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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 32352 times)

Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #75 on: November 21, 2019, 05:45:11 pm »

Revision: Major Missile
Magic Missile is a good spell, a dependable spell. At the same time, it's not exactly the strongest of combat spells. Major Missile's first change is very, very simple. Add more Power(in our case, Good) to make a stronger(and larger) projectile, at the cost of being more draining on the caster. The other change we've made however, is arguably the more important one. The caster of the Major Missile can choose their target and, so long as they can accurately gauge where said target is, focus the Missile to follow the target. So if the target was to move into a crowd then while the missile would likely fail to hit them unless the caster had exceptional eyes, it would still hit the general area they had moved to.
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #76 on: November 21, 2019, 06:30:15 pm »


Quote from: Revisions

Improved Singing Courses ():
Mass Heliel’s Love V2 (1): C2M
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen ():
Revolutionary Preachers ():
Heliel’s Love Range Increase ():
Ghost Emotion Manip ():
Plumbata ():
Officers Armory ():
Javelins ():
Major Missile (1): C2M
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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.

Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #77 on: November 21, 2019, 06:35:15 pm »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (1): C2M
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen ():
Revolutionary Preachers ():
Heliel’s Love Range Increase ():
Ghost Emotion Manip ():
Plumbata ():
Officers Armory (1): Failbird
Javelins (1): Failbird
Major Missile (1): C2M
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #78 on: November 21, 2019, 08:00:11 pm »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (2): C2M, Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen ():
Revolutionary Preachers ():
Heliel’s Love Range Increase ():
Ghost Emotion Manip ():
Plumbata ():
Officers Armory (1): Failbird
Javelins (1): Failbird
Major Missile (1): C2M
Healers Of All Kingdoms (1): Powder Miner
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Jilladilla

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #79 on: November 21, 2019, 08:59:39 pm »

So. We have a solid defensive spine in combat. Our influence game should be decent as well with the massive success of our relevant designs.
What we lack is a solid punch in battle. Hence why I am voting for both javelins, for general purpose ruining their day; and Major Missile, to ruin the days of things that don't mind being stabbed a lot.

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (2): C2M, Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen ():
Revolutionary Preachers ():
Heliel’s Love Range Increase ():
Ghost Emotion Manip ():
Plumbata ():
Officers Armory (1): Failbird
Javelins (2): Failbird, Jilladilla
Major Missile (2): C2M, Jilladilla
Healers Of All Kingdoms (1): Powder Miner
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #80 on: November 21, 2019, 10:37:28 pm »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (2): C2M, Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen ():
Revolutionary Preachers ():
Heliel’s Love Range Increase ():
Ghost Emotion Manip (1): Twinwolf
Plumbata ():
Officers Armory (1): Failbird
Javelins (2): Failbird, Jilladilla
Major Missile (3): C2M, Jilladilla, Twinwolf
Healers Of All Kingdoms (1): Powder Miner
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #81 on: November 22, 2019, 12:13:34 am »


Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (2): C2M, Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen (1): m1895
Revolutionary Preachers ():
Heliel’s Love Range Increase ():
Ghost Emotion Manip (1): Twinwolf
Plumbata ():
Officers Armory (1): Failbird
Javelins (3): Failbird, Jilladilla, m1895
Major Missile (3): C2M, Jilladilla, Twinwolf
Healers Of All Kingdoms (1): Powder Miner
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #82 on: November 22, 2019, 09:44:55 am »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (2): C2M, Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen (1): m1895
Revolutionary Preachers (1): Failbird
Heliel’s Love Range Increase ():
Ghost Emotion Manip (1): Twinwolf
Plumbata ():
Officers Armory ():
Javelins (3): Failbird, Jilladilla, m1895
Major Missile (3): C2M, Jilladilla, Twinwolf
Healers Of All Kingdoms (1): Powder Miner
HOAK isn't really a 'get our foot in the door' thing, it's a 'we're already in the building, let's buy ourselves a room' thing. It's something we do later, when we already have enough influence to be taking Overt actions.
And there's no way I'm voting for mental manipulation when there's less evil options available.
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Taricus

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #83 on: November 22, 2019, 10:49:48 am »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (2): C2M, Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen (1): m1895
Revolutionary Preachers (1): Failbird
Heliel’s Love Range Increase ():
Ghost Emotion Manip (1): Twinwolf
Plumbata ():
Officers Armory ():
Javelins (4): Failbird, Jilladilla, m1895, Taricus
Major Missile (4): C2M, Jilladilla, Twinwolf, Taricus
Healers Of All Kingdoms (1): Powder Miner
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #84 on: November 22, 2019, 11:25:00 am »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (2): C2M, Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen (1): m1895
Revolutionary Preachers (2): Failbird, Twinwolf
Heliel’s Love Range Increase ():
Ghost Emotion Manip (0):
Plumbata ():
Officers Armory ():
Javelins (4): Failbird, Jilladilla, m1895, Taricus
Major Missile (4): C2M, Jilladilla, Twinwolf, Taricus
Healers Of All Kingdoms (1): Powder Miner
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.

Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #85 on: November 22, 2019, 11:38:45 am »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (2): C2M, Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen (1): m1895
Revolutionary Preachers (2): Failbird, Twinwolf
Heliel’s Love Range Increase ():
Ghost Emotion Manip (0):
Plumbata ():
Officers Armory ():
Javelins (3): Jilladilla, m1895, Taricus
Major Missile (5): C2M, Jilladilla, Twinwolf, Taricus, Failbird
Healers Of All Kingdoms (1): Powder Miner

Moving my vote from Javelins to Major Missile just to give the Preachers less competition. After thinking about it, we really do need something that is dedicatedly for influence.
We have something with influence as a secondary purpose, and something meant to help with other influence tasks rather than do influence itself. They both went really well, but we could still use proper, dedicated influence.
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #86 on: November 22, 2019, 11:41:11 am »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 (1): Powder Miner
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen (1): m1895
Revolutionary Preachers (3): Failbird, Twinwolf, C2M
Heliel’s Love Range Increase ():
Ghost Emotion Manip (0):
Plumbata ():
Officers Armory ():
Javelins (3): Jilladilla, m1895, Taricus
Major Missile (5): C2M, Jilladilla, Twinwolf, Taricus, Failbird
Healers Of All Kingdoms (1): Powder Miner
Logged
Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #87 on: November 22, 2019, 03:11:02 pm »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 ():
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen (1): m1895
Revolutionary Preachers (4): Failbird, Twinwolf, C2M, Powder Miner
Heliel’s Love Range Increase ():
Ghost Emotion Manip (0):
Plumbata ():
Officers Armory ():
Javelins (3): Jilladilla, m1895, Taricus
Major Missile (6): C2M, Jilladilla, Twinwolf, Taricus, Failbird, Powder Miner
Healers Of All Kingdoms ():
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Strider03

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #88 on: November 23, 2019, 02:17:35 pm »

Quote from: Revisions
Improved Singing Courses ():
Mass Heliel’s Love V2 ():
[Angel]'s Soothing Embrace ():
Shieldwall Training ():
Cultist Spearmen (1): m1895
Revolutionary Preachers (5): Failbird, Twinwolf, C2M, Powder Miner, Strider
Heliel’s Love Range Increase ():
Ghost Emotion Manip (0):
Plumbata ():
Officers Armory ():
Javelins (3): Jilladilla, m1895, Taricus
Major Missile (7): C2M, Jilladilla, Twinwolf, Taricus, Failbird, Powder Miner, Strider
Healers Of All Kingdoms ():
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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

NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #89 on: November 24, 2019, 01:00:18 pm »

Angel Team: Revision Phase T1
TURNTURNTURN
Revision: Major Missile
Magic Missile is a good spell, a dependable spell. At the same time, it's not exactly the strongest of combat spells. Major Missile's first change is very, very simple. Add more Power(in our case, Good) to make a stronger(and larger) projectile, at the cost of being more draining on the caster. The other change we've made however, is arguably the more important one. The caster of the Major Missile can choose their target and, so long as they can accurately gauge where said target is, focus the Missile to follow the target. So if the target was to move into a crowd then while the missile would likely fail to hit them unless the caster had exceptional eyes, it would still hit the general area they had moved to.
Major Missile: Normal: (2+1)=3: Buggy Mess
You can't win 'em all. The basic magic missile spell has a limit on the proportion of a caster's power that can be used to cast it. Turns out that just completely removing that limit from the spell is a baaad idea. Let's just be grateful that you weren't the one to try casting the modified spell- because the unfortunate Acolyte who performed the inaugural casting was immediately drained of both her Mortal Magic and Good reserves, which wasn't great news for her (she was unconscious for about 24 hours), but who knows how bad it might've been for you, what with being entirely made of Good.
On the plus side, the Acolyte did fire off a spectacular blast of magic, although since she passed out immediately you have no idea whether the tracking aspect works. In theory it should work at least a little- most development time was spent on it, which may explain why the other aspect wasn't so carefully considered.

Major Missile is technically a Common spell, castable by Acolytes, but it is designated a 'last resort', as passing out for 24 hours in a combat situation is... not recommended.



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.
Revolutionary Preachers: Normal: (1+1)=2: Utter Failure
You really can't win 'em all, at least not today. It seemed sensible enough- bring in some Acolytes, show them the ropes w/r/t the arts of persuasion, and send them forth to rile up the people. Yet somehow, it all went wrong. It first emerged that your Acolytes, while possessing some natural talents in the field of magic, are not exactly social butterflies. When you set them the simple task of trying to persuade a cultist acting as a civilian of their good intentions, not one of them managed to get through a minute-long spiel without stammering, mumbling, or in one case passing out. Considering the time and resources available for this project, it was evident that a more radical approach was called for if your 'preachers' were to be ready to deploy in time. So, you- perhaps somewhat unwisely- decided to directly impart the relevant skills into their minds.
In principle, directly imparting skills can work (indeed, the training process for Acolytes involves small amounts of it, where you give them the ability to 'feel' the flow of Good, a skill that might otherwise take years to acquire- once they have that foothold, actual manipulation comes much more quickly). Unfortunately, in this case it seems you imparted too much too quickly. The Acolytes' minds were overloaded, and while they may or may not have acquired new oratory expertise, it overwrote more important things, like speech and object permanence.

The stricken Acolytes may recover in time, and on the plus side they get to enjoy peek-a-boo again until they do. However, the Revolutionary Preacher project has effectively been shelved, with nothing gained except for a little experience in teaching mortals persuasion. 



Our forces have secured an unguarded route into the Mountain Passes, but ran into an issue before making it through to the Rice Terraces. We advanced past two more abandoned forts before scouts brought the news: unknown forces, bearing banners of red and black emblazoned with grinning mouth, had been spotted moving towards our position. These were almost certainly the Demon's forces.
We've sent some troops to garrison the closest abandoned fort, but getting caught in a siege would not be good for us; the forts are old and crumbling, not to mention small, and the Demonic forces could cut us off from supplies and reinforcements easily. The fort should be a fallback; ideally, we should defeat the enemy in the field. There are plenty of places suitable for an ambush, so we need to be careful- even as we look for opportunities to ambush our rival. If we avoid ambushes, combat is likely to occur in the narrow passes, limiting opportunities to manoeuvre- at least, for conventional forces.

A similar story arrives from the River Crossings. Our forces are far too small to contest the more well-guarded bridges, so detours are necessary to find crossings where we will go unopposed- by the queen's armies, at least. The terrain is more open in this region, making it harder to spring an ambush, so victory will be determined by who can cross the rivers. Quick, decisive action to secure a beachhead will be key.

Meanwhile, our missionaries continue to infiltrate the kingdoms of Lesimor and Dolgoth, with the most intrepid travelling as far as the Scholarly Towers and the Wartorn Wastes. It will be hard to operate so far from friendly territory, however, so most of our efforts will be focused on the Fortified Frontier, Lawless Capital, Trade City, and the Ostentatious Capital. Undoubtedly the Demonic cultists have similar plans, and though we have no real way of directly interfering with their efforts at present, it is possible that they have developed ways of interfering with ours; we should be on guard.

With the war set to start any day now, the only question remaining is this: where will you, our glorious merciful mistress, make your presence felt this month? 



It is now the Strategy Phase! How exciting.
Spoiler: Strategy Primer (click to show/hide)
TLDR: This turn, all you have to do is choose where to send Heliel, from the following: Mountain Passes, River Crossings, Scholarly Towers, Lawless Capital, Fortified Frontier, Trade City, Ostentatious Capital, Wartorn Wastes.


Spoiler: Equipment (click to show/hide)

Spoiler: Map (click to show/hide)
« Last Edit: November 27, 2019, 02:20:57 am by NUKE9.13 »
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