Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 18 19 [20] 21 22 ... 30

Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 31800 times)

Atomic Chicken

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #285 on: March 30, 2020, 08:36:08 am »

Quote from: Strategic Botevox
Heliel
Darrin (Combat):
Xa-Nam (Combat):
Ostentatious Capital (Influence) (4): Twinwolf, C2M, m1895, AC

Silver Markswoman
Darrin (Combat):
Xa-Nam (Combat) (4): Twinwolf, C2M,  m1895, AC

Factions
Stable Monarchy (3): Twinwolf, m1895, AC
Free Republic (2): C2M, Taricus

Deregulation (3): Twinwolf, C2M, AC
Intervention: (2): m1895, Taricus
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. 

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #286 on: March 30, 2020, 01:27:25 pm »

Ostentatious Capital because I want to be able to choose the faction there, Stable Monarchy and Imtervention since I’m kind of establishing my “character” in this to be a very Red Cross-like, moralistic, interventionist kind of figure who’s primarily concerned with the world after the war, and I think those options fit for that (also you gotta love King von Lesimor).

Quote from: Strategic Botevox
Heliel
Darrin (Combat):
Xa-Nam (Combat):
Ostentatious Capital (Influence) (5): Twinwolf, C2M, m1895, AC, Powder Miner

Silver Markswoman
Darrin (Combat):
Xa-Nam (Combat) (5): Twinwolf, C2M,  m1895, AC, Powder Miner

Factions
Stable Monarchy (4): Twinwolf, m1895, AC, Powder Miner
Free Republic (2): C2M, Taricus

Deregulation (3): Twinwolf, C2M, AC
Intervention: (3): m1895, Taricus, Powder Miner
Logged

Strider03

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #287 on: March 31, 2020, 09:59:37 am »

Quote from: Strategic Botevox
Heliel
Darrin (Combat):
Xa-Nam (Combat):
Ostentatious Capital (Influence) (6): Twinwolf, C2M, m1895, AC, Powder Miner, Strider

Silver Markswoman
Darrin (Combat):
Xa-Nam (Combat) (6): Twinwolf, C2M,  m1895, AC, Powder Miner, Strider

Factions
Stable Monarchy (5): Twinwolf, m1895, AC, Powder Miner, Strider
Free Republic (2): C2M, Taricus

Deregulation (3): Twinwolf, C2M, AC
Intervention: (4): m1895, Taricus, Powder Miner, Strider
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

Failbird105

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #288 on: March 31, 2020, 03:13:28 pm »

Quote from: Strategic Botevox
Heliel
Darrin (Combat):
Xa-Nam (Combat):
Ostentatious Capital (Influence) (7): Twinwolf, C2M, m1895, AC, Powder Miner, Strider, Failbird

Silver Markswoman
Darrin (Combat):
Xa-Nam (Combat) (7): Twinwolf, C2M,  m1895, AC, Powder Miner, Strider, Failbird

Factions
Stable Monarchy (6): Twinwolf, m1895, AC, Powder Miner, Strider, Failbird
Free Republic (2): C2M, Taricus

Deregulation (3): Twinwolf, C2M, AC
Intervention: (4): m1895, Taricus, Powder Miner, Strider
I... honestly don't know which one I want to support for the second faction.
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #289 on: March 31, 2020, 08:35:24 pm »

stonks
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Strategy Phase 5
« Reply #290 on: April 06, 2020, 02:40:14 pm »

Angel Team: Battle Phase T5
TURNTURNTURN
Link to Battle Report

Lesimor Infiltration Report
Our contacts in the Fortified Frontier assure us that the delayed pay is due to the Dove faction siphoning funds into their own pockets, and not- as the Doves claim-, due to the Hawks themselves hiring more soldiers than they were supposed to.
The Hawks appreciate our support in these trying times, and those we've shown the Sunbow to admire its power, but they cannot mass-produce them. If we made the appropriate arrangements, they could establish an official procurement contract- which would go some way to convincing higher-ups of our value.
The Demon's minions have guards now- not very good guards, but still, it means Shadow Walkers have to stab three people instead of just one, and sometimes the actual target manages to escape. We still managed to stop most of the high-profile targets, but that did give some of their less important agents a chance to do their foul work. They have expanded the import of Bootlegger's, and have made inroads into converting frustrated soldiers. They will have to come up with some new tricks if they want to expand their operations much further, though.
3/5

Needless to say, we could only side with those supporting a Stable Monarchy. They seek to end the chaos in Lesimor for the good of the people, and while they are not overly invested in any particular candidate, they do intend to ensure that the ultimate winner is a benevolent philosopher-king, not a selfish schemer. Those in favour of a People's Republic merely seek to harness the people's anger for their own ends, using hatred and greed to steer the "republic" to serve their own agenda. While the proponents of a Stable Monarchy we have contacted are somewhat hesitant to side with us- fearing we may further destabilise things-, but the Chosen Apostles manage to win them over. We may now call upon their aid- men and women who are masters of the murderous art of politics.
Unfortunately, our attempts to aid our new allies by intervening in politics on their behalf went poorly. The silk tongue of a Chosen Apostle got them into the palace complex, and won them some friends, but it also won them some dangerous enemies- though the Shadow Walkers were able to break them out of jail, they will not be able to show their face in court any time soon. We will need more refined methods to infiltrate the halls of power.
Our demonic rivals have, of course, been contacted by the Republican faction. For now, our efforts at keeping them suppressed is working out, especially with the King's seal of approval- we've sabotaged them and their criminal allies at every turn, and very few Consorts managed to slip through our net. Still, we must hope they do not step up their game, as the Republicans are desperate types, more than willing to side with a Demon to get their way.
3/5

In the Scholarly Towers, we were somewhat surprised when a scholar wandered in to a safehouse our Shadow Walkers were using. The man assured us he was no threat, explaining that he was a member of Green University, come to warn us that dark forces had made contact with members of the Orange University. OU's reckless pursuit of knowledge and power was bad enough before they sided with a literal Demon. He fears that the members of GU may not be able to stop them and their dangerous experiments without Angelic aid. He warned us that many of his colleagues are rather... set in their ways, and may be slightly reluctant to accept our aid, but ultimately they seek only to better the lives of the people, through ethical and methodical research. They are also, he boasted, far better mages than the unfocused Oranges.
Bright Shadows confirmed his story, although we cannot be entirely sure how much control Magoc's followers have- beyond a certain point, Bright Shadows alone cannot keep track of their increasingly intricate webs of contacts. It seems unlikely that they have converted high-ranking scholars already, but we wouldn't know. We continued to sabotage the demonic efforts as best we could, but even their feeble guards lowered the number of operatives we could waylay.
Our own efforts have been slow, as the bookworms of the province are not so easily swayed by an Apostle's pretty words- and some can clearly see the Orator Cherub over their heads, which can result in awkward conversations. We tried using Heliel's False Gift on some of the more elderly scholars, but our sales pitch wasn't that convincing.
2/5


Dolgoth Infiltration Report
Ultimately, we decided to side with the Interventionists in the Trade City. The less fortunate must be propped up- which is also best for the economy, as if everyone gets a slice of today's pie, they can contribute to making tomorrow's pie even bigger. The Baker's Guild member we spoke to wasn't totally on board with the metaphor, but he agrees with the sentiment. We can expect the support of the Guilds, and their craftsmen, if we continue to support this path. This no doubt means that Magoc will side with the Deregulators, whose disregard for others and mindless pursuit of profit will doom the city. Unfortunately, while they are mostly fiercely independent- not big fans of demonic brainwashing, probably-, they are wealthy, and willing to invest in experimental ventures.
As for our efforts to expand our reach... not much came of them this month. The good news was bad news for us, as it meant that everyone felt confident in the current system, and saw no need to side with eldritch forces to supplant it (fortunately, the same applies to our rivals). In the future we will likely need to show off our ability to turn a profit if we want to win more friends in the area.
3/5

With the King away, we took the chance to approach minor nobles and wealthy citizens, converting them to our cause. Heliel's own presence was especially inspiring, her eloquence sufficient to win hearts and minds with a single sentence. We did struggle somewhat to lure people away from the gaudy festivities the Demon's agents organised, but ultimately Heliel tipped the balance in our favour. Many new members joined the cult- important people, who confided in us that the current King... might not be the best king ever. He might be clinically insane. It might, hypothetically, you didn't hear it from me, be better to replace him with someone more suitable to the role. The question is, who? There are, as ever, two modes of thinking, and only one Good choice. We must choose a successor from the
   Foreign Dynasty: Wealthy, well-connected, and firmly in control. Whether under the current tyrant, or a successor of your choosing, the dynasty would offer a firm grasp over the institutions of Dolgoth- on the other hand, they would still have a firm grasp themselves.
   Restored Local Dynasty: Downtrodden, exiled, but with the people's support. A hand-picked contender to the throne would offer a malleable puppet who commands the loyalty of the populace- though a lot less from those with money and swords.
While we make our choice, our demonic rivals are not far behind. While we attracted more to our side, they still managed to tempt a sizeable amount into their dark lord's service, and will undoubtedly continue to cause problems for us.
2/5-->3/5

In the Wartorn Wastes, as in the Scholarly Towers, we were approached by potential allies. They introduced themselves as members of the Peace faction; a group of officers and noblemen who are tired of war- they have seen too many brave soldiers die in vain, all for a scrap of coastline and a king's pride. They seek to end the suffering in the Wartorn Wastes for good, even if that means an unfavourable peace. As one might expect, they are amenable to negotiation. They explained that their opponents- the foolish Victory faction, fanatics who see war as nothing but a game of numbers, and care only for victory no matter the cost- have made contact with dark forces, as even the violent xenophobes can recognise the value of such a deadly ally. 
Having seen the power of negotiation our Chosen Apostles possess, and with the recent defeat fresh in their minds, they are all but begging us to aid them in their efforts to end the war. They offer a little military support, and their negotiating prowess- even Chosen Apostles might have more to learn-, if we will only help them make contact with representatives of the Southern Realm, and convince their fellow officers and noblemen to support a peace treaty.
Meanwhile, Magoc's agents negotiate with the Victory faction, and will no doubt have the chance to recruit some of their most fanatical officers, whose aggressive strategies are unmatched. As in the Scholarly Towers, we cannot know for sure how much progress they have made.
2/5-->3/5



News of the defeat and draw reaches the Blessed Desert. Of particular concern are the new Uruks, whose inhuman abilities put our mundane soldiers to shame. There is a silver lining, however.
Descriptions of the battles, and the opportunity to examine an Uruk corpse brought back from the front line, have shaken everyone, but especially the Monks of Minos. The Demon's willingness and ability to twist biology to such a degree on such a scale suggests he is a bigger threat than they anticipated. They come before Heliel, and offer their tentative support for her cause- while they are still reluctant to enact violence, they are willing to accompany our armies and fight to preserve the life of our soldiers. Their martial arts will allow them to incapacitate demonic soldiers in mostly painless and harmless ways. They will need more convincing to drop their reluctance to harm even their sworn enemies, but even their limited assistance should be quite beneficial to our efforts.
((To clarify, "more convincing" means a design or revision, it will not happen automagically))



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



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)

E: Changed 3+ to 3?, to prevent confusion. 3?/5 means that the demons have at least 3/5, but you don't have the spying ability to know if they have a higher value.
« Last Edit: April 08, 2020, 01:43:18 am by NUKE9.13 »
Logged
Long Live United Forenia!

Twinwolf

  • Bay Watcher
  • Probably hanging around Forum Games and Roleplay
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #291 on: April 06, 2020, 06:01:28 pm »

Shield Minotaurs

The Monks of Minos have finally joined our cause, if in defense of our congregation rather than for the destruction of the Demon. This is quite acceptable in any case, as even holding back the Monks of Minos are more than a match for any creature fielded by the Demons at this time. But still, martial arts and strict no-killing do harm their potential effectiveness, even if their dedication to morality is admirable; soon, in amongst the blood and battle, they will see that the soldiers of Evil are no longer human and no longer worth the restraint of the Monks. While our best debators continue to argue for the monks to stop holding themselves back from their potential, we have gained some ground; some among their order seek a means to more directly protect our congregation. We, and our artificers, were quite enthused by this development, and got to work immediately.

The "Shield Minotaurs", as some of our congregation call them, are an intimidating sight on the field. Minotaurs already stand out on the field; minotaurs bearing shields nearly as large as they are even moreso. As the armies close to combat, the Shield Minotaurs march out in front with their tower shields. As the enemy ranged units come into play, especially the volleys of magic missiles from the corrupted former humans, they plant their shields into the ground, and the magic activates. The Barrier Shields, as they've been named, are already sturdy, heavy metal shields fit for use by the minotaurs. When activated, they construct a wall of magical energy in front of them, a barrier against magical assault. The nearer the shields are to each other, the wider their effect; a physical shieldwall that projects a magical one. While the Shield Minotaurs are as limited in number as their unarmed brothers, the barriers they create in tandem ought to shield significant portions of our forces from the missiles of the enemy uruks.

Barrier Paladins

The enemy's magic missile volleys are impressive, to be sure, but they will not break us. They have two core effects that harm us: They kill soldiers and break formation. The order of Barrier Paladins are meant to stop both. Taking from our increasingly well trained soldiers, especially those recruits formerly in the heavy infantry divisions, the Barrier Paladins stiffen the lines of our armies.

Their armor and weapons, though well made, are mostly mundane. Their true strength is in their Barrier Shields. The heavy tower shields are enchanted to shield against magic as well as physical attack; as the battle is joined, the Barrier Paladins march to the front of the army and produce a shield wall. As the shields lock together, their enchantment activates and produced a magical wall in front of them, blocking any magic not strong enough to pierce it and reducing the strength of anything that is strong enough to break through. Using this will dramatically reduce the impact of the uruk's magical bombardment, as well as providing a strong backbone to the congregation.
« Last Edit: April 07, 2020, 12:11:15 pm by 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.

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #292 on: April 06, 2020, 06:33:41 pm »

Missile in Major Key

As recent battles have made shockingly, bloodily clear, the Demons strongly outdo us on the front of battle through magic -- even despite the work that was done on the Major Missile. It has become clear that a more effective weapon is needed to maintain parity or better with our foes, and for that purpose comes Missile in Major Key.

As the name implies, Missile in Major Key is a Spellsong... specifically, it is a Spellsong designed with the intent of being Uncommon, and with the intent of using our Angels' Voices to their maximum potential. Missile in Major Key takes the approach of firing force at our enemies and adjusts it to the inherently collective nature of Spellsongs as they have mostly been used thus far, as it is a spell that is sung by several Angels' Voices at the same time. Each Angels' Voice offers a portion of their magical energy to the song, which creates a large and shapeless well of force collected equally and shared between the Angels' Voices. Once the well of force is deemed large enough, it is split up and fired out as several moderately wide waves of force, each one consisting of the power given by multiple Angels' Voices -- often 3 to 5 waves. These waves of force are ideally strong enough to slay powerful foes such as CHADs and Warcasters and have enough width and carrying power to slay many of the URUKs around them, hopefully punching multiple different holes into a Demon charge or formation. Additionally, as the Angels' Voices were created through singing Good into their spells, and given the demonic mutations the Demons have now given to all of their soldiers, an extra amount of Good is pumped into this spell, ideally doing extra damage to their many mutated soldiers.

There are certainly limits to this approach -- the collective nature of this spell, and the swathes of damage that it deals, mean that it is far more suited for the formation and charge portions of battle rather than the melee battles often devolve into, and it perhaps doesn't achieve quite the area of damage that the URUK barrages do... but through devastating several of their high-value soldiers and punching large holes into the Demonic charges and the new Demonic formations, it is hoped that the damage the Missile in Major Key could deal could give our forces a strong advantage in the melee afterwards.

Shields of Purification

The Shield of Purification, in its most mundane aspects, is competent but not exactly worldshattering -- at base it is a metal shield which covers a moderately large area, but which isn't terribly thick by any means; in the interests of being able to move across rough terrain and in the chaotic melees which battles often devolve into without significant impairment, as well as usage of resources, the shield is rather light on the whole and would not likely be able to stand up to a CHAD's warhammer or more than one magic missile were it fully mundane. The main strengths of the Shields of Purification come from the fact that it is not mundane but rather enchanted in two respects, much like the Sunbows. The first rune is a simple one, greatly toughening the shield itself and ensuring that the shield can withstand and successfully block much more powerful attacks than the mundane metal construction they start with ever could.

The second enchantment is a string of a couple of runes, and is where the shields become a bit more unique: there is a rune that absorbs magical energy on the shield, augmented with a secondary rune that purifies magic with Good and a secondary rune that places an upper bound on the effects of the absorption rune. The end effect of this is that the shield is designed to actually absorb weaker spells --like, say the Common Magic Missiles used by URUKs, or other Common spells they might use-- and purify the Evil and the hostile intention out of the magic before taking that magical energy and using it. Ideally, this means that the first couple of URUK-cast spells that the bearer of any given shield might face would actually make the shield stronger rather than doing much damage, better preparing them for the melee with units such as CHADs and Warcasters that follow. The upper bound rune does mean that the shield doesn't really try this with the spells cast by Warcasters or similar elite casters and just attempts to block the spell, as it's not anticipated that the shield would be capable of successfully absorbing these spells and could potentially overload and backfire. This also means that a Shield of Purification isn't going to try to take several URUK missiles at once in the case of focus fire, but it might absorb a few of the first missiles in the barrage and use the magic from those to withstand the latter.
« Last Edit: April 06, 2020, 07:11:46 pm by Powder Miner »
Logged

chubby2man

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #293 on: April 06, 2020, 08:27:08 pm »

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.
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: Design Phase 6
« Reply #294 on: April 07, 2020, 11:12:02 am »

Design: Water Nymph
Spellsongs are special, and we're only just starting to explore them. What we do know however, is that they have a particular affinity for air and water magic. The Water Nymph has been made to take advantage of this, and to potentially see if more ideas of the sort could be of use in the future.
Water Nymphs are small blue spheres. They lack any sort of physical power of their own, largely limited to gently floating about. What they are capable of however, is a very special form of spellsong. A spellsong that cannot be properly memorized by more unfocused minds due to the sheer complexity and number of variations within. This song, put simply, shapes water into an elemental body for the Nymph. These bodies can vary greatly between Nymphs, but are almost always humanoid from at least the 'waist' up.

Additionally, due to utilizing spellsongs for their methods, Water Nymphs can sing together with each other, working in tandem to all command the same body. This further enhances their already excellent control over said body, by allowing each Nymph to focus more of their efforts on specific tasks, instead of having to multi-task and do everything themselves, though this reaches diminishing returns as the number of Nymphs, and thus amount of water, increases. The singing also means that the Elementals are constantly accompanied by a melodic humming.

When formed into an Elemental, the Nymphs fight with whip-like lashes of water, heavy blunt impacts, and suffocating tendrils. Meanwhile, attacks aimed towards the Nymphs themselves can be redirected by the water. A well placed group of Water Nymphs can be as dangerous as they are difficult to deal with.

While the control and coordination of Water Nymphs are excellent however, their sheer magical power is relatively poor. Indeed it takes a whole three Nymphs to form and maintain a human sized body for extended periods, and you would need 4 to do so without their casting reserves draining faster than they can recover it. Due to this, Water Nymphs tend to work together in groups of 5-6 Nymphs, forming large sized 'Elemental', which limits the number of actual Elementals we can deploy to be substantially less than the number of Nymphs we can actually create. Not to mention, Water Nymphs require, well, water to control. This means that they are substantially less effective in places where large amounts of water is not readily available.

All the same however, we expect our Nymphs to be exceptionally effective at breaking through enemy lines and causing havoc in the middle of their forces. At least, in the places we can field them.
« Last Edit: April 07, 2020, 11:13:51 am by Failbird105 »
Logged

chubby2man

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #295 on: April 08, 2020, 12:37:46 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.
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

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #296 on: April 08, 2020, 02:07:27 pm »

Quote from: this votebox is probably going to get a little nuts
Shield Minotaurs (0):
Barrier Paladins (0):
Missile in Major Key (1): Powder Miner
Shields of Purification (1): Powder Miner
Song of Storms (0):
Water Nymphs (0):
The Order of the Healing Hand (0):
Logged

Twinwolf

  • Bay Watcher
  • Probably hanging around Forum Games and Roleplay
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #297 on: April 08, 2020, 02:10:19 pm »

Quote from: this votebox is probably going to get a little nuts
Shield Minotaurs (1): Twinwolf
Barrier Paladins (0):
Missile in Major Key (2): Powder Miner, Twinwolf
Shields of Purification (1): Powder Miner
Song of Storms (0):
Water Nymphs (0):
The Order of the Healing Hand (0):
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.

chubby2man

  • Bay Watcher
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #298 on: April 08, 2020, 02:16:16 pm »


Quote from: this votebox is probably going to get a little nuts
Shield Minotaurs (2): Twinwolf, C2M
Barrier Paladins (0):
Missile in Major Key (2) Powder Miner, Twinwolf
Shields of Purification (1): Powder Miner
Song of Storms (0):
Water Nymphs (0):
The Order of the Healing Hand (1): C2M

Just to note, we should consider doing some sort of influence design since we didn’t do one last turn. While we might be on the back foot in combat, we shouldn’t abandon the influence front either.
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

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Angel Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #299 on: April 08, 2020, 02:18:25 pm »

As I previously argued, I feel that we stand to lose more in the combat lane than the influence lane if we don't invest two designs into combat this turn, from a combination of having multiple pressing issues in combat, being on the back foot in at least one lane, the nature of the influence lane meaning that we are not likely to lose much from this round, and the demons being fairly likely to invest in combat so that the effort made to push us back to the starting point with URUKs doesn't go to waste.
Logged
Pages: 1 ... 18 19 [20] 21 22 ... 30