Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 24 25 [26] 27 28 ... 46

Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 41715 times)

Man of Paper

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #375 on: April 11, 2020, 05:51:38 pm »

The last part doesn’t make sense to you because you don’t know how cav works. Training to listen vs training to obey is a funny distinction. And pointless. But let’s act like you didn’t say that. So moving on. We designed ravens to work alongside us. We can’t just revise the training method to include whatever animal we like. We didn’t design animal husbandry or animal trainers through magical means or otherwise. We created birbs.

Just because the angels got wyverns (that seem largely ineffective - perhaps a result of high difficulty affecting their roll) doesn’t mean that sets the bar for lesser creatures being revisionworthy. I fail to see what anything the angels created has to do with our work, and how it has any bearing on what we’re capble of doing.

In every single arms race you have this problem. Hell, remember when you wanted to revise people earlier in this game for some ill-conceived idea that the GM shot down? You’re doing that same thing again.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #376 on: April 12, 2020, 08:07:46 am »

Horse Training Program

By taking in rowdy horses and using alchemy to make them obey orders, we can then give them back, setting ourselves up as a Horse Training Service.

First though, we'd buy our own for testing purposes. The goal is to modify them to obey via long-term commands of our spellcasters, implanting behaviors. If it goes well and they can be handled by normal people, we have a business venture.

We can then use the ones we do keep to tow carriages of Bootleggers and other trade products, cutting out any middlemen in transport. We can also use these horses towing carriages to carry the army's supplies as well, which will help out a good deal in getting to the battlefront quicker. Needless to say, we buy the carriages if we can't make them, as they should serve us well in the long term.



This better?
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #377 on: April 12, 2020, 08:11:35 am »

No because it doesn’t actually do anything
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #378 on: April 12, 2020, 08:22:28 am »

?

Opens up the option of a Training Service we can offer to others if it goes well.

Having our own horses and carriages would improve how much cash we get from BB and other trade goods we sell.
Having them also means we can carry equipment and supplies, reducing the burden on the army to carry it. That means the army can march for longer not having to worry about stamina as much, which would let us arrive earlier than our foes.

And of course, preps the way for Cav during another design. So yeah, it can do a lot so long as we get the horses to obey and buy/make the carriages. The first sentence could just be removed if you are concerned about difficulty.

I mean, it not doing anything is wrong, since getting a small number of horses is apparently a trivial revision, it's the rest that bumps the difficulty way too high. So I went with just making them obey and buying carriages for them to pull.
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #379 on: April 12, 2020, 09:13:05 am »

Revision: Specialized Guerilla Fight Commando
WE have militia trained Units while the enemy has a proper army. Therefore we must do what any succesful underwhelming Army must do, going Guerilla.

WE train Our soldiers to actively Scout the Terrain for ambushes. Furthermore we teach our squads proper Pack tactics to Lure the enemies Into laid Out traps. When an enemy Squad ist overwhelmed Our soldiers Take their Equipment and repeat the above tactics.

Part of the Training will BE about the Terrain itself. For If a Squad knows the Land IT can easily use Common knowledge to move quicker and find the right Engagements spots in the fly.

Revision: Alternative Truth Information Campaign
By providing our agents with pamphlets and studies about the true intentions of the healers, we gain the ability to cripple their influence. These information campaigns include scandals revolving specific important healers that actually sicken the masses before healing them for Profit, their Connections to Chile sacrifice AS Well AS their longer Term scheme to Control the entire Region. Furthermore they Point Out the bigotry of the good Side AS they employ assasins and destruction to the fun Loving populace for their Vision of the greater good.

While Most campaigns booths are equipped with regulär agents some are Controlled by consorts of Desire furthering the Goals of the Magoc Information System.
« Last Edit: April 15, 2020, 01:47:39 pm by Detoxicated »
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #380 on: April 14, 2020, 06:01:14 am »

Demon Team: Design Phase T6
TURNTURNTURN
Quote from: Alche-smelting
The jungle in which we reside is unfortunately metal poor, which has inhibited our ability to produce decent military equipment. However our draughtsmiths have once more risen to the occasion. Centuries ago, when a Demon first gifted alchemy to the world, one of the first things he demonstrated was transmuting lead into gold. That seed of greed has stayed within human alchemists ever since. Using that as a touchstone, our draughtsmiths have been able to eke every grain of metal from the ore our mines extract, and then convert the resultant waste into yet more iron in a similar display of alchemical transmutation. This gives us enough resources for our cultist smiths to produce the following for our entire army:

- Iron rimmed kite shields, tall enough to cover an Uruk from neck to shin
- One handed axes, maces and cleavers, all simple weapons that benefit from brutish chopping attacks
- Iron spears with hardwood hafts, the staple of every army
- Padded gambesons for cheat and flexible protection
- Iron helms with war masks for protection and fear
- Bodkin arrows and recurve shortbows, powered for killing armored men at a distance rather than a frightened rabbit
- Half-Plate for CHADs and Commanders, as fits their elevated status, with their red berets replaced with red crests upon their helms for ease of identification

Additionally, they will be able to produce a respectable number of mail hauberks and corselets to wear over the gambesons, enough to outfit companies of Heavy Uruks, who will have much more staying power both in melee and at range.
Alche-smelting: Hard: (4+4)-1=7: Superior Craftsmanship
While your story of alchemy's origins may have been pure fabrication (the actual origins of the art being lost to history- but given the lack of Evil required to perform it, it is unlikely to have been Demonic in origin), it certainly proved motivating to your followers- especially the endless gold part. The Draughtsmiths worked double shifts in an attempt to crack the secrets of limitless wealth, which is extra impressive given that their standard shifts are twelve hours long. Although they were forced to abandon this sleep-defying pace, they still managed to attain remarkable results in a short timespan.
Turning lead into gold is not possible (with alchemy, at least). But turning lead into tin? Doable. Tin into iron? Likewise. Iron into copper? Go for it. Copper into silver? Can do. And then, finally, silver into gold? Yes, the proper alchemical procedures can turn silver into gold. Unfortunately, the steps grow progressively more complex, and the reagents progressively more expensive, to the point where even turning iron into copper barely breaks even, and turning silver into gold would be an excellent way to bankrupt the cult. (Reversing the steps is also possible, if you wanted a whole bunch of lead for some reason)(Demonstrations of taking lead and ending up with gold are enough to somewhat impress the visiting scholars (though they still want to see actual spells)).
Fortunately, your goal was not to create gold, but iron. This was doable. Purifying the iron ore available in the jungle, and transmuting other base metals provided a steady supply of high-quality iron. There was a slight problem, in that the alchemy was too good. The result was pure iron- unalloyed. Despite what certain sources may tell you, this is not a good thing. Fortunately, the problem was caught early on, and the eager Draughtsmiths redoubled their efforts to find a solution. They tried a variety of alloys, rapidly putting each one through a battery of tests, taking extensive notes, and refining the process. Eventually, they managed to figure out a feasible process that produces weapon-grade steel (the process requires that the smelters be cursed with Evil, and a number of interesting alchemical reagents be added, but the cost is manageable). It does require more finesse to smith properly, but the results clearly outclass normal iron.

Meanwhile, the efforts of the previously incinerated cultists did not go to waste, as a markedly more competent group turned a district of the Forgotten City into an industrial hub, replete with smelters, forges, and workshops of all kinds. They were forced to make some last-minute changes to accommodate the new steel's production and processing requirements, but they handled it with aplomb. In short order, the smoke of industry rises over the city, as cultists work night and day to produce equipment for your forces.
The shields are solid, sturdy, yet not overly encumbering. The hand weapons are uniformly deadly. The spears are well balanced and strong. The gambesons are resilient and comfortable. The helmets, while not providing full coverage (consisting of a cap covering the top of the head, and a half-mask protecting the eyes/nose), will drastically reduce the lethality of blows to the head region. The bows are of a good quality, with an improved range and accuracy, and the arrows provided are significantly more lethal (neither the bow nor arrows are near the level of the angelic Sunbow, but then it is enchanted).
The makeshift armour provided to CHADS is replaced with much more respectable stuff, although 'half-plate' proved a step too far, cost-wise. Most are only given slightly better coverage, although said coverage is of a markedly higher quality. The Commanders and CHADmanders, however, are provided with the half-plate requested, greatly enhancing their odds of survival, plus the new crested helmets look way cool.
The cost- in both labour and materials- of providing every armed Uruk with mail would, of course, be infeasibly high. Your cult benefits primarily from a surplus of manpower, allowing for large armies to be fielded comprised mainly of cheaply equipped troops. However, equipping a smaller selection of veteran soldiers with mail is possible. Though their skill is only marginally better than their compatriots, mail hauberks will make them significantly more resilient (and intimidating).

Alche-smelting does not modify the rarity of any units, although it does put an end to your budgetary surplus from Bootlegger's sales (due to the cost of reagents and other imported materials).
Heavy Uruks are basically Armed Uruks with a mail hauberk and slightly more experience. They are Uncommon, with a unit size equivalent to Armed Uruks.



Quote from: Spell: Ethereal Armament
By channeling magic into a small focus held the palm, the caster can form it into translucent objects that exist halfway between the mundane and spiritual realm, these objects could be tools, tankards or weapons. Whilst no better than an equivalent iron sword or shield, an ethereal set can be used in places that involve strict control of contraband, such as cities and fancy parties. Additionally, thanks to their ethereal nature, these items can harm spiritual targets.

We expect this spell to primarily be of use to our Keepers of Desire, but Warcasters and Acolyte in the field, as well as other magical influence agents may find use in terminating Shadows, or when they need a bit of extra punch.
Spell: Ethereal Armament: Normal: (4+4)(wat)=8: Unexpected Boon
Your mages were excited to finally have something new to cast, and so were just as eager about this project as the Draughtsmiths were about theirs. With (some of) the knowledge of the Scholarly Towers at their disposal, and the Warcaster's Keep ready and waiting, they were able to create a spell that is even better than envisioned.
First, the casting of the spell. Initial work used a small iron focus to anchor the magic, but as development proceeded it became apparent that this was not necessary. The caster could be completely naked, and still be capable of pulling a sword out of nowhere. Some concentration is required during casting, but for a practised user, this can be achieved even while performing other basic actions (eg walking, but not talking). It takes anywhere from two seconds to several minutes to form the magical framework, depending on how familiar the caster is with the object they are creating- effectively, Acolyte-level casters will be limited to a repertoire of one or two objects they can create quickly, while Warcasters can manage four or five. However, with enough time to cast undisturbed, almost anything (of a certain size) can be created.
The spell is remarkably efficient, consuming only slightly more magical energy than is required to 'fill in' the object. Once the object is created, it will continually drain small amounts of energy to maintain itself, until the caster dispels it. Acolytes can create and maintain a small sword-esque object (ie <1kg) almost indefinitely, and create objects with mass up to 10kg (higher than that, and the amount of magic required to form the object in the first place becomes prohibitive for them), with the time that they can sustain the object dropping as the object increases in mass. Warcasters can indefinitely maintain objects of <5kg, and create up to 50kg. The volume of an object is also important- nobody can create objects much bigger than a human. Creating multiple objects at once is possible, but the drain is increased exponentially for every object beyond the first, to the point where more than 5 becomes almost impossible. The caster must remain in contact with, or in the close vicinity of any created object, or else it vanishes. There are other rules and requirements, but you get the gist.
The objects appear to be made of very dark glass, albeit also sort of... 'fuzzy'. They are fully tangible, but are also fully made of magic, and therefore capable of damaging things that would not be affected by purely physical damage.

There was an accident during the development of the spell. A warcaster, who had perhaps had one too many bottles of Bootlegger's that evening, was struggling to turn normally intangible magic into a tangible thing. In frustration, he sort of... wiggled the spell, trying to get it to work. In so doing, he somehow managed to reverse the spell. Instead of projecting a tangible magical object, he transformed himself into intangible magic. He remained in this form until he ran out of energy, whereupon his intangible body dissolved into nothing. Sucks to be him. However, before he passed, he was able to provide some notes to his colleagues, on the assumption that they were going to fix his problem with the knowledge. They didn't, obviously, because anyone stupid enough to pull that sort of stunt is just a liability, but they were able to use the knowledge to develop a spell that would mimic the effects temporarily.
"Dumb Drunkard's Detangibiler" (working title, actual name TBD) proved remarkably effective, and potentially very useful. Depending on the casting strength the user can become intangible for between a few seconds and a whole minute. In this state, they are obviously impervious to mundane weapons (although more vulnerable to magical damage), and can even pass through solid objects- such as locked doors. This could have several uses as is, but to make things better, the effects can be applied to up to two 'passengers' who are holding on to the caster, although doing so does reduce the duration proportionally. Casting takes about 30 seconds, requiring considerable concentration- but the spell can also be maintained in a cast-ready state with a little effort, and activated at the speed of thought, although no other spells can be used while keeping DDD primed this way.

Ethereal Armament is a Common spell, although for a variety of reasons (lack of energy, time to practice, and utility) Uruks will not use it.
Dumb Drunkard's Detangibiler is an Uncommon spell. Warcasters have been roped in as guards, allowing them to escort Consorts and de-tangiblise in an ambush. Other uses would require more specialised infiltration techniques. 



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



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
Logged
Long Live United Forenia!

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #381 on: April 14, 2020, 08:13:53 am »

Assassinate: Hassan

The Hassan are a specialized group who have gone through intense training and study, being elevated to the level of Warcasters. Indeed, most are drawn from that group normally. Each team is made up of an Archer, a Lancer, and a Saber. The Hassan practice daily with their chosen weapon, and have learned the arts of sneaking around undetected. For equipment, they carry a dagger with which to kill their targets.

Their main weapon in cities is in fact the Ethereal Armament. Their main weapon, Leather Armor, and Mail Hauberks these are what they can produce with it, with astounding speed. The Saber, produces a Steel Sword which they are very efficient in using. The Lancer, a Steel Lance, which they are also proficient in. And the Archer takes it a step further, able to produce steel arrows that don't disperse immediately, which with their Recurve Bow allows them to kill from a distance. (Their fuzzy dark glass look also makes the weapons hard to see at night, boosting their effectiveness in a fight.)

The reason they work in a group of three is due to DDD being able to be kept in advance. This allows them to take their teammates along with them while the others keep their DDD charged, and each group trains together to make full use of their respective skills and ranges in a team setting. This effectively allows them to enter buildings to kill targets associating with good, key members supporting their cause, and escape quickly. This method also works extremely well in public, with the team able to kill Good agents in plain sight before working together to escape through buildings and allies. (Naturally keeping their looks concealed with a hood)

2 Seconds to manifest their weapons and gear, 30 seconds for a teammate to prep an escape DDD, and this only when being caught by surprise, as their methods involve planning ahead of time and performing their job swiftly and cleanly. A key force in cutting out the scourge of Good form cities.



To Nuke: The Hassan come from the same training route as Warcasters, so they would be Uncommon Spellcasters given training in the art of sneaking. Completely specialized though in those two spells and each one's chosen weapon. Dagger training isn't something they have much of since the general idea is to kill them before they notice, and they have their own gear they can create.
The idea of a team setup is the Saber is Close range, Lancer Mid, and Archer Long. Lancer darts in and Archer picks the enemy off when they do get into fights, while the Saber is on the front line of the team comp.
They can act singly, but having a team to look out for each other and have DDD charges ready as needed will improve the groups speed.
« Last Edit: April 14, 2020, 08:47:44 am by TricMagic »
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #382 on: April 14, 2020, 09:02:22 am »

Quote

Specialized Guerilla Fight Commando (1): Detoxicated
Alternative Truth Information Campaign (1): Detoxicated
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #383 on: April 14, 2020, 09:48:59 am »

Siege Slings

One Uruk was heard saying “What if slings, but bigger?” And things were never the same again.

Stakes are planted in the ground to act as an anchor for the siege slings. A team of Uruks is responsible for readying the sling and loading it with large stones, globes, corpses, and whatever else they want to fling at their enemies. Rumors of an Uruk successfully launching himself over a wall during tests are unfounded.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #384 on: April 14, 2020, 10:01:43 am »

Spiraling Missile

By taking Magic Missile, and then forming a core cylinder in the spell, the energy can be focused around it. The excess magical energy is sent to spin behind the bolt of magic, and it is launched forward, piercing through targets with ease. It can put a hole through trees and people alike, and those behind them, making multiple good for breaking down doors by drilling them full of holes.

The shape is a sort of semi-corporal spike, the energy sent to flow into the centerpiece rather similarly to EA' projections, with excess energy spiraling around and feeding it during flight. Effects include longer range, greater penetration, and a lack of explosion at the end of it's path(simply spending all of it's energy). Given Uruks can cast the spell a few times, it makes for a good spell to reach to the back of the enemy army to strike at their back-line. It should also be effective against magical shields as well thanks to it's focus, though this would need to be tested.

Warcasters can actually put more energy into the spiral and core, greatly increasing it's penetration and range(operation time) even above the standard spell. This is mostly due to the spiraling energy feeding it as it flies, which is why it can fly for longer ranges without destabilizing. Operation time of a Spiraling Missile would be shorter if faced with something it can't immediately pierce, the energy going into continuing it's piercing flight forward. The work on EA is what makes the feeding of magical energy into the core cylinder possible for the average caster. It won't replace magic missile completely, since this one doesn't explode, but it will undoubtedly be useful.



Quote from: Votebox

Specialized Guerilla Fight Commando (1): Detoxicated
Alternative Truth Information Campaign (1): Detoxicated
Assassinate: Hassan: (1) TricMagic
Spiraling Missile: (1) TricMagic
Siege Slings: ()

MoP should be writing a Training Revision at some point. Have that missile though.
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #385 on: April 14, 2020, 10:25:48 am »

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.
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #386 on: April 14, 2020, 11:15:14 am »

Platoon Drills: Teamwork and Synergy

While we have gained some measure of coordination, we can go further. Henceforth, our soldiers shall be arranged into platoons and taught how to work together with their groups and others. Lancers will use their shields and Lance to form shield walls to meet the enemy and learn to shuffle to relieve the stress on any one line. Archers will be taught the value of coordinated fire more than ever, striking over enemy fronts in an arcing shot, along with being able to fire together against a broken or open enemy line. The Axe, Mace, and Cleaver divisions will learn firsthand how to perform shield charges to break open holes and end enemy resistance with their cries and swings, along with working with CHADS in this role. Mages meanwhile will continue to use magic as needed to support the army, and CHADS as Formation Destroyers.

By working together and covering for each other, we can dominate the field of battle. They will be taught how to work together through this training, allowing rapid response to ambushes and small unit tactics of their own. Needless to say, teamwork and training is key to victory, as much as gear and strength of arm.
« Last Edit: April 14, 2020, 04:56:03 pm by TricMagic »
Logged

Happerry

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #387 on: April 14, 2020, 03:26:58 pm »

Legbreakers
The cause of evil has no trouble attracting strong and burly folk whom have little respect for the law and an inclination to use violence to solve their problems. Why not put these folk to more use then just making soldiers out of them? By equipping them with low profile weapons, clubs, torches (IE, lit clubs), bricks on a string, brass knuckles, and the like, they can operate in areas we can't send our armies into, and in those areas they can do some savage beating, arson, and general thuggery towards known enemy agents and other folk aligned with forces annoyingly good and wholesome, thus causing them trouble as well as intimidating those whom might otherwise have joined them into thinking twice about that thought. While low level, this harassment should be continual and effectively omnipresent anywhere we have established ourselves, thus degrading all enemy activities at least somewhat. It's hard to preach or heal when your legs are broken, after all.
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

TricMagic

  • Bay Watcher
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #388 on: April 14, 2020, 03:43:08 pm »

It's hard to preach or heal when your legs are broken, after all.

They can heal themselves though? You need something more... permanent.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #389 on: April 15, 2020, 11:08:08 am »

Have a pair of ideas.

Quote from: Keeper Combat Classes
Now that we have identified some of the more experienced Uruks within our armies, we can select a few with some modicum of talent at teaching and ship them back to the Forgotten City. Here, they will be used as trainers to for the Keepers of Desire, ensuring they are actually able to use both the Ethereal Armaments they can produce and any subtle weapons are able to smuggle into a city. This will ensure they are able to hold their own against any Angelic assassins, be it until they are able to evacuate their charge to a safe location or until they are able to end their assailant permanently.

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.

« Last Edit: April 15, 2020, 01:35:38 pm by Kashyyk »
Logged
Pages: 1 ... 24 25 [26] 27 28 ... 46