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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 32354 times)

Taricus

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #330 on: April 21, 2020, 12:02:47 pm »

Quote from: votebox
IOTC (1): m1895
Wyvern Saddle Improvements ():
Defenders of the innocent (1): 10ebbor10
Enchantment Workshops - Trade With Allies (4): Failbird, Powder Miner, Twinwolf, Taricus
Guarios, the Spealer ():
Apostles of the Minotaurs: (6) Powder Miner, 10ebbor10, Failbird, Twinwolf, m1895, Taricus
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #331 on: April 21, 2020, 12:03:59 pm »


Quote from: votebox
IOTC (1): m1895
Wyvern Saddle Improvements ():
Defenders of the innocent (1): 10ebbor10
Enchantment Workshops - Trade With Allies (5): Failbird, Powder Miner, Twinwolf, Taricus, C2M
Guarios, the Spealer ():
Apostles of the Minotaurs: (7) Powder Miner, 10ebbor10, Failbird, Twinwolf, m1895, Taricus, C2M
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #332 on: April 24, 2020, 01:04:22 pm »

Angel Team: Revision Phase T6
TURNTURNTURN
Enchantment Workshops - Trade with the Allies

As we further explore enchanted equipment, our allies have shown an interest in our developments. We have yet to properly prove to them the ways in which we can aid their causes and, thankfully, this gives us an easy and efficient means to do so. The Enchantment Workshops are dedicated to more industrialized production of enchanted equipment with which we can supply our allies, particularly the Hawks. A wing is added to the Military Workshops area of our headquarters, and the enchanters in this space are provided with first pick of materials to work with.

This should hopefully increase our production to a degree that we can comfortably send some of our enchanted gear to our allies without cutting into our own armies; once it does so, we will set up trade caravans with the Hawks to offer Sunbows and spares of any future suitable enchanted equipment to them, in order to prove our dedication to the cause of Good, and the advantages of aligning themselves with us.
Enchantment Workshops - Trade with the Allies: Hard: (3+3)-1=5: Average
There were two challenges involved here; establishing the capacity to mass-produce enchanted items for export, and organising the export. There are questions to be answered when transporting a large quantity of goods, especially when those goods are exotic weapons. Fortunately, your cultists were able to sort things out. Contacts in the Trade City sorted out the appropriate paperwork, and contacts in the Fortified Frontier ensured that a safe route for transporting the goods into the province was available. Tariffs will need to be paid, of course, but the Hawks are willing to spend a little extra to keep Lesimor secure. Meanwhile in the desert, a series of workshops dedicated to producing enchanted goods for export were set up.
As a result, a small but noticeable number of Sunbows will be exported to the Fortified Frontier every month. The Hawks are likely to appreciate this.



Apostles of the Minotaurs
Once again, we find ourselves requesting the aid of the Monks of Minos in ways that they are probably quite happy to oblige. In this case, remembering the shocking and at times frustrating process of convincing the gentle giants to go to war for us, we have decided to make use of that rhetorical ability for our own purposes. The Apostles of the Minotaurs (trained, of course, by the Monks of Minos) are an alternative to the Chosen Apostles, who use a rhetorical style distinguished by usage of substance over flair; they have been taught to seek to understand who they are talking to, construct strong theses that are instinctively hard for those groups to deny, and then back these up with substantive arguments that return their conversational partners to this thesis again and again. While they perhaps won't wow the common man in the way that a Chosen Apostle might, they're much more effective in dealing with intelligent people for sustained periods of time -- and without relying on a magic spell to do so, they ought to better be able to reach the scholars of the Green University. They also ought to be helpful for the Peace faction of the Wartorn Wastes, helping with their negotiations, and, perhaps, with some of the nobles of Lesimor's capital.
Apostles of the Minotaurs: Hard: (3+3)-1=5: Average
While the Monks of Minos were able to debate you to a standstill, this does not necessarily translate to an ability to debate the average person. Those discussions involved highly abstract musings on the nature of Good- something that you (as an Angel) obviously understand, and the Monks of Minos (as people who have spent lifetimes meditating on the topic) can also grasp... but even the greatest human philosopher would struggle with the concepts at play.
Nevertheless, it is true that the Monks are skilled debaters, and this ability can in theory be imparted to your human followers. When you asked the Monks to assist in this manner, they were happy to oblige, and took a number of cultists under their wing. The training process started with several days spent meditating under the nearby waterfall. Followed by several days of fasting in a desert cave. You were a little concerned at this point. The third period was taken up by standing on a mountain and listening to the wind.
Fortunately, this process seems to have done the trainees some good, as when the Monks- with no time to spare- spent a few days explaining the basics of moral philosophy to them, they seemed to grasp the concepts rather quickly.

The results are somewhat promising. Though nowhere near the level of the Monks themselves, there is a certain depth to their words, hinting at wisdom beyond human conception. Sure, on a surface level it sounds like absolute nonsense, but to those with an appreciation for such things, the truth shines through.

Apostles of the Minotaurs are students of moral philosophy with a certain appreciation for the world and everything in it. They will attempt to win over targets who have an appreciation for deeper conversation. They are Rare.



It is now the Strategy Phase. Choose where to send Heliel and the Silver Markswoman. Choose which dynasty to support in the Ostentatious Capital.



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #333 on: April 24, 2020, 01:43:55 pm »

I don’t think that Heliel would be as useful in any particular influence spot as in a combat lane, seeing as we’re getting into deeper base stuff now with almost everywhere at 3/5, and with the Apostles of the Minotaurs setting us up for probably reaching 3/5 there.
Quote from: Votebox
Send Heliel to Xa-Nam: (1) Powder Miner
Send Silver Markswoman to Darrin: (1) Powder Miner

Foreign Dynasty: (0)
Restored Local Dynasty: (1) Powder Miner
« Last Edit: April 24, 2020, 01:53:04 pm by Powder Miner »
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #334 on: April 24, 2020, 02:23:18 pm »


Quote from: Votebox
Send Heliel to Xa-Nam: (2) Powder Miner, m1895
Send Silver Markswoman to Darrin: (2) Powder Miner, m1895

Foreign Dynasty: (0)
Restored Local Dynasty: (2) Powder Miner, m1895
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #335 on: April 24, 2020, 03:34:54 pm »

Quote from: Votebox
Send Heliel to Xa-Nam: (2) Powder Miner, m1895
Send Heliel to Trade City: (1) C2M

Send Silver Markswoman to Darrin: (3) Powder Miner, m1895, C2M

Foreign Dynasty: (0)
Restored Local Dynasty: (3) Powder Miner, m1895, C2M


I think we should send Heliel to the Trade City, as it along with the Fortified Frontier borders our 5/5 Desert, so may be more likely to get to 4 with the angel’s assistance. With our combat designs, I am not worried about being punished in the combat zone, so Heliel would probably be more impactful in an influence area.
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #336 on: April 24, 2020, 11:24:23 pm »

The reason I’m somewhat skeptical about Heliel going to influence this turn is that I think we may start to see diminishing returns; she’s been a tool we’ve used extremely heavily for influence gain thus far, but now that we’re getting to  much more specific goals for influence, I suspect that throwing Heliel at the problem yet again may be less effective.
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #337 on: April 26, 2020, 12:20:08 pm »

Quote from: Votebox
Send Heliel to Xa-Nam: (3) Powder Miner, m1895, Twinwolf
Send Heliel to Trade City: (1) C2M

Send Silver Markswoman to Darrin: (4) Powder Miner, m1895, C2M, Twinwolf

Foreign Dynasty: (0)
Restored Local Dynasty: (4) Powder Miner, m1895, C2M, Twinwolf
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #338 on: April 26, 2020, 12:30:35 pm »

Quote from: Votebox
Send Heliel to Xa-Nam: (4) Powder Miner, m1895, Twinwolf, Failbird
Send Heliel to Trade City: (1) C2M

Send Silver Markswoman to Darrin: (5) Powder Miner, m1895, C2M, Twinwolf, Failbird

Foreign Dynasty: (0)
Restored Local Dynasty: (5) Powder Miner, m1895, C2M, Twinwolf, Failbird
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #339 on: May 03, 2020, 02:31:13 am »

Angel Team: Battle Phase T6
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
As expected, our contacts in the Fortified Frontier were very pleased with the new Sunbows. As a result, several higher-ranking officers expressed their interest in closer ties- although the negotiations for how and where they would side with the cult proved tricky, and efforts to win them over are ongoing. It seems likely that another month of quiet negotiation will secure their support ((Read: if nothing changes)), but more enchanted equipment or some other way of elevating our position could help cement the agreement.
Now that Magoc's goons can summon weapons (more or less) at will, our efforts to take out their key agents has stumbled somewhat- Shadow Walkers do fine versus unarmed or lightly armed targets, but are not equipped (or trained) for an actual fight. Fortunately, the demons were not able to take advantage of this in the province, as they did not have enough resources.
3/5


The Apostles of the Minotaurs find little success in the Lawless Capital, as they are not versed in the political manoeuvring needed to survive at court, and those they can contact outside are rarely interested in abstract philosophy, having enough things here and now to worry about- and that's before adding the worries of the King's recent blunder on top.
As in the Frontier, our Shadow Walkers often found they had brought a knife to a swordfight, making their jobs a lot harder. They attempted surprise attacks, where the demonic Keepers would have no time to materialise their blades, but the demonic ability to briefly detangibilise made even this unreliable. In one particularly frustrating case, a group of Shadow Walkers cornered a demonic Consort and his bodyguards in an alleyway, only to have them escape by walking through a brick wall. As a result, the demons have made contact with a number of important figures- including members of the Republican faction, whose ability to rile up a crowd may now be exploited by Magoc.
3/5


The Apostles of the Minotaurs (Minopostles?) found success in the Scholarly Towers. Their deep conversation intrigued members of the Green University, drawing them in to further discussion, which eventually lead to their conversion. Now that we have a foothold in the halls of GU, we can call on their assistance when refining magic, or improving the quality of our mages- though less adventurous than the radicals in Orange University, the mages of GU are undeniably more skilled.
The mountain mystery of the misplaced Magoc was solved when a Bright Shadow spy tracking a demonic operative caught a glimpse of them transforming, going from a handsome young man to a beautiful young woman. The burst of Evil that accompanied this transformation confirms that the figure was Magoc himself. His presence might go some way to explaining the high casualty rate amongst Shadow Walkers operating in the region.
2/5-->3/5


Dolgoth Infiltration Report
The Interventionists were a bit disappointed that there were no Sunbows that could be sold for a profit. The Good cause is great and all, but you can't do anything without money.
Meanwhile, Magoc has won friends amongst the Deregulators by cutting them in to the Bootlegger's trade, a profitable venture of the sort our own allies are jealous of. The Deregulators will no doubt be available to finance any other business plans the Demon comes up with.
3/5


Naturally we must strive to restore the Local Dynasty. The Foreign Dynasty and its supporters are unrepentant in their oppression of locals; their entire society is built on violence and cruelty. Those who support the Local Dynasty- mainly prominent non-noble locals and nobles of mixed descent who feel a connection to their adoptive homeland- seek to end the cruel regime, and restore a society based on honesty and justice. They have confirmed to us that the rumoured claimant is real, although for security reasons they will not share his exact identity or location with us yet. Indeed, many of them do not know themselves, as the Local Dynasty supporters are- by necessity- experts at maintaining their cover and hiding their true motives. Now that we have offered our support, they are willing to share some of those techniques with us, should we feel the need.
Naturally, to restore the Local Dynasty will take a lot of work. Most of the populace is already on board, but more support is needed in the halls of power- bringing nobles on the fence into the Local camp, securing positions of power for pro-Local nobles, and destabilising the Foreign Dynasty so that they cannot resist the impending uprising. Artful persuasion (check), careful political manoeuvring, and subtle acts of sabotage are called for.
Speaking of artful persuasion, the Minopostles found some success in the Ostentatious Capital as well, as many nobles are receptive to their philosophical ramblings. This was not enough to win over the more important nobles, however, as they are more mindful of their position, and are very hesitant to throw in with political amateurs; fearing, perhaps justifiably, that we would blow their cover.

Of course, the supporters of the Foreign Dynasty and Magoc's followers have made contact, the former undoubtedly seeking the latter's aid in weeding out Local Dynasty supporters and keeping the people "loyal". Unfortunately, keeping people loyal is somewhat of a speciality of the Foreign Dynasty, using a combination of fear and greed. The Demon's followers may soon be employing such techniques themselves.
3/5


Unfortunately, while the Minopostles' message of peace and harmony sounds nice in theory, the Peace faction is still primarily made up of military officers, and other such practical-minded people. They are not displeased, however, as Chosen Apostles are already quite effective at negotiation, and one is employed as a mediator in a secret meeting with a member of a similarly pro-peace faction in the Southern Realm. The King's arrival puts a stop to these secret negotiations, however, as nobody wants to be caught engaging in diplomacy behind the King's back.
At least the demonic operatives will have had an equally hard time operating under the King's watchful gaze.
3/5



It is now the Design Phase. You have two designs.



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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #340 on: May 03, 2020, 04:58:57 pm »

Intermediate Training Camps

Now that the enemy's Uruks have finally more than matched us in skill at arms, we've finally decided to  improve upon our own training regimen.
Thanks to our Hawk allies supplying us with some of their finest drill instructors our troops have a substantially better grasp of weapon technique, discipline, and physical conditioning. They've even got the minos to use more effective nonlethal techniques, though the real effects of this training will only be seen once they finally give up trying to spare the unspareable. From the Wartorn Wastes we've gotten "trench raiders" to teach a short course on their combat style, aggressive use of a shield to pin the enemy's own shield and weapon while a sturdy trench knife slips in the cracks of their armor. This training should provide an edge once combat enters the "pub brawl" phase, though the slight increase in aggression should prove useful in general.
« Last Edit: May 03, 2020, 05:02:04 pm by m1895 »
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10ebbor10

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #341 on: May 06, 2020, 02:16:15 am »

Quote
Limulidae

Strange things live under the ocean. The Giant Limulidae is rarely seen, and has a frightening appearance but it is a benevolent creature, essential in the ocean ecosystem.

Enfused with the power of good, these enlarged horseshoecrabs form a formidable armored threat, consuming and devouring those infected by evil. Their amphibious nature, creeping legs untiring strength give them superior tactical mobility, as they claw up cliffsides and swim through rivers. Their sturdy armor provides them with ample defense against threats, and the claws hidden beneath their carapace can be quite lethal. For those of good will, the Giant Limulidae can be a decent transport, it's flat, solid carapace provides ample space to sit or stand, once one gets used to the Limulidae's movements.
« Last Edit: May 07, 2020, 01:10:25 pm by 10ebbor10 »
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #342 on: May 06, 2020, 07:31:39 am »

Design: The Order of the Healing Hand

The Order of Healing Hands are a group of healers that have organized together to better provide care for wounded and sick people. It is also the public front and new organizational core of the cult of Heliel. It’s public goal is to open “hospitals” and places of healing for the people across Dolgoth and Lesimore. It has two main purposes.

First, it organizes the resources available to the cult. Each area’s assets communicate and either directly or indirectly receive orders from the Headmaster of an area. Covert actors such as Bright Shadows and Shadow Walkers still mostly operate independently, but now communicate opportunities and receive missions to advance the Cult’s and OHH’s goals. Apostles and preachers remain a distinct entity, but may be called in to lend their persuasiveness to difficult conversations, or to steer public sentiment through their messages. It also can better recognize resources that are abundant in that area (such as veterans in Wartorn or wealth in the capitals) and direct that to either other areas (financial and material support from capitals) or back to Blessed Desert (veterans to bolster our forces).

Second goal is to greatly increase the impact and reach of our healers and influence. With a public front to buy property, we can stake permanent and public claims. We will get more people knowing to come to us for aid. Most cases we will charge little to nothing, except for nobles who we will ask to pay more to aid others. While the main service is magical healing, OHH will also include very cheap food for the poor and shelter for the homeless. (The homeless being prime opportunities to become cultists, but also because it’s the right thing to do.)


OHH will grant our (hopefully) grant our influence some legitimacy and allow it to expand further. Those uncomfortable with dealing with shadowy figures and holy men will be grateful to have a more legitimate option. To open the doors for OHH in an area, we use our highest ranking ally to open the door for us, and use our Covert Agents to either distract or silence (through missing messages, blackmail, or more permanent means) those who would oppose those efforts.

The Order of Healing Hands will provide our cult a pleasant public front that most rulers would hopefully see little problem with, and ways to leverage our influence more publicly. While perhaps it doesn’t appear to add any new capabilities, this should allow us to synergize and compliment our efforts in ways we weren’t able to before, and while doing so provide a benevolent public face for our influencing efforts.
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10ebbor10

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #343 on: May 07, 2020, 01:08:01 pm »

Quote from: Votebox
The Order of the Healing Hand (1) : 10ebbor10
Limulidae (1) : 10ebbor10
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #344 on: May 07, 2020, 01:17:01 pm »

Quote from: Song of Storms
Song of Storms
For we sing of Ruin
The Breaking of Men and Stone
We sing of Power
Feel it Thrum in your Blood
We Sing of Deliverance
Protected beneath Her Wings

We Sing of Storms
For this is not a time of Peace
But War.

The Army of Heliel lift their forces together, and weave a song of power, on that calls upon the power of the wind. Using a bit of power from all the singers, those with magical ability shape that raw potential and use it to form and direct ferocious winds into the face of the foe. Stronger and more experienced practitioners may use more finesse in directing the winds, granting more force to friendly arrows while blowing away counterattacks. The main aim of the spell is to be a major disruptor to the enemy force.

I think a storm spell of some sort would make a strong battlefield effector, and multiple ways to revise other effects/build it up to further support our forces.


Quote from: Votebox
The Order of the Healing Hand (2) : 10ebbor10, C2M
Limulidae (1) : 10ebbor10
Song of Storms (1): C2M
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