Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 30

Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 31758 times)

Failbird105

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #60 on: November 20, 2019, 07:22:54 am »

Quote from: VOTEBOX
Minotaur Monks ():
Beam Cherubs (2): C2M, Jilladilla
Ghost Spies-Simple (0):
Healing Springs Bottle Comp (3): C2M, Powder Miner, Twinwolf
The Portly Madam (1): Taricus
Artificers():
Military Workshops (4): Taricus, Powder Miner, Twinwolf, Failbird
Bright Shadows (2): Jilladilla, Failbird
Logged

Atomic Chicken

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #61 on: November 20, 2019, 07:25:27 am »

Quote from: VOTEBOX
Minotaur Monks ():
Beam Cherubs (2): C2M, Jilladilla
Ghost Spies-Simple (0):
Healing Springs Bottle Comp (3): C2M, Powder Miner, Twinwolf
The Portly Madam (1): Taricus
Artificers():
Military Workshops (5): Taricus, Powder Miner, Twinwolf, Failbird, AC
Bright Shadows (3): Jilladilla, Failbird, AC
Logged
As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Twinwolf

  • Bay Watcher
  • Probably hanging around Forum Games and Roleplay
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #62 on: November 20, 2019, 07:26:59 am »

Quote from: VOTEBOX
Minotaur Monks ():
Beam Cherubs (2): C2M, Jilladilla
Ghost Spies-Simple (0):
Healing Springs Bottle Comp (2): C2M, Powder Miner,
The Portly Madam (1): Taricus
Artificers():
Military Workshops (5): Taricus, Powder Miner, Twinwolf, Failbird, AC
Bright Shadows (4): Jilladilla, AC, Failbird, Twinwolf
Logged
Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Strider03

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #63 on: November 20, 2019, 01:18:29 pm »

Quote from: VOTEBOX
Minotaur Monks ():
Beam Cherubs (2): C2M, Jilladilla
Ghost Spies-Simple (0):
Healing Springs Bottle Comp (2): C2M, Powder Miner,
The Portly Madam (2): Taricus, Strider
Artificers():
Military Workshops (6): Taricus, Powder Miner, Twinwolf, Failbird, AC, Strider
Bright Shadows (4): Jilladilla, AC, Failbird, Twinwolf
[/quote]
Logged
Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

m1895

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #64 on: November 20, 2019, 02:10:03 pm »


I like the springs well enough, and the workshops are a good stepping stone for Artificers (which we may actually do someday.)
« Last Edit: November 20, 2019, 02:11:35 pm by m1895 »
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #65 on: November 20, 2019, 02:12:31 pm »

Angel Team: Design Phase T1
TURNTURNTURN
Military Workshops

The bulk of our army is underequipped and undertrained. But while they lack proper drilling in military matters, that does not mean they are without skills; many cultists had lives before they joined the cause of Good, and we can put that to good work. The Military Workshops are a collection of smelters, smithies, leatherworkers, and other craftsmen drawn from the ranks of the faithful. They are supplied by ores mined or purchased from nearby areas and they work hard to provide a source of better equipment for the army, increasing the quality of our basic troops and the quantity of better armed and armored troops that we can deploy. In the immediate future this takes the form of giving our basic troops some basic armor in the form of gambesons and iron caps, but it should assist in the future as well.
Military Workshops: Normal: (4+2)=6: Above Average
Expanding your production infrastructure proves a fairly simple operation. Craftsmen of every stripe can be found amongst your cultists, and together- as greed and mistrust are no concern- they can achieve great works. The requisite mines, smelters, forges and workshops are set up one after the other, and soon the sound of industry echoes through the desert, while cultists in other regions do their part to support your efforts as well.
The makeshift spears, rusty daggers, and brittle shields are replaced with sturdy spears, shiny daggers, and solid shields- nothing exceptional, but nothing to sneer at either. These are augmented with well-made gambesons (quilted wool jackets, stuffed with scraps of cloth or hair, providing a cheap method of staying alive a little longer) and padded iron caps, which drastically decrease the lethality of a blow to the head. Your archers are provided with slightly more powerful bows as well. Though this equipment does not quite bring your cultists up to the level of the various human kingdom's armies, it certainly elevates them above a rag-tag militia- which in itself boosts morale, as they feel more like real soldiers.
Your craftsmen do note that it would probably not be feasible to equip all your cultists with equipment better than what they are now being given, at least not without further expanding your industrial capacity (which, lacking in significant resources, would be a serious challenge).

The improved equipment is made available to all Cultist units, although your Acolytes choose to forgo the helmet- citing increased difficulty concentrating while wearing it. It does not modify their rarity.




Design: Bright Shadows
Darkness rests in all corners of the world. Darkness, Evil, suffering. We could never hope to end these things if we remain unaware of their presence. The Bright Shadows are our answer to this, rooting out things hidden to our eyes so they may be brought to light and combated against. Invisible to the naked eye, these blessed ghosts watch and listen for valuable information to pass on to our cultists. That can be an individual crying out to the heavens, looking for purpose, or knowledge of a shameful deed that the perpetrators would prefer left secret. They listen to it all, and pass the useful bits on.

Bright Shadows are made from the souls of exceptional worshipers, who have volunteered their souls to serve under Heliels guidance even past their death. The Bright Shadows do not move quickly, only walking pace, but they cannot be seen through the visible light spectrum. Their bodies are wholly incorporeal, they cannot physically interact with the world even if they wanted to, only able to do as much as speak, and generally limiting their interaction to loyal members of the cult. However, they are exceptional at finding things, with great hearing, and a sort of sixth sense, that lets them detect notable concentrations of evil, either where malicious deeds are being done, or where the Demons servants and creations hide.

This allows them to easily find things such as criminals in hiding, corrupt officials, Demonic cult activity, and people in need of aid. Similarly, it could potentially be used in the war effort, preemptively locating ambushes, and detecting movements of demonic forces. Though, they are not exceptionally effective due to their slow speed. Still, unexciting their job may be, they will likely prove a critical role in our operations going forward.
Bright Shadows: Normal: (4+4)=8: Unexpected Boon
As an Angel, you are definitionally an expert at sculpting Good into whatever form your heart desires. However, perhaps due to the influence of your distant rival, perhaps due to a lack of strength, you're having trouble actually creating 'templates' for yourself to follow in these creations. It's like you have the capacity to be the supreme sculptress of Good, but need to work up to it. Fortunately, your recent efforts to empower the souls of fallen cultists (and other paragons of virtue whose spirit yet lingers on this plane) seem to have cleared a major block in your mind, as it were, and you feel like you could succeed at more ambitious summoning/mutating efforts now- to a much greater degree than had you 'merely' created the Bright Shadows without clearing this block.

Anyway, moving on to the results of your efforts.

The first Bright Shadows have been empowered, and are now ready to serve the Good cause with a zeal and determination even greater than they had in life. Incorporeal and invisible (to most people), they are the perfect spy, capable of going unseen in human settlements, passing through walls with only a modicum of effort*, seeing and hearing all. Or, well, most. It is possible for a wizard to create a ward that keeps incorporeal beings (and other magical phenomena) at bay, and doing so is one of the most common tasks asked of a court wizard- mostly to prevent attacks or spying efforts by other wizards, but they work just as well at keeping out Bright Shadows. Apart from that, though, perfect surveillance. Even more so thanks to their enhanced senses, including their (literally) supernatural ability to hone in on evil activity, or anything else they choose, really- lost your keys? Bright Shadow can find 'em for you, no problem.
Bright Shadows can communicate thanks to an innate ability to magically recreate the effects of speaking (a rather common ability amongst incorporeal beings). A similar ability allows them to perform very minor physical actions- turning pages or blowing out candles, sort of thing. Being incorporeal, they are of course immune to physical attacks, although magically charged weapons may be able to damage them, and magical attacks will quickly overwhelm their defences, forcefully sending the soul afterlife-wards.
There was concern that Bright Shadows would be slow, and perhaps they might've been, but your brilliance knows no bounds, with the result that they can keep up with a running man with speed to spare. This makes them quite suitable for scouting, to which end several will accompany all military expeditions. A new infiltration technique has been established to cover their spying activities as well, creatively named "Spy". 

Bright Shadows will serve in both influence and combat lanes, as spies and scouts respectively. Due to the need for souls to empower (while cultists may offer their souls willingly, not all are capable of lingering on the mortal plane), they are Uncommon.


*Interestingly, the average wall is possessed of a very weak magical counterpart, which forms naturally. While nowhere near the strength of even the most basic of magical wards, it is enough to make passing through a wall a little bit harder for an incorporeal being than, say, passing through a door or window.



It is now the Revision Phase. You have two revisions.


Spoiler: Equipment (click to show/hide)

Spoiler: Map (click to show/hide)
« Last Edit: November 20, 2019, 02:17:40 pm by NUKE9.13 »
Logged
Long Live United Forenia!

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #66 on: November 20, 2019, 02:47:28 pm »

The DYMARIP program

Love and healing is well and all, but it's still money that runs many a mortals heart. By taking charitable donations from our members, and charging low prices for healing and other services from the unbelievers, we gain an influx of gold and coin that we can then spend to aid the next generation of believers, and help them join our church. This generation can then make their own donations and contributions, generating further income that can be used for more charity and greater recruitment. This self sustaining system becomes greater with each generation.

Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #67 on: November 20, 2019, 02:58:24 pm »

Healers Without Borders Of All Kingdoms
Healers of All Kingdoms sees our healers organized into an actual, formal organization which operates separately of proselytizing missions — the HOAK will set up independent healer hospitals within the kingdoms, providing healing which isn’t inherently tied to our missionaries — but which provide relatively permanent influence points of Heliel’s love and healing, forging long-lasting bonds with communities within the kingdoms. From those communities, the healers in the HOAK hospitals will point particularly Good-aligned individuals, and those who are particularly appreciative, to our proselytizers.

Though they don't charge for the healing itself, HOAK healers should try to at least rely on the villagers to some extent to feed them and supply them; this actually would ideally provide some cover for the hospitals, as the HOAK healers could answer largely honestly that they're a group wanting to help people that then relies on those people in turn, and that villager aid is how they can operate.
« Last Edit: November 20, 2019, 03:34:53 pm by Powder Miner »
Logged

chubby2man

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #68 on: November 20, 2019, 08:14:55 pm »

Quote from: Revisions

Improved Singing Courses (0):
Mass Heliel’s Love V2 (1): C2M
[Angel]'s Soothing Embrace ():
Shieldwall Training (0):

Just copied the revision box from last time, took out the officer training as it mostly succeeded but we can of course add it back, and of course add revision ideas that come up.

Quote
Mass Heliel’s Love V2

Rework Mass Heliel’s love to be more efficient with its power use, allowing actual healing. We currently  have difficulties healing multiple people effectively at once, so the goal of this revision is to bring it to a more practically useful state.

Instead of healing just one person at a time, spread the love, heal multiple! Lower the intensity and spread the bandwidth! Each use is generally 4X as powerful as the standard spell, able to be used about half a dozen times. It can be used well over a general squad of cultists, still healing minor wounds rather quickly, and can stabilize major injuries to be later cured by the regular spell. It can also be cast preemptively before a charge to grant increased resiliency and help them survive in the fray just a bit longer.
« Last Edit: November 20, 2019, 09:25:02 pm by chubby2man »
Logged
Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

m1895

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #69 on: November 20, 2019, 09:41:09 pm »

cultist spearmen
We've put a lot of work into our militia, and it's really paid off so far, but now we've reached the point where we can make true soldiers.
Cultist spearman are selected from the cream of the crop of our basic militia. They then go through even more drilling than the militia as well as live exercises (Heliel's Love making this a fairly safe affair) , honing their formation fighting capabilities to the point where they are the equal of any professional soldier. Then as they graduate, a smallish iron plate will be sewn into their gambeson's chest to provide them with noticeably better protection than merely a gambeson.
In battle they shall be at the flanks of our spearmilitia, as our veterans say that is where routs form and skirmishers harass.
Logged

chubby2man

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #70 on: November 20, 2019, 10:58:24 pm »

Quote
Revolutionary Preachers: Revision of Acolytes

In the Fortified Frontier and the Trade City, there are men and women who cry out for justice, for relief from opression. Tensions simmer and flare like a pot boiling over. Into that mixture goes the Revolutionary Preachers. The most fiery and persuasive acolytes are taken from the battlefield, and given additional training in oratory. They then go into these oppressed places, and spread hope. They are just as skilled in magic, usually, but focus more on healing and restoration.

They go from place to place, spreading a belief in the value of human life, and of freedom. They encourage resistance and rebellion, and encourage young fighters to journey to the Desert to join the Angel’s armies.
Logged
Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Taricus

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #71 on: November 20, 2019, 11:12:26 pm »

Quote
Revision: Heliel's Love Range Increase

Whilst our current healing spell is extremely effective, it has one downside for an acolyte casting it: They need to be close to the wounded to heal them. To this end, the spell has been revised to include methods in increasing the range so that the spell can be cast at range to ensure that our acolyte healers are safely behind our troop lines. By a simple increase in the focus of the spell before it 'impacts' on the target, we can deliver it a better range than before.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

chubby2man

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #72 on: November 21, 2019, 09:13:25 am »

Quote
Revision to Bright Shadows: Emotional Manipulation Aura

At will, the Bright Shadows can extend an aura around them that can alter a person’s emotional state. This can be used to make potential converts more willing and eager to join. Though the main goal of the ability is gaining more cultists, it has a myriad of different uses, from inciting anger in the hearts of peasants, to curiosity in scholars, and even patrolling soldiers can be inflicted with a sense of lethargy or determination.

The power for the Aura comes from their speed, so a light touch of happiness will hardly slow them, while spreading a crushing grief will reduce them to crawling speed. They can also exclude people from being effected, such as cultists or wizards who might realize they are being targeted.
Logged
Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Failbird105

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #73 on: November 21, 2019, 05:29:34 pm »

Revision: Plumbata
These specialized, heavily weighted throwing darts are designed to allow our regular cultist forces to strike enemy forces from a distance when given the chance. Their smaller size compared to a proper javelin or throwing spear makes them easier to carry, while their weight in comparison to something like a throwing knife gives them greater power. Our melee forces will be equipped with several of these, as well as trained to use them properly.


Revision: Officer Armory
Our officers are an important part of our force, providing much needed leadership and tactics to what would otherwise be an unorganized horde. We also know that we cannot afford to arm the entirety of our forces with exceptional equipment. The solution? Arm specifically our officers with exceptional equipment. Their gambesons have been improved, with metal plates attached them at key positions for added defense. Additionally, in the place of spears, they are given swords. Scimitars, to be more precise. An officers weapon, or so we have heard.
Logged

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #74 on: November 21, 2019, 05:34:16 pm »

Just that javelin idea I kept going on about.

Quote from: Javelins
While our improvements to training and equipment have gone an impressive distance in ensuring that our cultists will reign supreme over their demonic counterparts, the reality of logistics means that further uparmoring will likely be restricted to only the most experienced, relegating most of our forces into a light infantry role. So why do we not equip them with an iconic weapon of the role, the Javelin?

Smaller and lighter than the spear; this javelin is not a replacement for our cultists spears, but instead meant to be carried in addition. The speartip of this throwing weapon is made of soft iron, so as to ensure that it bends severely after impact so as to render it unable to be used against us. Lead is placed behind this speartip, so as to lend more weight to the strike. With our cultists opening the engagement with a hail of these weapons, surely the demon's forces will falter once our organized lines meet their broken and injured ones.
Logged

Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me
Pages: 1 ... 3 4 [5] 6 7 ... 30