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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143556 times)

Kashyyk

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Re: Demonhood 2 -The Evil must flow-
« Reply #1005 on: February 01, 2017, 07:56:21 pm »

I think I prefer ebbor's plan.
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Strongpoint

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Re: Demonhood 2 -The Evil must flow-
« Reply #1006 on: February 01, 2017, 08:40:46 pm »

They still have enough soldiers and their morale is high after the "victory" over the "worm-like beast" We lost element of surprise to do another tricky attack. I think it is time to slow down the pace.

My plan for the next week:

Attrition plan
1) Use our demonic strength to maintain fear in their minds. Encourage betrayal
2) If we can do it with  only minor investment of our power and from the safe distance > raise their fallen comrades as zombies. Not for real impact effectiveness but to force them to kill their own friends
3) Our undead horde should stop hiding. In fact, they should do the exact opposite. Malkus must find a way to make it look like we have way more than few hundreds of undead.
4) Mkilizk, Brutewolves and Wolfmaster should fill the air with howling. Again, enemy must be sure that they face way more than few wolves. Also, they should  participate in the sheep plan offered by 10ebbor10 below
5) Imps, spectres, traitors should do small scale harassment attacks retreating at any real resistance. Setting things on fire, damaging\destroying bridges, killing lone soldiers, scaring sheep and other livestock, doing various acts of sabotage.  It is totally fine if we lose some spectres or imps. Discovered traitors don't bother us either because if they will be captured this will create a sweet distrust among their forces
6) Rock trolls should keep throwing rocks from from afar
7) Should the enemy try to breakthrough and attack our undead horde let Malkus lead the army and enter the combat after roughly half of our zombies and skeletons are destroyed.
« Last Edit: February 02, 2017, 04:18:17 am by Strongpoint »
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omada

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Re: Demonhood 2 -The Evil must flow-
« Reply #1007 on: February 02, 2017, 12:01:56 am »

-1 to my own plan, now that i thought a little better

Some suggestions, i am not certain about them but it won't hurt :v

I think that maybe part 3 and 4 of the 10ebbor10 plan can still be done together with the strongpoint plan, without a plan sabotaging another

Spoiler (click to show/hide)

My fear is that the monks can do something bigger if they get enough time. I don't know if their chanting just help morale or there was something more.

We should get some specters to just patrol the surrounding and making sure we spot travelers before they spot us

Maybe at night we could (assuming we have the material or the imps can easily steal wood from their sabotages) lit a fireplace, in the distance, if they try to look they can only see one cultist, or maybe if far enough they will see piles of rock with a sheet on top making dark silhouettes in front of the fire.

The next night, two fireplaces, then three and so on, never in the same place as before so they can't even be certain where our "cultist camp" will be. Then to not spend more wood if we are spending enough we show more movement around the fire (be it cultist or zombie, in the distance maybe they won't spot enough difference with all the things that the attrition plan comes.

The idea is to make they think that even they were already outnumbered, each day it get worse as more and more comes every night to surround them.
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10ebbor10

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Re: Demonhood 2 -The Evil must flow-
« Reply #1008 on: February 02, 2017, 03:29:15 am »

Okay, let's see :
Fodder
~250 zombies
~60 skeletons

Decent Infantry

~10 hollow remains
14 cultists + Wolfmaster

Elite Infantry

8 wights

Scouts/Infiltrants

~20 spectres

Skimishers

6 brutewolves

Ranged

5 midnight imps

Engineers

2 black imps

Siege

2 rock trolls

Misc

Malkus
Mkilzk
Unknown number of Malkus' concubines
Ourself

against 64 soldiers, 77 monks  and 91 civilians


To be honest, this does not look good. Like, at all. We only outnumber the enemy 1.75:1, while ideally we want numbers of 5:1 or 10:1, especially since the vast majority of our army is fodder which needs a 3:1 numerical superiority just to win an ambush. Count in the fact that the enemy has ranged forces, as well fortifications, and our army can't do anything but loose.

A siege is therefore a bad idea, because in a breakout attempt the enemy may very well win. Oh, and in addition, our weights need carnage to survive. If they don't get their dose of evil they will fall apart.

So, here's a new thing we can add to any plan :

Gathering new forces

With much outlying village destroyed in the siege, and the shepherds hiding in the main compound, it's likely that the sheep flocks and dogs are relatively unguarded. Besides, logically most of the flock would be rather far away from the compound at any point in time, because they need to graze to eat and any decent size flock would consume everything near the city in short time.

Using spectres to scare the flocks away from the village, and the Wolfmaster to incentivize the Dog's natural instinct to herd the flocks, it should be possible to push them into a state where they can be fully taken over by the Wolfmaster. Any particularly stubborn shepherd can be dealt with by the Brutewolves.
We can then slaughter most of the sheep as a huge offering, replacing quality of the sacrifice with quantity. Whatever trickle of evil comes from that should be used to enhance the hunting dogs. The rest can be lit on fire and made to rampage into the city.




On a side note : Nuke, can the glossary be updated with the ultraviolet imps and midnight imp varieties, as well as wights?
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hachnslay

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Re: Demonhood 2 -It means Western Temple-
« Reply #1009 on: February 02, 2017, 03:49:17 am »

Name: Nokluvgn
Age: 10.25 months
Physical might: 43 (+2 p/w: province-wide suffering)(-10: Summoning Rock Trolls)(-10: Augmenting zombies)(+12: OMNOMNOM)(-10: Battle damage)
Mental might: 66 (+2 p/w: province-wide suffering)(+3: Worship)(-2: Summoning Rock Trolls)(+7: OMNOMNOM)(-10: Shame)(-2:Leakage)
No leakage on Physical Might below 50? but 2 leakage on mental might above ... what exactly?


How about we make some more trolls and just siege them from the mountains next night?
When they flee to the temple we just lob tons of stone on the entrances and seal them in.
Then after a week or two we just open it up and take control of the ghouls.
« Last Edit: February 02, 2017, 04:12:43 am by hachnslay »
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10ebbor10

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Re: Demonhood 2 -The Evil must flow-
« Reply #1010 on: February 02, 2017, 04:21:04 am »

Trolls cost 5 Might and 1 Power each. They're not cheap.

In addition, the large buildings have underground tunnels, and most of the enemy are gathered inside them already.
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Strongpoint

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Re: Demonhood 2 -The Evil must flow-
« Reply #1011 on: February 02, 2017, 04:23:37 am »

10ebbor10
I agree that should the enemy try to break the siege they may succeed (our main hope is personal intervention). This is why we should discourage them from trying. We must keep them scared.
I don't think that wights will disintegrate that quickly. Waiting for a glossary entry here.

Really like the sheep thing... yet I think we should just omnomnomnom spare sheep trying to fix the loss of physical power somewhat.

I have an unrefined idea for using concubines...
How about an orgy with us, Malkus and concubines that will last till only one concubine will stay alive and then accumulated evil will be  used to transform her in Malkus' henchmen mutated into a powerful, beautiful, lecherous being loyal to our general?
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hachnslay

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Re: Demonhood 2 -The Evil must flow-
« Reply #1012 on: February 02, 2017, 05:35:57 am »

Trolls cost 5 Might and 1 Power each. They're not cheap.

In addition, the large buildings have underground tunnels, and most of the enemy are gathered inside them already.

Was the transformation free, and did our digging not collapse any tunnels?

How about the following:
Strategy:
Create one more Troll to spend the power.
(power seems to do very little unless we spend it. It's like that trope about never using the best item, because it is precious/Rare...)
Prevent sleep or reduce it's effectiveness with shocking nightmares for 2-3 mental power.
Terror is good.
If they send out scouts have our wights slaughter them - they need the slaughter.
If they try to rush out our Trolls get an impromptu lesson in bowling before strategically retreating into the dark forest... if it is reasonably far away. Otherwise they just leg it.

Fun:
Given that sheep are usually well trained and docile and that the mundane concubines apparently aren't warm enough fuse some with those baaing ewes that are running around. 1:1 ratio focus on thick wool ,retention of the human female "features" and humanoid anatomy  (walking on two legs and opposable thumbs).
« Last Edit: February 02, 2017, 05:38:42 am by hachnslay »
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10ebbor10

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Re: Demonhood 2 -The Evil must flow-
« Reply #1013 on: February 02, 2017, 05:58:31 am »

(power seems to do very little unless we spend it. It's like that trope about never using the best item, because it is precious/Rare...)

This is false. Power is directly related to our own personal combat capabilities. In fact, it is our personal combat capability. It's not an abstract resource, it's literally what our character is made of. If we reach zero power, we would disappear in a puff of evil.
« Last Edit: February 02, 2017, 08:27:58 am by 10ebbor10 »
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NUKE9.13

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Re: Demonhood 2 -The Evil must flow-
« Reply #1014 on: February 02, 2017, 07:05:12 am »

I think after we subtracts forces that we left in Fozdoch we have something like

~250 zombies
~60 skeletons
~10 hollow remains
~20 spectres
8 wights
6 brutewolves
5 midnight imps
2 black imps
2 rock trolls
Malkus
14 cultists + Wolfmaster
Mkilzk
Unknown number of Malkus' concubines

against 64 soldiers, 77 monks  and civilians
Yeah, pretty much.

On a side note : Nuke, can the glossary be updated with the ultraviolet imps and midnight imp varieties, as well as wights?
Done.

I don't think that wights will disintegrate that quickly. Waiting for a glossary entry here.
So long as they remain close to you (and you remain sufficiently powerful), it shouldn't be much of an issue. Acting alone, they would need to kill at least four people per month to survive, preferably more.

(power seems to do very little unless we spend it. It's like that trope about never using the best item, because it is precious/Rare...)

This is false. Power is directly related to our own personal combat capabilities. In fact, it is our personal combat capability. It's not an abstract resource, it's literally what our character is made of. If we reach zero power, we would disappear in a puff of evil.
Correct. At a physical might of 1 you might lose an arm wrestling competition with a regular mortal. At a physical might of 50 you could squash him without a thought.
Now, if there were 50 of him, and they were all armed and trained soldiers, that would be a different story. (see LATEST UPDATE)
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hachnslay

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Re: Demonhood 2 -The Evil must flow-
« Reply #1015 on: February 02, 2017, 07:41:49 am »

(power seems to do very little unless we spend it. It's like that trope about never using the best item, because it is precious/Rare...)

This is false. Power is directly related to our own personal combat capabilities. In fact, it is our personal combat capability. It's not an abstract resource, it's literally what our character is made of. If we reach zero power, we would disappear in a puff of evil.
we have participated in combat exactly once recently - in the form of a giant worm. I stand by what i wrote. right now we aren't utilizing our physical might and our mental one is only slowly draining. Investing it to gain more later seems to be a good decision to me.
« Last Edit: February 02, 2017, 07:44:10 am by hachnslay »
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10ebbor10

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Re: Demonhood 2 -The Evil must flow-
« Reply #1016 on: February 02, 2017, 08:34:07 am »

we have participated in combat exactly once recently - in the form of a giant worm. I stand by what i wrote. right now we aren't utilizing our physical might and our mental one is only slowly draining. Investing it to gain more later seems to be a good decision to me.

We had 2 major battles in this campaign. The attack here, and the destruction of Ginkonzan. We participated heavily in both.
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10ebbor10

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Re: Demonhood 2 -The Evil must flow-
« Reply #1017 on: February 02, 2017, 09:27:40 am »

Anyway, I made a revision of Strongpoint's plan.

1) Use our demonic strength to maintain fear in their minds. Encourage betrayal
2) If we can do it with  only minor investment of our power and from the safe distance > raise their fallen comrades as zombies. Not for real impact effectiveness but to force them to kill their own friends
3) Our undead horde should stop hiding. In fact, they should do the exact opposite. Malkus must find a way to make it look like we have way more than few hundreds of undead. The undead will be placed in such way that it looks as if they can storm the fortress at any moment;
4) Mkilizk, Brutewolves and Wolfmaster should fill the air with howling. Again, enemy must be sure that they face way more than few wolves. Also, they should  participate in the sheep plan See sheep plan
5) Imps, spectres, traitors should do small scale harassment attacks retreating at any real resistance. Setting things on fire, damaging\destroying bridges, killing lone soldiers, scaring sheep and other livestock, doing various acts of sabotage.  It is totally fine if we lose some spectres or imps. Discovered traitors don't bother us either because if they will be captured this will create a sweet distrust among their forces. Take the opportunity to loot the warehouses, they may contain usefull stuff for our forces  and are probably not well guarded
6) Rock trolls should keep throwing rocks from from afar. Target priorities will be the skybridges, seperating the main compound from the rest of the fortress
7) Should the enemy try to break through and attack our undead horde let Malkus lead the army and enter the combat after roughly half of our zombies and skeletons are destroyed.
8) In person, reuse the worm form to execute a series of smash and grab attacks. Smash the underground spring (check first if it isn't holy or something), grab the enemy leadership, collapse their ways out of the compound, consume the sleeping rooms, that kind of stuff. Emphasis on smash and grab, don't get bogged down. We want the enemy to feel fear if they see us retreat, because that means they no longer know where we are and we could strike at any moment.


Spoiler: Sheep plan (click to show/hide)

The argument for intervening ourselves remains very strong. See, our previous attack worked perfectly well, killing many civilians, until we got bogged down trying to kill everyone. The enemy needed to dedicate 2 dozen archers, many priests and soldiers to drive us of. I'm generously assuming that was about 50-60 men. And they just don't have those forces. They only have 141 soldiers+ priests, and since they have to guard day and night, that means they'll have to split them up. So, they'll only have maybe half of that on patrol most of the time. Still a respectable amount but they have so much to guard. They'll need to post 40-50 men on the walls, to prepare against a potential attack, and then they'll only have 20 left.

Edit : I just found out that those little random star things are abbreviations.

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Strongpoint

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Re: Demonhood 2 -The Evil must flow-
« Reply #1018 on: February 02, 2017, 10:26:47 am »

Anyway, I made a revision of Strongpoint's plan.

1) Use our demonic strength to maintain fear in their minds. Encourage betrayal
2) If we can do it with  only minor investment of our power and from the safe distance > raise their fallen comrades as zombies. Not for real impact effectiveness but to force them to kill their own friends
3) Our undead horde should stop hiding. In fact, they should do the exact opposite. Malkus must find a way to make it look like we have way more than few hundreds of undead. The undead will be placed in such way that it looks as if they can storm the fortress at any moment;
4) Mkilizk, Brutewolves and Wolfmaster should fill the air with howling. Again, enemy must be sure that they face way more than few wolves. Also, they should  participate in the sheep plan See sheep plan
5) Imps, spectres, traitors should do small scale harassment attacks retreating at any real resistance. Setting things on fire, damaging\destroying bridges, killing lone soldiers, scaring sheep and other livestock, doing various acts of sabotage.  It is totally fine if we lose some spectres or imps. Discovered traitors don't bother us either because if they will be captured this will create a sweet distrust among their forces. Take the opportunity to loot the warehouses, they may contain usefull stuff for our forces  and are probably not well guarded
6) Rock trolls should keep throwing rocks from from afar. Target priorities will be the skybridges, seperating the main compound from the rest of the fortress
7) Should the enemy try to break through and attack our undead horde let Malkus lead the army and enter the combat after roughly half of our zombies and skeletons are destroyed.
8) In person, reuse the worm form to execute a series of smash and grab attacks. Smash the underground spring (check first if it isn't holy or something), grab the enemy leadership, collapse their ways out of the compound, consume the sleeping rooms, that kind of stuff. Emphasis on smash and grab, don't get bogged down. We want the enemy to feel fear if they see us retreat, because that means they no longer know where we are and we could strike at any moment.


Spoiler: Sheep plan (click to show/hide)

The argument for intervening ourselves remains very strong. See, our previous attack worked perfectly well, killing many civilians, until we got bogged down trying to kill everyone. The enemy needed to dedicate 2 dozen archers, many priests and soldiers to drive us of. I'm generously assuming that was about 50-60 men. And they just don't have those forces. They only have 141 soldiers+ priests, and since they have to guard day and night, that means they'll have to split them up. So, they'll only have maybe half of that on patrol most of the time. Still a respectable amount but they have so much to guard. They'll need to post 40-50 men on the walls, to prepare against a potential attack, and then they'll only have 20 left.

Edit : I just found out that those little random star things are abbreviations.

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Ardent Debater

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Re: Demonhood 2 -The Evil must flow-
« Reply #1019 on: February 02, 2017, 10:49:19 am »

Alright, it looks like we're in quite a pickle. Damn, I wish we had the Klrntvs, they'd probably make excellent battering rams. Oh well, we're in this alone.

The Cult of The Wolf isn't useful for this kind of battle, so in between gathering troops and howling, let's send them and Mkilzk off to attack and kidnap travelers, bringing them to us to be painfully tortured, sacrificed, and have their souls consumed and their corpses reanimated in broad daylight in clear view of the fortifications, just outside of arrow range. I know it won't do much, but it'll keep the Cult of The Wolf busy, get out our daughter some much needed experience, intimidate the defenders, provide a smidgen of power, and hopefully alleviate our shame somewhat.

We'll consume the Black Imps and use the Evil to create more Midnight Imps, as those will be more useful in the fight ahead. We'll then summon Midnight Imps until we have 20, as 20 Midnight Imps throwing sharpened rocks at the defenders while they're distracted fighting the Undead should even the odds.

In Giant Worm form, we'll sabotage the foundations of the fortified Temple, and cause constant tremors in the earth beneath them, depriving them of sleep. When they do sleep, they'll be plagued by horrific nightmares, tailored to their innermost, deepest fears.

We'll convert the corrupt defenders, and have them slit the throats of their fellow Monks and Soldiers while they sleep.

Apart from that,

They still have enough soldiers and their morale is high after the "victory" over the "worm-like beast" We lost element of surprise to do another tricky attack. I think it is time to slow down the pace.

My plan for the next week:

Attrition plan
1) Use our demonic strength to maintain fear in their minds. Encourage betrayal
2) If we can do it with  only minor investment of our power and from the safe distance > raise their fallen comrades as zombies. Not for real impact effectiveness but to force them to kill their own friends
3) Our undead horde should stop hiding. In fact, they should do the exact opposite. Malkus must find a way to make it look like we have way more than few hundreds of undead.
4) Mkilizk, Brutewolves and Wolfmaster should fill the air with howling. Again, enemy must be sure that they face way more than few wolves. Also, they should  participate in the sheep plan offered by 10ebbor10 below
5) Imps, spectres, traitors should do small scale harassment attacks retreating at any real resistance. Setting things on fire, damaging\destroying bridges, killing lone soldiers, scaring sheep and other livestock, doing various acts of sabotage.  It is totally fine if we lose some spectres or imps. Discovered traitors don't bother us either because if they will be captured this will create a sweet distrust among their forces
6) Rock trolls should keep throwing rocks from from afar
7) Should the enemy try to breakthrough and attack our undead horde let Malkus lead the army and enter the combat after roughly half of our zombies and skeletons are destroyed.

-1 to my own plan, now that i thought a little better

Some suggestions, i am not certain about them but it won't hurt :v

I think that maybe part 3 and 4 of the 10ebbor10 plan can still be done together with the strongpoint plan, without a plan sabotaging another

Spoiler (click to show/hide)

My fear is that the monks can do something bigger if they get enough time. I don't know if their chanting just help morale or there was something more.

We should get some specters to just patrol the surrounding and making sure we spot travelers before they spot us

Maybe at night we could (assuming we have the material or the imps can easily steal wood from their sabotages) lit a fireplace, in the distance, if they try to look they can only see one cultist, or maybe if far enough they will see piles of rock with a sheet on top making dark silhouettes in front of the fire.

The next night, two fireplaces, then three and so on, never in the same place as before so they can't even be certain where our "cultist camp" will be. Then to not spend more wood if we are spending enough we show more movement around the fire (be it cultist or zombie, in the distance maybe they won't spot enough difference with all the things that the attrition plan comes.

The idea is to make they think that even they were already outnumbered, each day it get worse as more and more comes every night to surround them.
Okay, let's see :
Fodder
~250 zombies
~60 skeletons

Decent Infantry

~10 hollow remains
14 cultists + Wolfmaster

Elite Infantry

8 wights

Scouts/Infiltrants

~20 spectres

Skimishers

6 brutewolves

Ranged

5 midnight imps

Engineers

2 black imps

Siege

2 rock trolls

Misc

Malkus
Mkilzk
Unknown number of Malkus' concubines
Ourself

against 64 soldiers, 77 monks  and 91 civilians


To be honest, this does not look good. Like, at all. We only outnumber the enemy 1.75:1, while ideally we want numbers of 5:1 or 10:1, especially since the vast majority of our army is fodder which needs a 3:1 numerical superiority just to win an ambush. Count in the fact that the enemy has ranged forces, as well fortifications, and our army can't do anything but loose.

A siege is therefore a bad idea, because in a breakout attempt the enemy may very well win. Oh, and in addition, our weights need carnage to survive. If they don't get their dose of evil they will fall apart.

So, here's a new thing we can add to any plan :

Gathering new forces

With much outlying village destroyed in the siege, and the shepherds hiding in the main compound, it's likely that the sheep flocks and dogs are relatively unguarded. Besides, logically most of the flock would be rather far away from the compound at any point in time, because they need to graze to eat and any decent size flock would consume everything near the city in short time.

Using spectres to scare the flocks away from the village, and the Wolfmaster to incentivize the Dog's natural instinct to herd the flocks, it should be possible to push them into a state where they can be fully taken over by the Wolfmaster. Any particularly stubborn shepherd can be dealt with by the Brutewolves.
We can then slaughter most of the sheep as a huge offering, replacing quality of the sacrifice with quantity. Whatever trickle of evil comes from that should be used to enhance the hunting dogs. The rest can be lit on fire and made to rampage into the city.




On a side note : Nuke, can the glossary be updated with the ultraviolet imps and midnight imp varieties, as well as wights?

Anyway, I made a revision of Strongpoint's plan.

1) Use our demonic strength to maintain fear in their minds. Encourage betrayal
2) If we can do it with  only minor investment of our power and from the safe distance > raise their fallen comrades as zombies. Not for real impact effectiveness but to force them to kill their own friends
3) Our undead horde should stop hiding. In fact, they should do the exact opposite. Malkus must find a way to make it look like we have way more than few hundreds of undead. The undead will be placed in such way that it looks as if they can storm the fortress at any moment;
4) Mkilizk, Brutewolves and Wolfmaster should fill the air with howling. Again, enemy must be sure that they face way more than few wolves. Also, they should  participate in the sheep plan See sheep plan
5) Imps, spectres, traitors should do small scale harassment attacks retreating at any real resistance. Setting things on fire, damaging\destroying bridges, killing lone soldiers, scaring sheep and other livestock, doing various acts of sabotage.  It is totally fine if we lose some spectres or imps. Discovered traitors don't bother us either because if they will be captured this will create a sweet distrust among their forces. Take the opportunity to loot the warehouses, they may contain usefull stuff for our forces  and are probably not well guarded
6) Rock trolls should keep throwing rocks from from afar. Target priorities will be the skybridges, seperating the main compound from the rest of the fortress
7) Should the enemy try to break through and attack our undead horde let Malkus lead the army and enter the combat after roughly half of our zombies and skeletons are destroyed.
8) In person, reuse the worm form to execute a series of smash and grab attacks. Smash the underground spring (check first if it isn't holy or something), grab the enemy leadership, collapse their ways out of the compound, consume the sleeping rooms, that kind of stuff. Emphasis on smash and grab, don't get bogged down. We want the enemy to feel fear if they see us retreat, because that means they no longer know where we are and we could strike at any moment.


Spoiler: Sheep plan (click to show/hide)

The argument for intervening ourselves remains very strong. See, our previous attack worked perfectly well, killing many civilians, until we got bogged down trying to kill everyone. The enemy needed to dedicate 2 dozen archers, many priests and soldiers to drive us of. I'm generously assuming that was about 50-60 men. And they just don't have those forces. They only have 141 soldiers+ priests, and since they have to guard day and night, that means they'll have to split them up. So, they'll only have maybe half of that on patrol most of the time. Still a respectable amount but they have so much to guard. They'll need to post 40-50 men on the walls, to prepare against a potential attack, and then they'll only have 20 left.

Edit : I just found out that those little random star things are abbreviations.



+1
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