Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 27 28 [29] 30 31 ... 46

Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 41697 times)

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #420 on: April 21, 2020, 01:10:44 pm »


Quote from: Votes
Specialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (4) MoP, Kashyyk, Detoxicated, Rockeater
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(2)  Flazeo25, Detoxicated,
Ethereal Conduit: ()

I'll note that Legbreakers are to give us an INF option. Not something I entirely like, but I can go for it.

Flazeo, Detox, might as well switch off Siren too, the others don't want it, and I don't particularly want More Misfits. Legbreakers gives us an INF Tactic at least.
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #421 on: April 21, 2020, 01:14:32 pm »

Nah thx. I dont want legbreakers
Logged

Rockeater

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #422 on: April 21, 2020, 01:17:22 pm »

Quote from: Votes
Specialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (3) MoP, Kashyyk, Detoxicated
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(2)  Flazeo25, Detoxicated,
Ethereal Conduit: ()
Logged
Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #423 on: April 21, 2020, 01:48:10 pm »

Can we Just Flip a coin.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #424 on: April 21, 2020, 01:56:45 pm »

That would probably depend on Flazeo, since as far as I can tell, he's the only one with a vote that would break the tie.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #425 on: April 21, 2020, 02:17:53 pm »

Can we Just Flip a coin.
I will flip a coin if the vote is still stuck like this tomorrow morning (~12 hours from now). If it makes you feel any better, the Angels only just got their votes figured out, so it's not like you're holding things up much.
Logged
Long Live United Forenia!

flazeo25

  • Bay Watcher
  • Nightmare Eater
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #426 on: April 21, 2020, 02:32:59 pm »

Quote from: Votes
Specialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (4) MoP, Kashyyk, Detoxicated, Flazeo25
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(1) Detoxicated,
Ethereal Conduit: ()
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #427 on: April 21, 2020, 02:36:34 pm »

Just to be sure, why vote for OMD exactly? Being able to field more misfits isn't exactly great. And we will once more have no direct interventions against the angel's INF actions, allowing them to grow further in those areas.

Honestly, simply a better spell than the base magic missile would be nicer for combat purposes too.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #428 on: April 21, 2020, 02:47:22 pm »

Once again (because it's starting to feel like you're forgetting my arguments every time), OMD is not just more misfits

By splitting OMD into beneficial and detrimental buckets, we can guarantee a larger number of successful applicants for the misfit program, due to better odds. This will thus increase numbers even more as more people will be willing to take the risk if the odds are better. I dare suggest that we may end up dropping a frequency class, although I suspect well just and up with much larger Rare groups.

Second, those misfits will be more powerful and have less detrimental side effects, increasing their fear effect and combat ability.

Third, our mutamist units (both sprayers and globadiers) will be more effective, as their ammunition will be much more powerful, hopefully causing greater morale damage and incapacitating more enemy units.

Fourth and finally, we should get a good amount of expertise from this, as throwing random stuff together and actually documenting ther results is basically how science works.
Logged

flazeo25

  • Bay Watcher
  • Nightmare Eater
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #429 on: April 21, 2020, 02:57:13 pm »

Mainly for better mutagen effects and knowledge, the legbreakers would just cripple enemy till they healed up so we need more effective ways.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #430 on: April 21, 2020, 03:18:08 pm »

Mainly for better mutagen effects and knowledge, the legbreakers would just cripple enemy till they healed up so we need more effective ways.

Well, that was my complaint with them too, hence suggestion the assassins.
Well, full Thieves Guild next turn's design, I suppose.

Quote from: Votes
Specialized Guerilla Fight Commando: (0)
Alternative Truth Information Campaign: (0) ,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (2) Happerry, Rockeater,
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (4) MoP, Kashyyk, Detoxicated, Flazeo25
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(1) Detoxicated,
Ethereal Conduit: ()

Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #431 on: April 24, 2020, 01:04:04 pm »

Demon Team: Revision Phase T6
TURNTURNTURN
Coordination Drills: Combat Training Specializations

Our melee infantry can largely be divided into “Light” and “Heavy”, and it’s about time they receive the proper training to fight as such. Our veterans who gain enough status to become heavies receive extensive weapons drills. As they are expected to be in the middle of every fight, heavies practice fighting in tight formations for long periods of time. Light infantry - the rest of our melee infantry - also receive weapons and combat training, but their drills focus on fighting in pairs in looser, more mobile formations. Light Uruks are trained to skirmish using their magical reserves, while Heavy Uruks are trained to use theirs in concentrated volleys.
Coordination Drills: Combat Training Specializations: Normal: (2+4)=6: Above Average
You figure now would be a good time to ensure your followers actually know how to use their new equipment properly. Having grasped the basics of organisation, the main focus is on individual skill at arms, although some time is dedicated to (slightly) more specialised formations as well.
The results are pleasing. Although they could not be described as elite fighters by any stretch, the rigorous training programme (overseen by veterans from the Wartorn Wastes) quickly raises the competency of your forces from "total amateur" to "could win a fight versus a real soldier half the time" (when combined with their slightly enhanced strength and toughness)(but without considering their equipment). At this point, you expect the Uruks to reliably outmatch Angelic soldiers in a one-on-one melee. 
The reclassified 'Light Uruks' have practised fighting in loose formations, and will now use Magic Missile more to harass the enemy than actually deal significant damage. The Heavy Uruks have been instructed in the basics of fighting in a tight formation, making them a deadly centrepiece to your line. Of note, this training gives your troops the option of fighting these ways; they may still employ other tactics if better suited to the situation.

Combat Training Specializations does not modify rarity, and should increase the efficacy of melee infantry considerably.



Quote from: Ordered Mutagenic Drafts
It has come to Magocs attention that our draughtsmiths have not been keeping any notes when creating batches of CMD. Thus the [six turns] of experience we could've potentially gained in observing the affects of various alchemical mixes has been completely and utterly wasted. After angrily eating one or two of these draughtsmiths, another mentioned the "Draught Draft". A bit of probing revealed that the alchemists had been betting on what results different concoctions might produce, and some of them had gotten quite good at guessing the right answer. unfortunately, the leader had just been eaten, but combining this knowledge with some of the general experience gained from their other exploits into alchemy allowed the draughtsmiths to generally determine whether the resultant mixture would be beneficial to the imbiber or not. Thus we can expect a slightly larger number of volunteers for the Misfits program, along with a higher success rate, as well as more debilitating effects used by our mutamist units in the field.
Ordered Mutagenic Drafts: Normal: (4+4)=8: Unexpected Boon
Fortunately, the soul of the recently consumed Draughtsmith was not fully digested, and it proved possible to bind the tattered remains to the mortal plane as a spectre (a somewhat costly and complex process, which would require extensive work to be practical on a larger scale ((Read: this is not free experience for creating spectres, you'd still need a full design of unchanged difficulty))). This spectral Draughtsmith was then able to lead the project to properly organise the process of CMD creation. With actual time and resources, the Draughtsmiths are able to quickly codify their guesstimations. While cataloguing every single possible combination would obviously be ludicrously infeasible, a less ambitious goal of cataloguing a list of ingredients that generally have desirable effects is possible, as well as ingredients that cause adverse reactions when combined.
As a result, CMD has been divided into three types: the beneficial-mutation type, which is used to generate Misfits; the detrimental-mutation type, which is used for (reliably) causing havoc during infiltration; and the actually-poison type, which is turned into Mutamist. The C in CMD isn't really applicable any more, as the rate of duds or unexpected results has declined to negligible levels.

A welcome side benefit from this project is that the Draughtsmiths stumbled upon a number of interesting interactions that were not directly useful, but portend interesting applications in future. You can expect your next alchemical project to be markedly easier. ((Read: +1 to next project in which Alchemy is a key component)(I swear to your choice of gods, if you try to tack on alchemy to an unrelated project just to get this bonus, I will strangle a goat)(You also gained experience with alchemy from this project like normal, the +1 is a bonus, not a replacement for normal experience))

Mutagenic Draught reduces the scarcity of Misfits to the point they can be considered Uncommon, causes Mutamist to be significantly more debilitating, and makes the infiltration use of CMD more likely to have an effect (although for optimal use, an appropriate infiltration technique would be useful).



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



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
« Last Edit: April 24, 2020, 01:12:59 pm by NUKE9.13 »
Logged
Long Live United Forenia!

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #432 on: April 24, 2020, 01:45:09 pm »

Quote from: Moneybox
Trade City: (1) TricMagic

Despite the efforts of our Keepers, the Lawless Capital proves the perfect place for mugging and sabotage. Even as Heliel's followers claim to be fighting for law and order, they murder and destroy with the best of them.
A few Consorts manage to slip through their net, however, and one of them is contacted by a slick young nobleman, who introduces himself as a supporter of a People's Republic; they seek to end the chaos of Lesimorian politics by doing away with kings altogether- and enshrining their ability to grow rich off of the nation's wealth by installing themselves as the leaders of the new republic, while getting directing rabid mobs to execute their rivals for 'monarchist tendencies'. That's the plan, anyway- for now, it is only an idea, a whisper. To execute such a bold move, they will need to convert more nobles to their cause, and gain the cooperation of the city's divided criminal syndicates. He assures us that if we can win over his fellow Republicans, we will be able to recruit excellent rabble-rousers from amongst them. We detected a hint of desperation in his elegant introduction- it seems likely they will do anything to gain our support, and we will be able to steer their efforts in our preferred direction.
Our rivals, on the other hand, have been noted to be in bed with those supporting a Stable Monarchy. Seeking to stabilise the country for the good of the people (blech), they represent lifelong political operators, whose shrewd ability to manoeuvre the halls of power will soon be at Heliel's beck and call. Hopefully they will be wary of Heliel's own potential to destabilise the country, slowing down their efforts to infiltrate.
2/5

The small-scale merchants we have converted in the Trade City brought us some news this month. It seems that Heliel has expanded her moralising to economic policy, as she aligns herself with those who favour Intervention- sharing the wealth, in other words, ensuring that everyone has a slice of the pie. The Guilds, unsurprisingly, favour the rules that keep them in power, but not everyone approves of this system. Those who favour Deregulation believe that rules are for chumps; who cares how many fall into poverty- the strong will thrive, and the city will be better off for it (well, they will be, at least). While the Deregulators are fiercely independent thinkers- and thus less likely to bow down before a Demon-, they are also wealthier, and more willing to invest in experimental ventures. If we side with them, there could be a lot of capital available for us- and with Bootlegger's, we already have a product that proves our worth. Of course, the Angel will have access to the Guild's craftsmen, who tend to be superior... but who needs skill when you have money?
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).
2/5

These two are lagging behind, and we are officially out of excess funds.

Quote
Those who favour Deregulation believe that rules are for chumps; who cares how many fall into poverty- the strong will thrive, and the city will be better off for it (well, they will be, at least). While the Deregulators are fiercely independent thinkers- and thus less likely to bow down before a Demon-, they are also wealthier, and more willing to invest in experimental ventures. If we side with them, there could be a lot of capital available for us- and with Bootlegger's, we already have a product that proves our worth. Of course, the Angel will have access to the Guild's craftsmen, who tend to be superior... but who needs skill when you have money?

For doubled emphasis, if we want money, send Magoc to make the deal. Then we will have allies with the money to fund an, experimental venture.
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #433 on: April 24, 2020, 01:59:38 pm »


Quote from: ToolBox
Trade City: (1) TricMagic
Nerd Tower: (1) MoP

Ignore everything tric pointed out. We can make more money next turn with a design meant for it, and there’s discord discussion about a possible high effort drug/stimulant. If we go virgin towers it makes it easier to gain influence down the lane (if we succeed in efforts there), not to mention more access to nerds and their brains.


We might also want to send magoc to the mountains again, as it’s the best place for them to send their archer champion, and I imagine they’ll use Heliel in an influence area again.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 6
« Reply #434 on: April 24, 2020, 03:01:18 pm »

The towers require more spells to impress them. We are still casting Magic Missile. That and what is even the point of sending Magoc there?

Also,saying to ignore everything I say is not nice. And your design to make money happens to be an alchemy design, not to mention any design to make money with alchemy would like money to start up with. That and the fact that there is money to be had in the Trade City, should we make a few deals. Magoc can likely make those deals, supplying Iron and such for a price, without a specific tactic dedicated to it..
Logged
Pages: 1 ... 27 28 [29] 30 31 ... 46