) The village makes a profit this turn under your governorship (+1/0 Resources)(5 Turns till Village Upgrades.)

(4) Your troops identify three entries from Elye into the Darklands. One pass in the mountains, and underground tunnel built long ago, but mazelike in structure, and a path through the wastes bordering Elye.

Return to the city of the overlord
(4) You return to the Overlord's Village.

Recruit 3 Elite Human Infantry for 6/0
Have Black Velvet Return to unite with my forces.

Train All Armies under my control in the art of searching for foes.
(3) Black Velvet disengages from Cura, but still has yet to leave.

(3) Your troops start to learn, but they don't learn much. Their skill in searching for foes are quite mediocre, but now exist (Your troops may now search for specific people at a -2 penalty)


At long last, the army of Elye has risen. While they are currently not aggressive, they are heading to the border to attempt to find anyone who raided.

Sorry this turn took so long, work can sometimes make life complicated.

Also, the enemy nations tab is finally up on the status post. Still rather incomplete, but you guys aren't really scouting, and that's how you learn stuff, beyond fighting it in the face.
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Quote from: SolarShado
Hell yes! Who need a space elevator when you've got a space escalator!?!?
Quote from: Cthulhu
Watch out bots, Sherlock Humaan is on the case.

blazing glory

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #101 on: July 12, 2014, 09:33:51 pm »

Order my men to take cover! Use my strength and earth magic to throw boulders at the airship.
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Nirur Torir

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #102 on: July 12, 2014, 10:21:07 pm »

Spend 1.5/0 on a governor for my village, so it will auto-generate resources.
Head to the mountain pass. Aid the ambush preparations if possible.
My troops will prepare hidden minor fortifications for an ambush in the mountain pass.


"Attention all loyal lieutenants: The forces of Elye have gathered, and will try to strike back against us. If you want to join the battle, head for the mountain pass at your leisure, my messenger knows the way. We will lure them into a trap, strike from ambush on both sides, and, if needed, fall back to lure them into further fortifications.

Garland Bulboron: Your forces are the best suited for building the final line of defense. You don't really need to, but if you do, you'll have first choice of battlefield pickings and a lesser favor to call in at any time. Don't go overboard, as this may become an important trade lane, and I plan to assign its defense as a reward to an unlanded lieutenant who actually needs it."


Spoiler: Accounting (click to show/hide)
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bulborbish

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #103 on: July 13, 2014, 02:54:26 pm »

"Your will is my command lord. I shall construct a palisade to obstruct the progress of any enemy foolish to attack through it."

Order 1 Elite Infantry and the Standard Soldiers to begin constructing a covered palisade on the Darklands half of the Mountain Pass. Leave instructions for Black Velvet to move to the forward palisade.

Locate ideal position to construct second palisade within mountain pass that minimizes danger of enemy bypass. Take remaining 3 Elite Infantry to aid in task.

BlitzDungeoneer

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Re: Roll to Destroy the World! Turn 8: Superior Firepower
« Reply #104 on: July 13, 2014, 02:57:36 pm »

Enter the Darklands. Then attack a random village.
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