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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143627 times)

Strongpoint

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Re: Demonhood 2 -It means Western Temple-
« Reply #960 on: January 30, 2017, 11:31:21 am »

One hundred soldiers and one hundred monks should be able to deal with ~300 Skeletons and zombies even without fortifications. We need to be creative.
« Last Edit: January 30, 2017, 11:33:04 am by Strongpoint »
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NUKE9.13

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Re: Demonhood 2 -It means Western Temple-
« Reply #961 on: January 30, 2017, 11:36:33 am »

Okay, question.

Do our zombies operate on DF rules? As in, will cutting them into pieces kill them, or will it just cause all the individual pieces to move on.

If it's the latter, we can try to attack normally. I mean, arrows kill humans, but zombies neither bleed nor feel pain. They'd be pincushions by the time they'd come up, but that doesn't hinder them.

Alternatively, we could try to destroy the underground spring.  Have the dwarves tunnel into it from below, draining it. Will probably kill our dwarves, and may take a long while before it drains completely.

Nuke : How does Seiyojin deal with it's waste water? I mean, it's probably thrown down a cliff or something, but with our corrupted infiltrators we should be capable of having them drop down a rope. Then, they merely have to haul up the zombies (in parts if needed), and then we can attack from below.
Zombies operate on 'when they take enough damage they die (again)'. In this setting, they are the weakest (and cheapest) form of undead. You want something with regeneration (like wights, or some specifically-designed undead) to get the 'limbs move by themselves' thing.

Waste water is dumped down a tunnel/off the cliff. Said tunnel is very small, and emerges in the middle of the cliff-face. It would be possible to sneak a few troops up it, with difficulty.

Wait, is there anything preventing Nokluvgn from just throwing the zombies over the fortifications?
They'd die when they hit the ground. You'd want something sturdier before you can do that.

One hundred soldiers and one hundred monks should be able to deal with ~300 Skeletons and zombies even without fortifications. We need to be creative.
~400, but yes. I will go so far as to tell you that this is correct, their forces are stronger than yours at the moment.
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Kashyyk

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Re: Demonhood 2 -It means Western Temple-
« Reply #962 on: January 30, 2017, 11:37:55 am »

Wait, is there anything preventing Nokluvgn from just throwing the zombies over the fortifications?
Do our zombies operate on DF rules? As in, will cutting them into pieces kill them, or will it just cause all the individual pieces to move on.
I think the answer to these are related.
Hurling zombies that will probably explode on impact into lots of murderous body parts sounds amusing. Can't say how effective it'll be though.

It'll be best to find a way to take the defenders by surprise.

PPE: There goes that plan. Sneaking them in sounds like the best bet.
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Ardent Debater

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Re: Demonhood 2 -It means Western Temple-
« Reply #963 on: January 30, 2017, 11:47:44 am »

Wait, is there anything preventing Nokluvgn from just throwing the zombies over the fortifications?

That plan falls foul of the CFT

The CFT, or Critical Faceplant Treshold for human zombies is pretty low, so we'd have to be extremely close to walls to ensure we actually delivered functional zombies.

Fair enough, I'm just spit-balling for ideas here.

One hundred soldiers and one hundred monks should be able to deal with ~300 Skeletons and zombies even without fortifications. We need to be creative.

It's likely that 100 well-disciplined soldiers could do it alone! That brings to mind, what kind of Monks are we dealing with here? The scholarly studious kind, or the martial artist kind? The difference is subtle, but profound.

Could we create an extremely lethal poison, convert the susceptible dreamers, and have them sneak the poison into the well?
« Last Edit: January 30, 2017, 11:55:09 am by Ardent Debater »
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Strongpoint

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Re: Demonhood 2 -It means Western Temple-
« Reply #964 on: January 30, 2017, 12:03:46 pm »

How can we boost digging speed of black imps?

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Ardent Debater

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Re: Demonhood 2 -It means Western Temple-
« Reply #965 on: January 30, 2017, 12:10:07 pm »

How can we boost digging speed of black imps?

Why don't we just create 14 more black imps so we'll have 20 digging? We can consume them to regain the Evil we lose creating them, and we can set them to work sabatoging the foundations of the fortification.
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Kashyyk

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Re: Demonhood 2 -It means Western Temple-
« Reply #966 on: January 30, 2017, 12:22:44 pm »

How can we boost digging speed of black imps?

Why don't we just create 14 more black imps so we'll have 20 digging? We can consume them to regain the Evil we lose creating them, and we can set them to work sabatoging the foundations of the fortification.
I'm not sure how much that'll help. Putting more workers into it will just take the same time to dig a wider tunnel. We need a way to make better miners instead of more.
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10ebbor10

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Re: Demonhood 2 -It means Western Temple-
« Reply #967 on: January 30, 2017, 12:28:12 pm »

How can we boost digging speed of black imps?

Summon Shai Hulud

Anyway, the enemy army is stronger than ours, even if we do not include fortifications.

As such, I propose we draw them out. We need to split them up, and take away their advantages.

Here's my proposal :
Mkilzk and the brutewolves, should
-Assault travellers here, attempting to lure out the defenders. Kill the shepherds, take the flocks, generally act like a big nuissance.

Meanwhile, we summon a few rock trolls higher up the mountain. Their duty is to stay hidden until we prepare to attack, and then start throwing rocks at things.

At the same time, we convert our prospective cultists, and have them drop a rope down below. They will fish up the Things, which are a custom zombie that doesn't die, but rather continuously repairs itself with the bodies of those it slays. Not made for durability, but intended to keep the cost down.

Of course, all the while, the Dwarves continue digging their tunnel into the fortress.


The battleplan would go as follows :

1. We start murdering travellers
2. The city sends troops to investigate and kill the bandits
3. We crush their small detachment.
4. Our trolls reveal themselves, and start bombarding the town
5. The enemy is forced to send units climbing up the mountain to go after them, as they will be out of range of their ranged units (Thanks gravity). Since there's no path, this will take a while.
6. We unleash the things from the Sewers. Their goal is simple, keep the enemy forces bottled up on the wall. Defensive fortifications are build in layers. If we can keep them bottled up on the primary layer, while we take the second, they will have to assault their own defenses.
7. The Black Imps break through, and deploy additional zombie reinforcements.

You'll note this plan involves summoning 2 new types of creatures. That is needed, because our army is not made for this. It has fodder, it has scouting/raiding units, and a tiny amount of ranged units. We don't have siege units or assault infantry. You'll notice that I don't do the obvious, and summon flying units. This is because this is a Temple of the Wind Gods. Pretty sure that flying unit will find themselves rapidly smashed into the side of the mountain.

Trolls should be too heavy to blow over, while all the rest comes from underground.


On a side note : Does anybody now just what forces we have at our disposal. I know we have zombies, the wolves, midnight imps, a few black imps, but what else?
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Ardent Debater

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Re: Demonhood 2 -It means Western Temple-
« Reply #968 on: January 30, 2017, 12:30:34 pm »

How can we boost digging speed of black imps?

Why don't we just create 14 more black imps so we'll have 20 digging? We can consume them to regain the Evil we lose creating them, and we can set them to work sabatoging the foundations of the fortification.
I'm not sure how much that'll help. Putting more workers into it will just take the same time to dig a wider tunnel. We need a way to make better miners instead of more.

I was thinking we could have them dig several tunnels to different points in the settlement, so we'll be able to attack the defenders from more than one angle, and be able to flank them more easily.

To make more effective miners, what if we made giant worms that consume rock and secrete minerals as bodily waste?

How can we boost digging speed of black imps?

Summon Shai Hulud

Anyway, the enemy army is stronger than ours, even if we do not include fortifications.

As such, I propose we draw them out. We need to split them up, and take away their advantages.

Here's my proposal :
Mkilzk and the brutewolves, should
-Assault travellers here, attempting to lure out the defenders. Kill the shepherds, take the flocks, generally act like a big nuissance.

Meanwhile, we summon a few rock trolls higher up the mountain. Their duty is to stay hidden until we prepare to attack, and then start throwing rocks at things.

At the same time, we convert our prospective cultists, and have them drop a rope down below. They will fish up the Things, which are a custom zombie that doesn't die, but rather continuously repairs itself with the bodies of those it slays. Not made for durability, but intended to keep the cost down.

Of course, all the while, the Dwarves continue digging their tunnel into the fortress.


The battleplan would go as follows :

1. We start murdering travellers
2. The city sends troops to investigate and kill the bandits
3. We crush their small detachment.
4. Our trolls reveal themselves, and start bombarding the town
5. The enemy is forced to send units climbing up the mountain to go after them, as they will be out of range of their ranged units (Thanks gravity). Since there's no path, this will take a while.
6. We unleash the things from the Sewers. Their goal is simple, keep the enemy forces bottled up on the wall. Defensive fortifications are build in layers. If we can keep them bottled up on the primary layer, while we take the second, they will have to assault their own defenses.
7. The Black Imps break through, and deploy additional zombie reinforcements.

You'll note this plan involves summoning 2 new types of creatures. That is needed, because our army is not made for this. It has fodder, it has scouting/raiding units, and a tiny amount of ranged units. We don't have siege units or assault infantry. You'll notice that I don't do the obvious, and summon flying units. This is because this is a Temple of the Wind Gods. Pretty sure that flying unit will find themselves rapidly smashed into the side of the mountain.

Trolls should be too heavy to blow over, while all the rest comes from underground.


On a side note : Does anybody now just what forces we have at our disposal. I know we have zombies, the wolves, midnight imps, a few black imps, but what else?


+1
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Strongpoint

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Re: Demonhood 2 -It means Western Temple-
« Reply #969 on: January 30, 2017, 12:41:35 pm »

Sum
How can we boost digging speed of black imps?

Summon Shai Hulud

Anyway, the enemy army is stronger than ours, even if we do not include fortifications.

As such, I propose we draw them out. We need to split them up, and take away their advantages.

Here's my proposal :
Mkilzk and the brutewolves, should
-Assault travellers here, attempting to lure out the defenders. Kill the shepherds, take the flocks, generally act like a big nuissance.

Meanwhile, we summon a few rock trolls higher up the mountain. Their duty is to stay hidden until we prepare to attack, and then start throwing rocks at things.

At the same time, we convert our prospective cultists, and have them drop a rope down below. They will fish up the Things, which are a custom zombie that doesn't die, but rather continuously repairs itself with the bodies of those it slays. Not made for durability, but intended to keep the cost down.

Of course, all the while, the Dwarves continue digging their tunnel into the fortress.


The battleplan would go as follows :

1. We start murdering travellers
2. The city sends troops to investigate and kill the bandits
3. We crush their small detachment.
4. Our trolls reveal themselves, and start bombarding the town
5. The enemy is forced to send units climbing up the mountain to go after them, as they will be out of range of their ranged units (Thanks gravity). Since there's no path, this will take a while.
6. We unleash the things from the Sewers. Their goal is simple, keep the enemy forces bottled up on the wall. Defensive fortifications are build in layers. If we can keep them bottled up on the primary layer, while we take the second, they will have to assault their own defenses.
7. The Black Imps break through, and deploy additional zombie reinforcements.

You'll note this plan involves summoning 2 new types of creatures. That is needed, because our army is not made for this. It has fodder, it has scouting/raiding units, and a tiny amount of ranged units. We don't have siege units or assault infantry. You'll notice that I don't do the obvious, and summon flying units. This is because this is a Temple of the Wind Gods. Pretty sure that flying unit will find themselves rapidly smashed into the side of the mountain.

Trolls should be too heavy to blow over, while all the rest comes from underground.


On a side note : Does anybody now just what forces we have at our disposal. I know we have zombies, the wolves, midnight imps, a few black imps, but what else?
Summon Shai Hulud you say? Hmmmm... I actually like it but...  Why would a shapeshifter need to summon anything for one time use?

+1 to this plan but also 8. Take a form of a giant armoured smoke-breathing worm-like creature to dig a tunnel and participate in the attack from below

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Kashyyk

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Re: Demonhood 2 -It means Western Temple-
« Reply #970 on: January 30, 2017, 12:59:20 pm »

Quote from: Malkus Rom
Other: Cold and miserable. His concubines are similarly cold, both literally and figuratively.
As an aside, do we care enough about Malkus to fix this? We could make a magical heat blanket and put a bit of mental power into making his concubines more interested in him.

I'm quite happy with the plan above.
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Parisbre56

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Re: Demonhood 2 -It means Western Temple-
« Reply #971 on: January 30, 2017, 01:16:23 pm »

A granary, eh? That's actually an excellent target for sabotage. If their primary food source is in the form of grain and flour accumulated in a single/few locations, then it should be quite easy to burn. It could even start a big fire that could threaten the surrounding area and distract much of the guards and the population. We could sneak in a quack team and have them (with the help of the ones we manage to corrupt) sabotage the granary and light a few fires around town. The chaos and suffering created are a nice added bonus. Even if we fail in taking the fort, the suffering caused by their hunger should at least help recoup some of our losses.

Meanwhile, while our commandos and newly converted traitors take care of the distraction, the zombies will have been covered in snow as much as possible (like some kind of zombie snowmen) and crawl as close to the fortifications as possible. They don't need to breathe, so they should be able to squeeze and crawl through the snow quite effectively. When they're close, we boost the snowfall to give us maximum cover and rapidly advance on their position.

At this point, we'll have to assess our options. If all went well and we haven't been detected, we could sneak in (perhaps use the imps to dig through the fortifications or demon-punch through the door) and make a dash straight for the center, hoping to reach an advantageous position before they can muster a defense. If we have been detected but they haven't mustered the defences to deal with us yet, then we smash the gate garrison and take over the houses closer to the wall, we corrupt and burn, the zombies and dogs kill and maim and the more capable people work on fortifying and creating a foothold, a place where we can defend from a counterattack and from archer fire while we prepare to corrupt and invade further in. If taking the wall seems impossible, then we can establish a blockade and some minor fortifications and capture everyone outside. Use the hostages to try to make them to open the gate (sometimes good is dumb), capture those trying to escape and use the fear of starving to death to force the weak willed to join us. Meanwhile the black imps can work on building underground entrances from a much closer distance and can also build so pit traps close to the entrance so if they do sally out there's a few surprises to give us the upper hand.

Of course, this all depends on most of the monks being normal monks that sit around preying and studying and not warrior/wizard/paladin monks. Dealing with that many defenders seems difficult. I'm starting to feel we might end up like Napoleon, pushing too deep into enemy territory without enough supplies or troops.

FAKEEDIT: Oh, wait 10ebbor10's plan seems much better. But I still think we should also do the Burn Stuff part of the above plan. We could try to poison the food with disease instead, but if those are the magical kind of monks, they might be able to bless it or something and undo the damage.

omada

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Re: Demonhood 2 -It means Western Temple-
« Reply #972 on: January 30, 2017, 01:21:21 pm »

Sum
How can we boost digging speed of black imps?

Summon Shai Hulud

Anyway, the enemy army is stronger than ours, even if we do not include fortifications.

As such, I propose we draw them out. We need to split them up, and take away their advantages.

Here's my proposal :
Mkilzk and the brutewolves, should
-Assault travellers here, attempting to lure out the defenders. Kill the shepherds, take the flocks, generally act like a big nuissance.

Meanwhile, we summon a few rock trolls higher up the mountain. Their duty is to stay hidden until we prepare to attack, and then start throwing rocks at things.

At the same time, we convert our prospective cultists, and have them drop a rope down below. They will fish up the Things, which are a custom zombie that doesn't die, but rather continuously repairs itself with the bodies of those it slays. Not made for durability, but intended to keep the cost down.

Of course, all the while, the Dwarves continue digging their tunnel into the fortress.


The battleplan would go as follows :

1. We start murdering travellers
2. The city sends troops to investigate and kill the bandits
3. We crush their small detachment.
4. Our trolls reveal themselves, and start bombarding the town
5. The enemy is forced to send units climbing up the mountain to go after them, as they will be out of range of their ranged units (Thanks gravity). Since there's no path, this will take a while.
6. We unleash the things from the Sewers. Their goal is simple, keep the enemy forces bottled up on the wall. Defensive fortifications are build in layers. If we can keep them bottled up on the primary layer, while we take the second, they will have to assault their own defenses.
7. The Black Imps break through, and deploy additional zombie reinforcements.

You'll note this plan involves summoning 2 new types of creatures. That is needed, because our army is not made for this. It has fodder, it has scouting/raiding units, and a tiny amount of ranged units. We don't have siege units or assault infantry. You'll notice that I don't do the obvious, and summon flying units. This is because this is a Temple of the Wind Gods. Pretty sure that flying unit will find themselves rapidly smashed into the side of the mountain.

Trolls should be too heavy to blow over, while all the rest comes from underground.


On a side note : Does anybody now just what forces we have at our disposal. I know we have zombies, the wolves, midnight imps, a few black imps, but what else?
Summon Shai Hulud you say? Hmmmm... I actually like it but...  Why would a shapeshifter need to summon anything for one time use?

+1 to this plan but also 8. Take a form of a giant armoured smoke-breathing worm-like creature to dig a tunnel and participate in the attack from below
+1

9) The specters could join only bothering the soldiers, grab their feet in the middle of the battle and hide, steal the arrows from their quivers yell that we are coming from corridors that we aren't coming.

After all that check the staff status and what we know about the empire now.


Yes, if Malkus and the cultists need to be warm, warm their blood in battle and use the lone travelers skins to be hotter.



Hmm, imps can be consumed to get back part of our investment? That means that we could create an kind of imp that torture it's victims inside him and don't let they die, their goal is to grow, multiply and to be used as a cattle, not only for the cult but for US
"Oh hey welcome back in our temple, wanna a snack? Here we have 10 points of evil in form of imps, 5 more if you eat their victims too, but we gently ask to spare some of the imps so we can continue harvesting their nutritious and jellylike pepper where the slaves live in their eternal pain, our mage and priest has a plan of sacrificing at least 10% of the imps every two months, will that work master?"
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10ebbor10

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Re: Demonhood 2 -It means Western Temple-
« Reply #973 on: January 30, 2017, 02:18:41 pm »

Quote from: Malkus Rom
Other: Cold and miserable. His concubines are similarly cold, both literally and figuratively.
As an aside, do we care enough about Malkus to fix this? We could make a magical heat blanket and put a bit of mental power into making his concubines more interested in him.

I don't think we care sufficiently, actually.

As long as he's not dying of pneumonia, it's fine.
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10ebbor10

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Re: Demonhood 2 -It means Western Temple-
« Reply #974 on: January 30, 2017, 02:21:10 pm »

FAKEEDIT: Oh, wait 10ebbor10's plan seems much better. But I still think we should also do the Burn Stuff part of the above plan. We could try to poison the food with disease instead, but if those are the magical kind of monks, they might be able to bless it or something and undo the damage.

The issue with trying to starve them out is that they will most likely have some form of communication, even if it's only a messenger pigeon. In addition, we kind of want to go back soonish, before the Angel starts messing stuff up.

Hence no protracted siege.
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