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Author Topic: The End Times: Turn 1  (Read 6356 times)

TheRedwolf

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Re: The End Times: Turn 1
« Reply #90 on: June 02, 2019, 04:50:25 pm »

Guess we’re starting now.
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TheRedwolf

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Re: The End Times: Turn 1
« Reply #91 on: June 02, 2019, 04:58:12 pm »

Disaster Phase: Dead rising
Deep within the catacombs and cemeteries of the cities, a dark energy stirs the long deceased corpses of old. Each city is attacked by 2 d4 zombie horde units
It is now the Military phase.
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TricMagic

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Re: The End Times: Turn 1
« Reply #92 on: June 02, 2019, 05:09:28 pm »

Disaster Phase: Dead rising
Deep within the catacombs and cemeteries of the cities, a dark energy stirs the long deceased corpses of old. Each city is attacked by 2 d4 zombie horde units
It is now the Military phase.

As in all of them?
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TheRedwolf

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Re: The End Times: Turn 1
« Reply #93 on: June 02, 2019, 05:12:24 pm »

Every city of every player
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TricMagic

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Re: The End Times: Turn 1
« Reply #94 on: June 02, 2019, 05:16:19 pm »

How are we doing Military then?
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TheRedwolf

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Re: The End Times: Turn 1
« Reply #95 on: June 02, 2019, 05:30:05 pm »

Your only choice this turn is to summon militia or not.
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Naturegirl1999

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Re: The End Times: Turn 1
« Reply #96 on: June 02, 2019, 05:46:19 pm »

I summon militia in all cities
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TricMagic

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Re: The End Times: Starting
« Reply #97 on: June 02, 2019, 05:57:50 pm »

Code: [Select]
Capital: Atlantis, the City under the Sea.

Apă: The Miner's City reaching into the Seabeds
1 Warrior

Creştere: The Observatory City floating atop the Ocean.
3 Warriors, 3 Archers

Etapa: The Trade City within the Forest Shores.
1 Warrior, 1 Mage.

Kinda wonder if this was against me specifically.

In Atlantis, something strange occurs, as the seeming dead rise from the local plant-yards. The Royal Catacombs have also been infested, and the Royal Guard deals with them, leaving the Civilians to either fight back themselves or hide in their homes.

Apă doesn't see much, though still the dead rise, only to meet many a forgesmiths' hammer. The Local Militia assigned to keep the peace pitch in to stomp them out.

Creştere is quiet.. Not a Zombie to be seen, as the Local Militia has already wiped them out as they formed, and business continues as usual.

In Etapa, the Zombies have more variety, but the local Mages have made some basic talisman for cleansing the grounds they come from. The Local Militia does the rest.

Report
Atlantis: Local Royal Guard and Civilians deal with an infestation.
Apă: 1 Warrior Unit along with local Forgesmiths quickly stamp out the sudden appearance of waterlogged zombies.
Creştere: All Units quickly deal with the problem.
Etapa: Local Mage Unit deals with their spawning, and 1 Warrior Unit does the rest with the help of local police force.

End of Report.
« Last Edit: June 02, 2019, 06:02:06 pm by TricMagic »
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Naturegirl1999

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Re: The End Times: Turn 1
« Reply #98 on: June 02, 2019, 06:04:52 pm »

What about the other cities?
« Last Edit: June 02, 2019, 06:41:25 pm by Naturegirl1999 »
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TheRedwolf

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Re: The End Times: Turn 1
« Reply #99 on: June 02, 2019, 07:05:55 pm »

Combat results: Atlantis
Apa round 1 z:3 p:5
Zombie horde 1 takes 2 damage
Apa round 2 z:3 p:7
Zombie horde 1 takes 2 damage, is destroyed zh 2 takes 3 damage
R3 z:4 p:5
Zombie horde 2 takes 1 damage: destroyed. Atlantian victory
Atlantis round 1 z:5 p:7
Zombie horde 1 takes 2 damage
Round 2: z:4 p:2
Militia 1 takes 1 damage militia 2 takes 1 damage
Round 3  z:4 p:5
Zombie horde 1 takes 1 damage
Round 4 z:2 p:6
Zombie horde 1 takes 2 damage: destroyed, zombie horde 2 takes 2 damage
Round 5 z:1 p:4
Zombie horde 2 takes 3 damage: destroyed
Crestere: round 1 z: 4 p: 20
Zombie hordes both take 10, destroyed
Etapa: z:2 p:10
Zombie hordes take 4 damage, destroyed
No losses, atlantian victory, Atlantis gains 1 unrest from lack of armies
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TheRedwolf

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Re: The End Times: Turn 1
« Reply #100 on: June 02, 2019, 07:07:06 pm »

I am doing the reports 1 civ at a time
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Naturegirl1999

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Re: The End Times: Turn 1
« Reply #101 on: June 02, 2019, 07:13:56 pm »

Ok. Makes sense. I'm just used to everything at once, it would be easier to do one at a time. Sorry for sounding impatient.
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Glass

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Re: The End Times: Turn 1
« Reply #102 on: June 02, 2019, 09:30:30 pm »

Adjilia Aera raises militia. As many militia as possible are armed with basic ranged weapons, so as to reduce the probability of them being harmed while the trained military acts as the primary combatants.
« Last Edit: June 03, 2019, 12:10:57 pm by Glass »
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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.

IcyTea31

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Re: The End Times: Turn 1
« Reply #103 on: June 02, 2019, 11:15:36 pm »

(You can only raise militia in cities with no direct combat units, Adjilia Aera in your case.)

There are no, and never were, any sort of "walking dead" in the Empire. Report any who claim to have seen such to the Holy Chiropteran Ministry of Public Order. In other news, the Armed Forces have been called to deal with a Northlander incursion and a curfew is enforced until the attack on Imperial sovereign territory has been dealt with.
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There is a world yet only seen by physicists and magicians.

Glass

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Re: The End Times: Turn 1
« Reply #104 on: June 03, 2019, 12:10:17 pm »

(You can only raise militia in cities with no direct combat units, Adjilia Aera in your case.)
Ah, whoops. Thanks. Editing now.
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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.
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