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Author Topic: The Dark Age - A Vanigo Empire Game - The Dark Age Has Ended  (Read 80612 times)

Squeegy

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1005 on: February 18, 2015, 08:16:42 pm »

lemon10's new ballistae with their armor-breaking make siege engines more useful. As it stands they could be pretty useful in a port city, since you can create them in the city, then immediately load them on boats and ship them off. Otherwise they're only really worth it if you bring 5-8 of them along, since you'll move the same speed either way, and that way the slow movement is offset by enemies not getting defense bonuses.
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1006 on: February 18, 2015, 08:20:24 pm »

Yeah, and the long-range catapults (and probably ballistae) have means they get lots of hits in before the enemy can do anything.
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Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1007 on: February 18, 2015, 08:25:37 pm »

Ballistae?

What do you need for those and what does Armor piercing do?
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1008 on: February 18, 2015, 08:30:07 pm »

I think that moving into an army should prevent further movement on either army during that turn. Then, after all movement is finished, the battles should be run with whatever units are there at the end of the turn.
The problem with that is that the player with calvary would be able to pin a pure infantry army of infinite size with only a single troop.
They can already stop an army of infinite size in its tracks by putting a single troop in its way. What makes that so much worse?

But I suppose the defending army could still move in the meantime, and will just be destroyed at the end of the turn. That might lead to a lot of canceling, though, if they get into more than one battle.
As of current rules calvary can stop a army after it moves a single space. Under your proposed rules you could stop a army from moving at all. The difference between 1 space and 0 spaces is pretty damn huge.
And as Role pointed out you can kill their blockade with skirmishers.
lemon10's new ballistae with their armor-breaking make siege engines more useful. As it stands they could be pretty useful in a port city, since you can create them in the city, then immediately load them on boats and ship them off. Otherwise they're only really worth it if you bring 5-8 of them along, since you'll move the same speed either way, and that way the slow movement is offset by enemies not getting defense bonuses.
The siege weapons in this game version are really hard to use, as the mobility hit from speed one units is pretty damn huge.
It is slightly different in the rules you are using in the other game, but I suspect that it will end up much the same, even with the better siege weapons+heavy infantry.
Ballistae?

What do you need for those and what does Armor piercing do?
Decent strength 10 ranged speed one unit, with a special that reduces enemy armor by 33% when they attack.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1009 on: February 19, 2015, 03:15:56 pm »

Might as well through a bump out there for Varee in an attempt to keep this moving fast.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Squeegy

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1010 on: February 19, 2015, 03:30:51 pm »

Actually, you made the ballistae speed 2.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1011 on: February 19, 2015, 03:36:46 pm »

Huh. Not quite sure how that happened. You should probably edit their speed back down to 1 for balance reasons.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1012 on: February 19, 2015, 06:05:19 pm »

I dunno, like I said, currently speed 1 weapons are just too weak.
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1013 on: February 19, 2015, 06:10:40 pm »

I agree, but it isn't a current speed 1 weapon, its a unit I added that is notably stronger. I made them about equivalent to crossbowmen in attack with the added bonus of range 10+weakening enemy armor+25 siege. I do think they would be a tad too strong at speed 2, and plus, they would work well together with the heavy infantry I added. But of course, squeegy is running the game, so its ultimately up to him.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Rolepgeek

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1014 on: February 19, 2015, 06:24:08 pm »

Ah. In that case, yes, Speed 1 is probably better.

What might work for balance in general is boosting normal infantry to 3 move, most terrain to cost 3 or so save basic plains, and siege weapons or the like to 2. Thus, roads are always useful, especially for siege weapons(since, you know, the main difficulty in moving them is they need more or less flat and hard surfaces for their wheels...

On the other hand, in reality, you would build the siege weapons during the siege, at the siege site. So maybe something like that? It just takes time sitting outside the gates to do so?
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Squeegy

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1015 on: February 19, 2015, 07:17:13 pm »

I agree, but it isn't a current speed 1 weapon, its a unit I added that is notably stronger. I made them about equivalent to crossbowmen in attack with the added bonus of range 10+weakening enemy armor+25 siege. I do think they would be a tad too strong at speed 2, and plus, they would work well together with the heavy infantry I added. But of course, squeegy is running the game, so its ultimately up to him.
They're actually siege 50.

e: I misremembered, they are not.
« Last Edit: February 19, 2015, 08:55:58 pm by Squeegy »
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Varee

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1016 on: February 19, 2015, 10:47:06 pm »

Spoiler (click to show/hide)
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lemon10

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1017 on: February 22, 2015, 05:04:56 pm »

Throwing a bump out there for nqt, as everyone has done their turns.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 72
« Reply #1018 on: February 22, 2015, 05:28:45 pm »

So they have, thanks. I'll be right in this.
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notquitethere

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Re: The Dark Age - A Vanigo Empire Game - Turn 73
« Reply #1019 on: February 22, 2015, 06:53:04 pm »

Spoiler: 886 AD (click to show/hide)
Spoiler: Battle Log (click to show/hide)

Three more Irish ships sink, all hands lost, into the Irish Sea as the Danes carry on their harbour blockades. In Wessex, the last city is taken back from the black hordes, leaving only a bare handful of villages in Viking hands. In the Midlands, a series of disastrous battles set back the Mercian cause as their lands ran red the results of suicidal attacks and desperate holdouts. The Welsh could scarcely celebrate: in their crushing of the Mercians, they'd let the Danes enter their mountain stronghold in Lampeter. The Picts too had victory at great price: North Tor was entered, but the fleet that had blockaded North Tor by the escaping Danish galleons. North Tor was theres now, but the rapidly shrinking Conniston was once again occupied by the Danes and the swiftest of their number had rode south, destroying the Montane Family Blockade.

Turn 73: 887 AD

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Mercia - Rolepg
Wessex - Varee
Wales - Squeegy
Ireland - Lemon10
Pictland - Kashyyk
Danes - NQT
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