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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 32413 times)

chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 3
« Reply #195 on: March 05, 2020, 02:07:53 pm »


Quote from: Bovxote
Refrain of Regret: (6) Twinwolf, Powder Miner, Taricus, Failbird, C2M, Strider
Improved Officer Training:
Shadow Raiders: (2) Twinwolf, Taricus
Cultist Marksmen: (1) Strider
Archery Ranges: (4) m1895, Failbird, Powder Miner, C2M
Javelins: ()
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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.

NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 3
« Reply #196 on: March 06, 2020, 02:41:31 pm »

Angel Team: Revision Phase T3
TURNTURNTURN
Refrain of Regret
This piece of song-magic is heavily based on the Song of Soothing -- but essentially the exact inverse in effect. Firstly, it should be noted that the Refrain of Regret works a little differently than the Song of Soothing in how it is sung, as instead of being a catchy tune that entire groups are drawn to singing and by civilians, it's a refrain and countermelody that is designed explicitly to fit smoothly into the Song of Soothing in combat, sung by Acolytes between verses rather than the entire army. In terms of the actual magical and lyrical content of the song, it also sings about the virtues of Good and the community and comfort it brings, in a variable fashion like the Song of Soothing, but the Refrain of Regret has a different tone of it -- a tone of sadness that those of Evil cannot experience such comforts and virtues, and regret for their sorry state. Whereas the Song of Soothing boosts the moral and mental defense of our soldiers, the Refrain of Regret grants it the inverse effect as well, attacking the morale and judgement of the Evil armies directly.
Refrain of Regret: Easy: (1+1)+1=3: Buggy Mess
Good idea, decent execution, just one minor itsy-bitsy flaw.
The Refrain of Regret is a countermelody to the Song of Soothing, depressing the spirit and weakening the mind, insisting that the listener is outcast and ostracised from the Good things in life. Just... replace 'listener' with 'singer'. Just like the Song of Soothing, the Refrain of Regret is catchy. Too catchy. People cannot help but sing along- thereby opening a conduit by which the song can affect them. Despite your best efforts, the Refrain chooses no favourites; all are vulnerable to its bitter message.
On top of this, where the Song of Soothing is self-sustaining, the Refrain is all-but self-destructive; the mental drain also inhibits the passage of energy into the music. It requires an Acolyte to start and maintain- but even an Acolyte can only keep it going for so long before they succumb to its influence.

Technically, the Refrain could be used, and have some beneficial effect. However, in open battle, it would be at best a wash, affecting both sides equally, and you do not anticipate many situations in which it would be worth the effort. It is no harder to start than the Song of Soothing- Common, in other words.



Archery Ranges
While we put a good deal of effort into training our basic cultists we uh, forgot to do much for the archers. The Archery Ranges aim to fix that.
The simple fact that we can train any schlub to be an archer instead of relying on woodsman and the occasional professional archer. Speaking of professional archers, the ones we converted have helped us set up three different types of target, the standard "bullseye" target, a volley target, which is basically a big ring of rope a whole unit tries to land their arrows in, and a pendulum bullseye that swings back and forth. With the professionals acting as instructors, This lets us train up our own archers from the common folk and increases their performance to near-military levels.
Archery Ranges: Normal: (3+4)=7: Superior Craftsmanship
The commanding officer of the Ox Pass Garrison receives some alarming news; after recovering from her sickness thanks to some passing healers, a soldier disappeared. This would not ordinarily be cause for great alarm, but the soldier in question was no ordinary soldier, but the Silver Markswoman, whose skill with the bow is renowned. Alleged to be capable of everything from firing three arrows at once (hitting three distinct targets) to firing thirty times in sixty seconds, her loss is keenly felt. Search parties are sent out, to no avail.
The Silver Markswoman arrives at your base at precisely the right time to oversee the establishment of the new Archery Range additions to your training camps. Together with other recruits from the Fortified Frontier, she establishes regular drilling in archery for all of your soldiers. While it may have seemed an ambitious goal to make archers significantly more common and increase their skill, with the newly recruited (and inexplicably white-haired) damsel leading them, it proves doable.

The result: A fair number of previously unskilled cultists are now capable of archery, doubling the number of archers available. In addition, all archers have received extra training, making them noticeably more accurate and faster-firing.

(Note, Silver Markswoman only included for aesthetic purposes, does not mechanically represent a hero or significant progress towards one)



It is now the Strategy Phase. Choose where to send Heliel.



Spoiler: Equipment (click to show/hide)

Spoiler: Secret Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #197 on: March 06, 2020, 10:41:29 pm »

We could send the angel anywhere really. It's probably smartest to go for the scholarly towers... but like I said in discord I think they'll want to use the demon to push us back up out of the terraces and I want to see them fight.

Quote from: Votebox
Darrin (Combat) (1): Twinwolf
Scholarly Towers (Influence):
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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.

chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #198 on: March 06, 2020, 10:48:48 pm »


Quote from: Votebox
Darrin (Combat) (1): Twinwolf
Scholarly Towers (Influence) (1): C2M

Boo meathead combat, give me Interesting Intrigue!
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #199 on: March 06, 2020, 11:16:59 pm »

Quote from: Votebox
Darrin (Combat) (2): Twinwolf, Powder Miner
Scholarly Towers (Influence) (1): C2M
I AM tempted by the thought of Heliel and Magoc going Pacific Rim on each other even if they’re not that big
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #200 on: March 07, 2020, 03:38:59 am »

Quote from: Votebox
Darrin (Combat) (3): Twinwolf, Powder Miner, m1895
Scholarly Towers (Influence) (1): C2M
FIGHT! FIGHT! FIGHT!
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Failbird105

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #201 on: March 07, 2020, 08:51:54 am »

Eesh, I legitimately just don't know which to choose. On the one hand I know that we've had combat pretty effortlessly handled for a decent while now, and Influence is the one we actually need to work on. On the other, I just really don't know about taking Heliel out of combat when she has that healing aura.
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #202 on: March 07, 2020, 09:19:21 am »

I mean, you say that, but we've been doing fine without her. Her presence didn't really push the side she was on over the edge, so to speak. It is pretty clearly smarter to go for the towers, we're just looking for a fight :p
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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: Strategy Phase 3
« Reply #203 on: March 07, 2020, 09:25:28 am »

Yeah, I suppose you're right. I guess I'll throw my support in with the towers, but I won't be particularly ruffled if combat ends up winning.

Quote from: Votebox
Darrin (Combat) (3): Twinwolf, Powder Miner, m1895
Scholarly Towers (Influence) (2): C2M, Failbird
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Taricus

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #204 on: March 07, 2020, 09:27:01 am »

Quote from: Votebox
Darrin (Combat) (3): Twinwolf, Powder Miner, m1895
Scholarly Towers (Influence) (3): C2M, Failbird, Taricus
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Jilladilla

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #205 on: March 07, 2020, 09:49:01 am »

Quote from: Votebox
Darrin (Combat) (3): Twinwolf, Powder Miner, m1895
Scholarly Towers (Influence) (4): C2M, Failbird, Taricus, Nemonole
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NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 3
« Reply #206 on: March 12, 2020, 02:51:04 pm »

Angel Team: Battle Phase T3
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
The chaos in the Fortified Frontier, combined with the efforts of our new Chosen Apostles, has brought a number of (low-ranking) officers into the cult. This gives us a small amount of control over the politics of the region.
The newly recruited officers all reveal that they belong to one of the two factions vying for control over the region. Each of them has warned us about the dangerous lengths their opponents are willing to go to in order to achieve their misguided goals, which could very well see them sign on with the Demon. To increase our control over the region further, we will have to support one of the two factions. There is, of course, only one Good choice, making this an easy decision. Obviously we will side with
   The Hawks: Consider keeping Lesimor safe to be their top priority. Have control over a powerful military machine, but are also stubborn and self-righteous.
   The Doves: Consider keeping Lesimor prosperous to be their top priority. Have less control over the military, but are more ready to cooperate with unorthodox elements.
((You have reached 3/5 control. Now you get to choose one of two factions to support. Your opponent will be railroaded into supporting the other. Despite what the text above says, there is not a "Good" and "Evil" option- both are equally viable. Once you have chosen (by the end of this turn), I will write up a fluff explanation of how the chosen faction was the obvious choice. This choice is mainly for aesthetic purposes, though it will have some minor mechanical effects, making certain infiltration methods slightly more/less useful, and slightly changing the rewards for infiltration.))
In other news, despite efforts to stop them, the chaos provided the Demon's followers an opportunity to infiltrate the province. Bootlegger's is being sold, and demonic missionaries have been sighted winning converts.
2/5-->3/5

With our operations established in the Lawless Capital, we were able to leverage all our techniques to slow down the demonic cause. Bright Shadow Acolytes, Shadow Walkers, and Song of Soothing were all put to work undermining their efforts (the latter serving to subtly turn the populace away from dark thoughts). So far, this is working well, as Magoc's followers appear to be struggling merely to maintain the control they have.
Meanwhile, Chosen Apostles managed to win us some friends amongst the lesser nobility. Only a few, though, and they are hesitant to throw their lot in with the cult fully. Hopefully with more resources available from the Fortified Frontier next month, we will have more success.
2/5

With operatives travelling from the Lawless Capital in large numbers, and Heliel herself aiding operations, we were able to win many converts in the Scholarly Towers, including a number of students from the various colleges. Demonic operatives continue to work their wicked ways in the area, although we have not detected much more activity than previous months.
0/5-->2/5

Dolgoth Infiltration Report
With the Trade City finally open for business (as it were), we make good progress. Minor merchants are roped in to the cult, and more important merchants are at least willing to listen to our Chosen Apostle's messages. In addition, our Shadow Walkers reckon that a few well-placed acts of sabotage could see the (less benign) rivals of our converted merchants go bust, opening the door for us to increase our market share- and thus political voice. Next month, if all goes according to plan, we should have some say in how the Trade City is run.
Our rivals have also managed to secure a foothold in the area, despite our best efforts. If we had had a larger presence in the area, we might've succeeded in stopping them entirely, since they didn't seem to have much Bootlegger's to spare. 
1/5-->2/5

Though for the most part things are the same as last month in the Ostentatious Capital, the efforts of our Chosen Apostles do see a few new converts won even under the King's watchful gaze. Even if the crackdown continues, with our increased presence in the Trade City, we may make progress here as well.
1/5

As in the Ostentatious Capital, our Chosen Apostles manage to win us some converts in the Wartorn Wastes, although our medics- the most effective recruitment technique in this area- are forced to adopt a low profile to avoid awkward questions by political officers.
1/5



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



Spoiler: Equipment (click to show/hide)

Spoiler: Secret Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
« Last Edit: March 12, 2020, 03:25:24 pm by NUKE9.13 »
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #207 on: March 12, 2020, 03:45:28 pm »

Reposting an idea and posting another:
Quote
Holy Harriers

The Holy Harriers provide a much needed element of mobility to the forces of Good, in the form of a unit of cavalry. The mounts, Qilin, are the special part of the equation - summoned beings, supernaturally intelligent and stronger than any mundane mount that take the appearance of chimeric combination of dragon and horse; they're roughly the size of a warhorse, scaled and with elk-like antlers. They are ridden by mounted soldiers trained to work with them - more of a partnership than a relationship of rider and mount. The intelligence and strength of the mounts combined with their cooperation with their riders make for fearsome heavy cavalry troops.

The riders flank around the enemy before crashing into their formation with great speed and strength, before riding away to make another charge. The riders are armored with somewhat heavier armor than the average troops, while the Quilin's natural scales are hard enough to lend it survivability in a charge. The riders are armed with a pair of lances (one main, and one spare in case the first breaks) to make their charges, along with a sword for when they get into close combat and can’t disengage immediately. While few in number, they are strong enough to be the hammer to the spearman's anvil.

Quote
Centaur Cavalry

Centaurs were originally created in a previous angel/demon war, and have roamed exotic plains ever since. Communal and kind by nature, they rarely interact with humans without need. But they are dedicated to the cause of Good, and the ancestral weapons can be picked up again in times of need. Summoned by Heliel's call, the half-hominid half-equine species of the centaurs lend the congregation an element of speed and power beyond that of your average man; they are, quite literally, a natural choice for cavalry.

Centaurs are half-horse, half-man; the individuals who come to aid us are particularly strong ones, with their horse halves taking after the breeds you'd see in a well equipped army. They are far faster than your average horse, and given that they are the horses have far more control than a normal rider. They armor their top halves similarly to our cultists while their horse halves are given strong iron bardings over vital points. Wielding lances in one arm and axes in the other (with slings on their sides to hold them when not in combat), they harry and harass enemy forces before delivering the hammer blow charge when their formation ties up with ours.
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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: Design Phase 4
« Reply #208 on: March 12, 2020, 05:48:42 pm »

Design: Sunlight Warriors
Much like the Bright Shadows, Sunlight Warriors are those among the cult who have chosen to serve beyond death. However, Sunlight Warriors are chosen from a select few. The greatest of our Warriors and Field Leaders are selected, and instead of being made into incorporeal spies, they are made into warriors of great power. A Sunlight Warriors body is garbed in armor, and is a translucent, glassy orange-yellow in color all throughout, glowing incandescently from within. The armor is largely for appearance however, as a Sunlight Warrior will be twice as tough and strong as a man regardless of whether they appear to wear leather or full plate. They wield glorious greatswords, made of the same spectral material as the rest of their body.

What makes them truly exceptional however, is a special spell that they've been made capable of. This spell is known as Lance of Light. It is, as the name suggests, a large, lance-esque thrown projectile made of concentrated light and good. Similar to Major Missile in terms of raw power, but where the Lance of Light truly shines(badum-tsh) is in penetration. Where the Major Missile is a large projectile that slams into the target, the Lance of Light is thinner, longer, more focused, and almost pointed in a way, intended to pierce into and through the targeted foe and keep flying. Theoretically, a single Lance of Light could kill an enemy CHAD if aimed well, and would be able to get through far stronger materials, but a Major Missile would do big damage regardless of where it hits.
Of course, the Sunlight Warriors are not proper spellcasters. They cannot simply learn magic the way that our Acolytes, Bright Shadow or otherwise, can. Sunlight Warriors are capable of casting LoL because they where made to be able to do so. And indeed, Lance of Light may wind up in turn not being a spell that can be cast by mortals. Though we would rather that not be the case, it has been deemed perfectly acceptable if it is.
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Taricus

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 1
« Reply #209 on: March 12, 2020, 07:46:34 pm »

The Portly Madam
As the Angel's influence spreads further out, more and more people fall under it's sway. One, however, has caught the angel's attention in particular. Hailing from the trade city, this large, middle-aged lady nonetheless has what could be the closest a mortal can get to having an angelic voice. And the crowds her singing has garnered has Heliel contemplating on how to best use this gift.

The answer, of course, lies within empowering her with good. By weaving in magic to her singing, in line with how the song of soothing works, a vast potential is unlocked; Though her voice, magic dances, allowing her to cast spells with but a simple song being sung. However, the efficacy and area of effect grows with a chorus backing her, turning a strong magic user into a potent force onto the battlefield, capable of using far greater amounts of magic more safely via the chorus, and being able to channel the overcharge into it, allowing for spells to be cast through it based on the song she sings.

The Demons may say that it is not over until the fat lady sings. Those same demons are about to be in for a rude shock.

Design: Wyvern Harriers With a noted increase in Magog's aerial forces (In that they exist now), a counter to them needs to be devised. Of course, they're far from the only threat on the battlefield that now needs to be dealt with regarding the new CHADS (A pitiful attempt at achieving the physical perfection in a short span of time.). To this end, Heliel calls upon the wyverns of old. These large, flying lizards are powerfully built, tough and well protected by their hardy scales, the Wyverns are a difficult threat to remove, and capable of carving a good swathe out of an enemy force with their claws and tail.

What makes them truly frightful is their ability to forcefully breathe powerful gusts of air; to such a degree that birds are knocked around turbulently, arrows stray off course and men are pushed back or even down onto the ground from the force. Though likely the number we can call in would be few, given their size and natural behaviour, each and every one is a potent force on the battlefield.
« Last Edit: March 14, 2020, 08:48:53 pm by Taricus »
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