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Author Topic: Dark Lord: Awakening(SG)  (Read 8881 times)

chubby2man

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Re: Dark Lord: Awakening(SG)
« Reply #30 on: April 02, 2018, 06:01:50 pm »

(Did a combo of both suggestions.)

3
You tell your assembled captains that there is no room for their petty squabbles and disagreements, and that they must work together to conquer. You will judge them based on their strengths, and that loyalty will not be forgotten. You look at each in turn, and ask if they have an objection to this  They verbally mutter that it sounds like a good solution, though you can still sense flames of anger at each other.

You give each captain and chief command of their forces, though you have about 20 warbands kept around your fortress. They march out, with orders to bring the Torncloaks into compliance.

You watch them depart from your meager two story tower, a line of eager warriors heading off to battle. It brings back memories. . . And gives you ideas.


Pick one (for now) from either the Tech or Magic pool. If you have ideas for either, feel free to suggest them and I’ll add ones that fit in to the next research opportunity!
Tech
:
Archer Warband: You have archers, of course. But now you put them in dedicated groups that can fire withering volleys at the same spot of ground.

Heavy Infantry:Armored and disciplined, they can hold a shieldwall together, and can take quite a beating.

Expanded birthing vats: Will allow you to grow more orcs at a time.

Bodyguards: Take elite orcs from warbands and form a elite warband to guard your person.

Training course: Orcs are fearsome warriors, but lack discipline. With some training as a unit, a warband gains improved morale and staying power on the battlefield. Doubles training time, and is optional so you can still train regular warbands.

Magic:
Eat the Ground: using your understand of Space magic, you can do some minor fiddling and travel far more quickly than should be possible. Can be enhanced with mana crystals.

Search for magic sites: find reservoirs of magic, where mana crystals can grow. 

Scry: Follow the threads that bind you to a person or place. You may see in that area as if you were there yourself. With additional expenditure you can speak to the person you are scrying.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

flazeo25

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Re: Dark Lord: Awakening(SG)
« Reply #31 on: April 02, 2018, 06:08:47 pm »

Tech: Training Course

Are orcs need discipline the most.
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Pavellius

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Re: Dark Lord: Awakening(SG)
« Reply #32 on: April 02, 2018, 06:10:00 pm »

Training orcs, because the only thing scarier than an army of orcs is an army of or orcs that know what they're doing.
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Glass

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Re: Dark Lord: Awakening(SG)
« Reply #33 on: April 02, 2018, 06:16:28 pm »

Training grounds. They'll help in everything, including making later variations on our troops develop better.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

chubby2man

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Re: Dark Lord: Awakening(SG)
« Reply #34 on: April 02, 2018, 09:09:42 pm »


You decide that your warbands will need more training to resemble the legions that you commanded in the past. Over the next several days you formulate a training course for your warbands. It’ll require additional time to train the orcs, but that’ll have a negligible effect once you get a steady flow going. The additional training will also be limited on the trainers you have available. You believe once you train the trainers they will be able to get 2 warbands prepped a season. This will only improve once the trainers get more experienced and you get more resources.

(1,2)

After several days you receive word from your forces. It. . . has not gone well.

The chiefs raced ahead, eager to claim victory over the rebels. They unfortunately stumbled right into an ambush. The fighting was vicious, and losses heavy. The Torncloaks sprung from behind rocks and hills into the flanks of the warbands.
Argonak, the ambitious captain you sent as an envoy to the tribe, was seen leading one of the Torncloak bands.  The chiefs Xomkug and Gnurl were cut down, and Jortha lost an eye. The Torncloaks withdrew at the sight of the loyalist warbands charging over the ridge.

Your forces lost 10 warbands, though the Torncloaks lost 7. Your forces are now holding a siege around their camp, neither side having enough warriors to draw a decisive victory. What do you do?

A. Go over with all my forces. It’s time to finish this with some aggressive negotiations
B. Send 15 warbands over. That should be enough.
C. Withdraw. It’s not worth the trouble.
D. Something else
?
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Pavellius

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Re: Dark Lord: Awakening(SG)
« Reply #35 on: April 02, 2018, 09:29:28 pm »

How many warbands does each side have?
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chubby2man

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Re: Dark Lord: Awakening(SG)
« Reply #36 on: April 02, 2018, 09:37:21 pm »

Your side has 30 warbands, 10 of those committed to the siege. The Torncloaks have about 8 warbands left.
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Glass

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Re: Dark Lord: Awakening(SG)
« Reply #37 on: April 02, 2018, 09:43:15 pm »

Send another 10 warbands. Also, a message: even those who get promoted will be facing punishment for this.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

VoidSlayer

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Re: Dark Lord: Awakening(SG)
« Reply #38 on: April 02, 2018, 09:46:36 pm »

D. Travel there with 10 warbands myself.  Bring supplies to continue the siege.  Let them starve, anyone who comes out to surrender or escape gets killed.  Every enemy starves or is slaughtered.  Announce this to the enemy and use whatever power we have to make them believe it.

MonkeyMarkMario

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Re: Dark Lord: Awakening(SG)
« Reply #39 on: April 02, 2018, 11:52:34 pm »

D. Travel there with 10 warbands myself.  Bring supplies to continue the siege.  Let them starve, anyone who comes out to surrender or escape gets killed.  Every enemy starves or is slaughtered.  Announce this to the enemy and use whatever power we have to make them believe it.
That will only make them desperate, a desperate enemy is a dangerous enemy.
Send another 10 warbands. Also, a message: even those who get promoted will be facing punishment for this.
+1
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

King Zultan

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Re: Dark Lord: Awakening(SG)
« Reply #40 on: April 03, 2018, 06:03:21 am »

Send another 10 warbands. Also, a message: even those who get promoted will be facing punishment for this.
+1
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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banelord

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Re: Dark Lord: Awakening(SG)
« Reply #41 on: April 03, 2018, 08:24:16 am »

Send another 10 warbands. Also, a message: even those who get promoted will be facing punishment for this.
+1
+1
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flazeo25

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Re: Dark Lord: Awakening(SG)
« Reply #42 on: April 03, 2018, 08:30:47 am »

Send another 10 warbands. Also, a message: even those who get promoted will be facing punishment for this.
+1
+1
+1
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chubby2man

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Re: Dark Lord: Awakening(SG)
« Reply #43 on: April 03, 2018, 10:32:18 am »


You grab the messenger by the throat. Squeeze tight. As the orc gasps for breath, you lean close.
“This failure will not be tolerated. Take 10 warbands. Tell my captains they best not fail again.”
You sense the fear emanating from the orc you hold. You throw it down, sending it sprawling. Your organize the 10 warbands and send them out under the command of Gaz, an unimaginative orc with a serious love for drinking. Not your first choice, but your better captains are either at the siege or helping organize the training course.

Sardonk your seneschal informs you of the state of your domain. He informs you that you have around 50 gangs of workers. These are made up of slaves and weaker orcs. Each gang is around 100 workers, and can each support 1 warband. In a more fertile or resource rich area they may support more.

Being in the middle of the desert is also problematic, as it can hardly support any more orcs, and any metal has been mostly mined. As such you should probably expand. To the North are resource rich mountains, controlled by feral goblins and orcs. To the west are grasslands, roamed by fierce tribes. To the south lies the Goldwater sea, and several costal cities. The east is continuing waste and desert, though ancient cities lay below the sands.

Sardonk tells you all this, though admits scouting parties haven’t been sent in quite some time. He also informs you that it is believed likely that forces might have set safeguards against your return, and may even now be investigating.

And with that sobering news, what do you decide to do?
A. Organize and send scouts (north, south, east, west) to locate targets and opportunities.
B. Try to draw forth a mana crystal. Hard to do outside a magical place, but not impossible. You thought you detected some magical traces around the site of your rising.
 C. Get a proper wall built!
D. Mess around with your orcs, find one with the most potential to be a Champion, and then groom him.
E. Never mind, I’m going to the siege and finishing this
F.Something else?

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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Pavellius

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Re: Dark Lord: Awakening(SG)
« Reply #44 on: April 03, 2018, 10:46:39 am »

Send scouts north, because the mountains would be a good place to relocate our base.
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