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Author Topic: Separatists  (Read 28048 times)

Chiefwaffles

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Re: Separatists
« Reply #135 on: December 20, 2014, 03:52:11 pm »

The distribution of the printed stuff should also be erratic. If we distribute too much in one area, the government will probably be able to track the source down.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Prophet

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Re: Separatists
« Reply #136 on: December 20, 2014, 03:54:00 pm »

The distribution of the printed stuff should also be erratic. If we distribute too much in one area, the government will probably be able to track the source down.
I agree.
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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

3man75

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Re: Separatists
« Reply #137 on: December 20, 2014, 04:06:51 pm »

The distribution of the printed stuff should also be erratic. If we distribute too much in one area, the government will probably be able to track the source down.
I agree.

Hence why we should change the title. I think every day of the  former Kulan national day we should print like 5 different pamphlets and pocketbooks and then spread them around the country. That's for later though.

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stabbymcstabstab

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Re: Separatists
« Reply #138 on: December 20, 2014, 07:59:56 pm »

I have another Idea, we should look it the larger town for Machining Equipment and a few Reloading benches. AKs are simple to make and we might be able to sell extras for extra cash.
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

3man75

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Re: Separatists
« Reply #139 on: December 21, 2014, 01:35:20 am »

I have another Idea, we should look it the larger town for Machining Equipment and a few Reloading benches. AKs are simple to make and we might be able to sell extras for extra cash.

I think we have a bit too much on our plate. I'll neutral vote this though because this could be lucrative in the future.
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Playergamer

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Re: Separatists
« Reply #140 on: December 21, 2014, 09:51:17 pm »

You send an agent to go shopping in Poppydown, and she finds three dresses, bringing them back to base within a few days. The printing press, however, needs to be ordered up in Geniteos, and is expected to arrive in a couple of weeks. The total cost of this little shopping trip comes up to about 3500 dollars, and then, suddenly realizing you'll need light in the new cave complex, you send out a soldier to buy some lanterns. They come back within a day with enough lanterns to light the entire complex, for 100 dollars.

You send a different agent into town to ask around about goods, services, and the like. This larger village is less poor than your hamlet, and contains far more people, along with far more businesses. The agent gathers that there are approximately 14 constables in the village, all armed like the ones further up in your village, and none of them are corrupt. The final agent also goes out, mingling with the militia, and she seems to be making progress. If you give her a bit more time, they'll gladly let her into the base without the slightest bit of suspicion.

Finally, you interrogate your two prisoners. You get the name, Selv, from one of the troops, and he says that he's a Caporel (Corporal) but he refuses to divulge anything else. The other one, meanwhile, doesn't give any information.

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3man75

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Re: Separatists
« Reply #141 on: December 22, 2014, 03:34:56 pm »

1. Pull any bodily hair off of the prisoners. Make sure to leave marks until they give up more information about themselves and the military. Threaten that if they fail to do so this turn (month in game time?) that we may cut out their fingers.

2. The third agent is to continue to talk it up with the militia. Two agents are to scout the village for where the 15 constables hang out/patrol. If we hit the village we should do it hard and fast taking out or forcing surrender of the constables. Avoiding a loud firefight is key to us for now.

3. Recruit even more people to start operating the printing press and writing stories. Our starting story "An age of Darkness: How Lord Kull has affected Kulan". The title of the paper for now is "The Kulanian Independent". We should also recruit runners to drop these off at peoples houses in our region in one night. Runners are to talk to no one and just leave the papers in front of doors at residential places at night. Then return carefully. That simple. ((Even with this caution the secret police may catch wind of this. So yeah.))

4. Create Kulanina independence flags for our big cave. Just post them where our soldiers sleep, the Prisoners room, interrogation place (just so they know were not simple bandits.), and in our office.

5. Look for another out of the way village with few constables to raid and liberate. We won't leave immediately but later.
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Prophet

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Re: Separatists
« Reply #142 on: December 22, 2014, 03:44:54 pm »

1. Pull any bodily hair off of the prisoners. Make sure to leave marks until they give up more information about themselves and the military. Threaten that if they fail to do so this turn (month in game time?) that we may cut out their fingers.

2. The third agent is to continue to talk it up with the militia. Two agents are to scout the village for where the 15 constables hang out/patrol. If we hit the village we should do it hard and fast taking out or forcing surrender of the constables. Avoiding a loud firefight is key to us for now.

3. Recruit even more people to start operating the printing press and writing stories. Our starting story "An age of Darkness: How Lord Kull has affected Kulan". The title of the paper for now is "The Kulanian Independent". We should also recruit runners to drop these off at peoples houses in our region in one night. Runners are to talk to no one and just leave the papers in front of doors at residential places at night. Then return carefully. That simple. ((Even with this caution the secret police may catch wind of this. So yeah.))

4. Create Kulanina independence flags for our big cave. Just post them where our soldiers sleep, the Prisoners room, interrogation place (just so they know were not simple bandits.), and in our office.

5. Look for another out of the way village with few constables to raid and liberate. We won't leave immediately but later.
+1
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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

Playergamer

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Re: Separatists
« Reply #143 on: December 22, 2014, 03:46:03 pm »

A turn is currently about 1 week.
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Chiefwaffles

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Re: Separatists
« Reply #144 on: December 22, 2014, 04:26:01 pm »

We probably should avoid an actual name. Names for individual pamphlets, sure. But not for all the stuff we're printing.
Basically we want to make something like 20-30 pamphlets of why Derown sucks and all that, and distribute those pamphlets randomly throughout the region, evenly. We want to create general dissent.

And just as a note - "weakening" any province by distributing more pamphlets there isn't exactly a good idea. Too many pamphlets in one place and it'll probably get a stronger military presence. Even this is probably going to get an investigation by the secret police.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

3man75

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Re: Separatists
« Reply #145 on: December 22, 2014, 04:30:30 pm »

We probably should avoid an actual name. Names for individual pamphlets, sure. But not for all the stuff we're printing.
Basically we want to make something like 20-30 pamphlets of why Derown sucks and all that, and distribute those pamphlets randomly throughout the region, evenly. We want to create general dissent.

And just as a note - "weakening" any province by distributing more pamphlets there isn't exactly a good idea. Too many pamphlets in one place and it'll probably get a stronger military presence. Even this is probably going to get an investigation by the secret police.

+1 what if we started with our village and Poppydown (when we take over)?

Stories like "groups of villagers massacred for failing to meet food export quota." and "Secret police take away children from protestors. The new boogey men?".  Those would be the best imho.
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Prophet

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Re: Separatists
« Reply #146 on: December 22, 2014, 04:32:31 pm »

We probably should avoid an actual name. Names for individual pamphlets, sure. But not for all the stuff we're printing.
Basically we want to make something like 20-30 pamphlets of why Derown sucks and all that, and distribute those pamphlets randomly throughout the region, evenly. We want to create general dissent.

And just as a note - "weakening" any province by distributing more pamphlets there isn't exactly a good idea. Too many pamphlets in one place and it'll probably get a stronger military presence. Even this is probably going to get an investigation by the secret police.

+1 what if we started with our village and Poppydown (when we take over)?

Stories like "groups of villagers massacred for failing to meet food export quota." and "Secret police take away children from protestors. The new boogey men?".  Those would be the best imho.
+1
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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

stabbymcstabstab

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Re: Separatists
« Reply #147 on: December 23, 2014, 09:51:14 am »

We probably should avoid an actual name. Names for individual pamphlets, sure. But not for all the stuff we're printing.
Basically we want to make something like 20-30 pamphlets of why Derown sucks and all that, and distribute those pamphlets randomly throughout the region, evenly. We want to create general dissent.

And just as a note - "weakening" any province by distributing more pamphlets there isn't exactly a good idea. Too many pamphlets in one place and it'll probably get a stronger military presence. Even this is probably going to get an investigation by the secret police.
+1
+1 what if we started with our village and Poppydown (when we take over)?

Stories like "groups of villagers massacred for failing to meet food export quota." and "Secret police take away children from protestors. The new boogey men?".  Those would be the best imho.
+1
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Playergamer

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Re: Separatists
« Reply #148 on: December 24, 2014, 01:31:12 pm »

You begin to torture the prisoners, and although the resistant soldier continues to avoid speaking, Selv spills the beans. He's with the 20th Division, a 15,000 man unit of infantry that's tasked with protecting this third of Kulan. They're extremely short on IFVs and heavy weapons, and are lead by General Anisim, an experienced general who famously fought as an enlisted man with Egica against Geniteos. Despite the political backlash for supporting Egica, Anisim is respected by many members of the military.

The agent continues chatting with the militia, and one of them even lets her into the base. She observed the base when she was inside, and said that there were 10 of them, armed with KARs and slightly better trained than your men. They seem slightly loyal to Kull, but really don't seem to care much, only loyal since Kull's paying the bills. Two agents infiltrate the village, and find that for an hour or so, at sunset, most of the constables gather in the village's tavern to drink and talk.

You search through the village for people willing to work on printing, and after a few days, find a crew of 5 people, including a few runners. They're willing to work for you, but they want a flat fee of 5 dollars for every item they print.

You work on creating a flag, and try to think of a design. After a while, you just put down the old Kulan flag, figuring that it'll work well enough for now. You put them throughout the cave, and your original group of soldier seem happy. Your lieutenant comes up to you and suggests getting your men uniforms as well. It'll improve morale, and probably make them look more legitimate in the eyes of the world. Plus, it would have a nice intimidation factor.

There are plenty of villages the size of this one, with only a couple of constables, all over the mountain. You could send a couple of soldiers to liberate one whenever you want.

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stabbymcstabstab

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Re: Separatists
« Reply #149 on: December 24, 2014, 01:41:11 pm »

Strip the Prisoners of their uniforms then execute them, there rather useless now.

Also send some men to Poppytown, also start trying to recruit the miltia, and find out which Constables don't go to the Tavern we might be able to capture them by have two of our men in the capture uniforms drag them into the truck.

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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.
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