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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 42766 times)

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #510 on: May 10, 2020, 10:13:34 am »

You Guys do realize that the logistics have been mentioned alot in the war Report and that IT IS quite likely that the enemy is working in IT. If we on the other hand Work on IT First WE can expect quite the boon Out of IT.

The capitals make that argument hard to read.. That and they really haven't though of those yet, improving them at least.

Also, we can get horses easy enough, elk though? No cold areas nearby.
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Detoxicated

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #511 on: May 10, 2020, 04:06:34 pm »

Still my point about logistics still stands.
No suggestion so far has tackled that issued which you vehemently ignored in your post.

Horse Cart Battle Logistics
To tackle the ever increasing problem of battle logistics we have come up with the Horse Cart Battle Logistics plan. By buying all horses we could get our hands on and building sturdy wagons for them as well as hiring fine cart drivers we can quickly and easily deploy food, weapons and men to the battlefield.
Though this Idea was not as entertaining as the one about Mutated elks made by a drunken advisor, this should be the first step towards controlling the war at the logistical side of the war.
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NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 7
« Reply #512 on: May 18, 2020, 07:33:41 am »

Demon Team: Design Phase T7
TURNTURNTURN
Quote from: Criminal Syndicates
As long as there are two people who do not see eye to eye there will be crime in some form, and criminals are notoriously touchy about people moving in on their turf.

Thankfully our existing connections to these organisations (be it business or pleasure) offers a solution. By applying just the right amount of financial, violent and sensory pleasure, we should be able to take over all the existing street gangs, smuggling rings and other crime families in one fell swoop.

This will give us complete access to their assets, including the following:
- Protection rackets, providing a form of income
- Informants, who can track down angelic operations
- Enforcers, who can then remove those operations
- Smugglers, to ensure people and products can get in and out of the city safely
Criminal Syndicates: Normal: (2+4)=6: Above Average
You drive a devil's bargain. By definition. Even those who see the costs and dangers of hitching their criminal enterprise to your diabolical cause are persuaded to join- refusing is not an option, after all.
Of course, you cannot feasibly hope to bring every criminal under your thumb, or even every criminal organisation. There are simply too many to keep track of, and there are some organisations that break the law for Good reasons which are not worth the effort of corrupting. But your new 'persuasive arguments' allow you to easily bring large swathes of the criminal underworld under your influence. For various reasons, the existing structure will usually be maintained, with only the top ranking criminals inducted directly into the cult (although others may be converted on an individual basis as usual), and divisions between gangs remaining in place- indeed, internecine conflict may occur, as competition helps prevent complacency.

As a result of this, you will now be able to leverage regular criminals into doing footwork for the cult. The extent to which they can help depends on the level of crime in the region (eg, the Lawless Capital will benefit greatly, whilst the Ostentatious Capital will be much less affected)(the crime rate could be inflated by various means, also bolstering the effects). It is worth noting that, not being properly converted, these criminals will not have the same zeal for the cause, and will never be as effective as a properly trained cultist- if you want something done right, do it yourself. However, there are a lot of them, and they have skills your cultists presently lack.
The ability to siphon income from gangs (no need to limit yourself to protection rackets) will provide only a modest revenue stream, as taxing too heavily is liable to lead to them abandoning your cause- turns out criminals don't like paying taxes, who knew?
The information gathered by criminal networks will certainly be helpful, as they have ways of obtaining intel that devil-crows do not possess (torture is such a beautiful word), although for many purposes the crows will remain superior (due to their aerial vantage and less conspicuous nature).
The muscle that gangs can provide is probably their greatest utility, given your lacklustre homegrown efforts. They can dispose of identified angelic operatives- mugging medics and missionaries, and overwhelming Shadow Walkers with greater numbers. Though Heliel's followers do not have the equivalent of Bootlegger's to burn, they do still need resources to fuel their operations, which can be stolen or destroyed. While direct bodyguarding is not their forte, a gaggle of thugs loitering outside a warehouse can be useful in discouraging saboteurs as well. Should we need something stolen, then some thieves could be convinced to do so- provided it isn't too well guarded.
Smuggling channels could be useful for missionaries and other operatives in and out of places when security is on alert. Smugglers get in everywhere, sort of like sand. Even the Ostentatious Capital has routes that the guards don't patrol regularly- provided you don't mind the smell.
All these techniques fall under the umbrella of Leverage Criminals.


Leverage Criminals will grant you increased effective manpower in all Influence provinces, performing a wide variety of tasks that will shore up operations. The rarity is effectively dependent on the local crime rate.



Quote from: ibid
Quote from: Blood-drinker Blades
Our first foray into enchanted weaponry, a Blood-drinker Blade resonates with Evil, giving it a malign aura and emitting a dark light. Otherwise, it appears to be a fairly standard steel weapon. It technically doesn't even have to be a blade, as the enchantment takes just as well to hammers and maces. (Officially named a Blood-drinker Bludgeon)

The enchantment kicks in when the weapon causes harm. Any blood that would be spilled is instead absorbed into the weapon itself, energizing the wielder and healing their wounds. Thus a suitably skilled combat could fight constantly for hours, recovering any injuries or fatigue they may suffer along the way, so long as they were able to keep up a body count.
Blood-drinker Blades: Normal: (3+2)=5: Average
Blood. It's good stuff. Human doctors will tell you it carries life essence from the heart around the body, and while this is not entirely accurate, it is true that it can easily be used a conduit for one's vital essence. You (and others like you) only bleed for show, as your body is wholly sustained by Evil, but almost all corporeal beings have some variant on blood. Consequently, it makes an excellent vector for stealing vitality and stamina.

Though you and your cultists have no prior experience with enchantment of this sort, your work with Language of Inception, and the eagerness of your OU converts to experiment with a new field, ensured that this was not as big of a struggle as it could've been.
The process of enchanting a weapon requires some finicky engraving, as the appropriate demonic runes help anchor the magic to the blade. The blade is then submerged in a bucket of blood while the enchantment is woven from Evil and Magic and directed into the metal (itself a rather finicky process). The blood in the bucket is consumed in the process- one more factor in making the cost of production non-trivial.

The end result is reasonably effective. The Blood-drinker Blade, when causing injury, will absorb the victim's blood, and in doing so channel a portion of the lost vitality into the wielder. The blade can only 'drink' so much blood at once, and can only 'feed' the wielder so much energy at once. As the blade drinks, it takes on a faint red hue, which diminishes as it feeds the wielder.
Enchanting the weapons of Commanders and CHADS proved feasible. Doing so for significantly larger numbers was not. The cost of enchanting would allow for a few hand-picked veterans to be equipped, but even a veteran Heavy Uruk is no expert duellist, and the enchantment would be wasted on them (not cost-efficient).


Blood-drinker Blades are not able to sustain a fighter indefinitely, unless they are facing extremely weak opponents, but they do drastically extend their endurance and stamina. For obvious reasons, beings without blood (or equivalent) can not feed the blades. Commanders and CHADS are provided with Blood-drinker Blades, not modifying their rarity.



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



Spoiler: Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 6
« Reply #513 on: May 18, 2020, 08:04:06 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.


Dimensional Spirit Shift

DDD has a lot in common with incorporeal spirits. Magoc decided to order the creation of an amulet that could be filled with the caster's blood, and changed the spell so that it could be cast to turn oneself into a spirit state, or revert back to a corporeal state. The amulet serves as a focus for the spell, and while the cost is higher, once in spirit state the caster can remain in that state indefinitely should they choose, or cast the spell again using the focus to revert back to normal.

While it requires someone with at least a Warcaster's skill to cast, and can't bring other people into that state, the ability to become as a ghost is invaluable for murder and theft alike, though it takes some getting used to. And it does not preclude the use of magic in that state either, making it quite valuable.
« Last Edit: May 18, 2020, 08:12:33 am by TricMagic »
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flazeo25

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #514 on: May 18, 2020, 10:38:44 am »

Three possible revision I made.

Infernal Missile
While ordinarily Magical Missile is just unreformed magic or evil, we instead learned to shape it, refine it if you will into more elemental form. This refinement allowed us to infuse it with a fire property, when launched it was shown to leave burn marks on targets, as well as potential to catch fire at times. It can burn and ignite through objects and people given the chance, making it useful for barrage attacks and burning down buildings.

Each Missile is suitable for long range bombardments, having slightly better penetration than before and burning up bits of air where they hit, it's Uruks favorite spell to use when fighting.

Warcasters on other hand are able to shape the Missiles into bigger form, shaped into larger ball given more physical form, they use this to instead hit large area. The use of this method makes repeated use more challenging but will likely be more useful in dealing with groups of good.

Sappers Tradition
Our Misfits and Mutamist have become more organized give a mandate to undermine enemy foundations and improve our own, our Mutamist have decided to instead to use draughts to eat away at soils allowing earth to more easily dug into, they were also able to given better discipline to know how to use their draughts more effectly. Misfits now serving under Mutamists have been outfitred with trenching tools provided by our Draughtsmiths, allowing them to dig trenchs or tunnels where the Mutamists draughts have eaten away the soil, after all these creatures need to be put to use and we can now do that.

Draughtsmith Foundry
Given the right conditions our Draughtsmiths ordered the commission of the Foundry. The Foundry is an expansion to our labs or well what we call labs, as it needed to keep up with our needs due to the war.

Through utilizing our growing network of our contacts in the Criminal Syndicates, newly recruited mages and from various groups depended upon our bootleggers or cult, word is put out by Magoc to recruit best and most unhinged to be new Draughtsmiths and any other occupation that would contribute to growing foundry, we also ordered more regents to be gathered and cultivated, crafted tools such as new vials to hold our chemicals, new mixers and baths, basically everything needed to expand upon their workings. The building would be able to house and work hundreds of Draughtsmiths.

The auxiliary of new expansion would cleared and converted to house more refined version of our cult baptism giving the Draughtsmith plenty of room to make process more efficient, being it both provided with evil and draughts, to potential field more.

Our first long awaited project for our Draughtsmiths is to improve upon the production on making new enchanted weaponry, allowing us to scale up production of our blood drinker blades and to dominate the battlefield. The blood drinker blades we learned how to make through alchemical proccess and we can try to deployed more often(read: makes more troops deploy with them).

Edit: Made changes to blooddrinker part.
« Last Edit: May 18, 2020, 11:06:24 am by flazeo25 »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #515 on: May 18, 2020, 10:50:11 am »

First issue with the foundry is that it is magic based. Maybe say something about being able to produce waterfalls of blood through alchemy and magic? A enchantment that turns water and magic into blood?


Earthdigger Corps

One such Misfit to come of the project is one who had magic imbued in their very bones and skin, able to move earth with their large-paw like hands and feet. The Earthdiggers bodies are slumped on all fours rather like a mole, just as furry, and through experiment and the written knowledge of what went into the first's transformation, we have created someone who can dig and stabilize tunnels as well as damage and create fortifications of earth with ease. They really do look like moles though, even the pointy nose and holes for ears. They're also noted to be colorblind, and be able to feel the earth nearby through their abilities.

As a unit, they can allow the creation of tunnels into the middle or behind the enemy, as well as the creation of new underground routes and areas in cities. As well as setting up fortifications in the field, and tearing down stone walls of the forts themselves or digging tunnels into said forts.

Quote from: Votebox
Spiraling Missile: (1) TricMagic
Earthdigger Corps: (1) TricMagic



Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
« Last Edit: May 18, 2020, 11:11:54 am by TricMagic »
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flazeo25

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #516 on: May 18, 2020, 11:26:45 am »

Telekinetic Projectile
A modified variant of ole trusty Magical Missile, we learned how to refine the angle we can launch it at and shape it into a more kinetic wave. This spell efficacy increases with caster mental might allowing the caster power energy into flinging objects most commonly rocks a long distance, the size and heavyiness of object in question effects the efficany of this spell, smaller objects being able flung more often. We force the magic also to arc objects upwards to give more curve base attack.

Each projectile power mostly comes from the momentum it exdues through magic making it capable of denting armor of shields if larger rocks or something more heavy was used, uruks tend to use this spell to pelt archers and shield units to make them able to close in quick enough to kill.

Warcasters on the other hand are able to use more powerful version even capable of propelling larger people a good distance or smaller handful, though their safety is left to results of what they could splat into, they also able to work in groups propel through large objects that would wreck havoc through enemy lines.
« Last Edit: May 18, 2020, 11:40:13 am by flazeo25 »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #517 on: May 18, 2020, 11:49:28 am »

Explosion

Energy is compressed and transformed into fire, and then launched. On impact, it explodes in a fiery explosion. Lot of brute force that can not only send one flying, but also burn them and those nearby. Compared to the basic magic missile which is just raw energy sent out, this spell is a lot more destructive. Better casters can compress, transform, and better contain more energy in the projectile, which means bigger booms, greater force, and more fire. Boom is good, and fire is too.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #518 on: May 18, 2020, 11:56:10 am »

Sangueliers

Sangueliers (derived from the words Sanguine and Sommelier) are Uruks specially-trained to utilize Blood-Drinker's Blades and their healing effects. Sanguiliers focus their training on unaided combat versus multiple opponents, with heavy emphasis on the mindset of "death by 1000 cuts" over outright killing blows. Sangueliers aim to injure and disable their opponents, working in conjunction with standard units to finish off their prey while they move on to their next source of blood.


Blood-Sipper Blades

While the Blood-Drinker Blades are quite the sight, they're perhaps a little too powerful for mass production. To work around the cost of production, we've implemented new Enchantment and Manufacturing procedures. Cheaper metals are engraved and enchanted to absorb blood as the Drinker Blades do,as it was discovered that materials absorb blood in different quantities at different rates. They are then put through the transmutative process, which does impact the strength of enchantment within the metal as the alchemical process interferes with the magics placed on the materials. While the effect is overall weaker than the Blood-Drinker Blades, Blood-Sipper Blades should be more readily available to our standard forces.


Manipular Missile

While our Magic Missiles are by no means bad in any way, they could use some sensible refinement. Manipular Missiles are the next step of our Magic Missiles, with our scholars and researchers emphasizing absolute control over raw power. Our casters gain the ability to adjust the size of the magic missile, allowing them to hit a wider area with a weaker overall blast (since the magic energy within the missile remains the same regardless of size), or focus it all into a tinier mass with less area of effect but more direct impact.

Behavior of the missile changes with size, as the larger missiles are less affected by the "push" of magic against them, making them arc somewhat significantly as they get larger, while smaller missiles are much more accurate and fire in a near-straight line.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #519 on: May 18, 2020, 12:13:21 pm »


Quote from: Votebox
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: (1) TricMagic
Manipular Missile: (1) TricMagic




Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #520 on: May 20, 2020, 01:09:10 pm »

Quote from: Votebox
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: (1) TricMagic
Manipular Missile: (2) TricMagic, Kashyyk
Blood-Sipper Blades: (1) Kashyyk




Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
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Rockeater

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #521 on: May 20, 2020, 01:55:46 pm »


Quote from: Votebox
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: (1) TricMagic
Manipular Missile: (3) TricMagic, Kashyyk, Rockeater
Blood-Sipper Blades: (2) Kashyyk Rockeater



Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
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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.

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #522 on: May 20, 2020, 02:46:23 pm »

Bronze Tools for Enchantment Work

A pen made of bronze, itself enchanted to engrave with ease, the writer simply having to use it like writing on parchment to create the grooves. A Bronze Pot with magical formula engraved, powered through evil that imbues the blood poured, and eases the difficulty of enchanting. These two make it far easier to produce the blood-drinker enchantment. Bronze has the quality of taking magic really well. The first can be said to cut that which it writes, useless for paper, but can create a fine groove on steel and other metals. While the pot's magical formula ease the task of placing the spellwork. The pot is specialized for the Blood-drinker enchantment alone though, and won't work with other enchantments we create, we'd need a formula specialized for the enchantment. However, for increasing production, these two items greatly ease the task.

Granted, we won't get quite the same level of enchantment by generalizing it, the pen can't do really fine writing, and the pot just allows for a greater degree of error from a caster. So we will be going for a weaker version as a result. We can still make the really fine-tuned ones, but for general use these are best.


Quote from: Votebox
Spiraling Missile: ()
Earthdigger Corps: ()
Sangueliers: ()
Manipular Missile: (3) TricMagic, Kashyyk, Rockeater
Blood-Sipper Blades: (2) Kashyyk Rockeater
Bronze Tools for Enchantment Work: (1) TricMagic



Save Alchemy +1 for next turn's design.
Yes: (1) TricMagic
No: ()
« Last Edit: May 22, 2020, 03:50:44 pm by TricMagic »
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NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 7
« Reply #523 on: May 26, 2020, 01:20:03 pm »

Demon Team: Revision Phase T7
TURNTURNTURN
Manipular Missile

While our Magic Missiles are by no means bad in any way, they could use some sensible refinement. Manipular Missiles are the next step of our Magic Missiles, with our scholars and researchers emphasizing absolute control over raw power. Our casters gain the ability to adjust the size of the magic missile, allowing them to hit a wider area with a weaker overall blast (since the magic energy within the missile remains the same regardless of size), or focus it all into a tinier mass with less area of effect but more direct impact.

Behavior of the missile changes with size, as the larger missiles are less affected by the "push" of magic against them, making them arc somewhat significantly as they get larger, while smaller missiles are much more accurate and fire in a near-straight line.
Manipular Missile: Easy: (3+1)+1=5: Average
While not quite as exciting to your OU converts as a totally new kind of magic, their skill and knowledge do make this project easier. With their aid, researchers in the Warcaster's Keep are able to put together the desired spell in the allotted time, at the expense of only half a dozen guinea pigs acolytes.
Manipular Missile can technically be cast in an infinite variety of ways, but for simplicity's sake, most Acolytes learn four modes:
  'Sniper' mode; more concentrated than the common or garden Magic Missile, this is better at piercing armour/flesh, has greater range, and can be aimed with greater accuracy. Note that the range increase is to regular archer range, not Sunbow range.
  'Standard' mode; is actually just regular Magic Missile.
  'Sling' mode; larger than the default, arcs downwards noticeably, but still has decent range, and has enough oomph to injure the average soldier. Quite useful for bypassing barriers, although not as deadly as the Standard/Sniper.
  'Siege' mode; the largest missile, arcs steeply downwards, reducing the effective range considerably. Can be useful for attacking forces hiding behind walls/other obstacles. Damage is widely dispersed, however, and a single missile is unlikely to cause serious injury (but larger barrages can, and even a single missile will still cause pain/staggering). 
Uruks are unable to 'learn' more than one mode at a time. Commanders will program Uruks with a selection of modes appropriate to the expected battle.


Manipular Missile will replace Magic Missile for all intents and purposes. It is expected to give Acolytes/Warcasters greater flexibility, and give Uruks more options. It remains Common.
 


Quote from: ibid
Blood-Sipper Blades

While the Blood-Drinker Blades are quite the sight, they're perhaps a little too powerful for mass production. To work around the cost of production, we've implemented new Enchantment and Manufacturing procedures. Cheaper metals are engraved and enchanted to absorb blood as the Drinker Blades do,as it was discovered that materials absorb blood in different quantities at different rates. They are then put through the transmutative process, which does impact the strength of enchantment within the metal as the alchemical process interferes with the magics placed on the materials. While the effect is overall weaker than the Blood-Drinker Blades, Blood-Sipper Blades should be more readily available to our standard forces.
((Note: For various reasons, I have interpreted this revision based on intention- "Use Alchemy to make weaker, cheaper Blood-Drinker Blades"- rather than literal content.))
((Also note, the +1 for alchemy was not used here, by request.))
Blood-Sipper Blades: Normal: (1+2)=3: Buggy Mess
Several ideas were tossed around as to how to best approach this project. Eventually, your cultists settled on a process that would mass-enchant a batch of in-production metal, which would then be used to make weapons, rather than enchanting individual weapons. In a sense, this worked: it proved possible to apply the enchantment to molten iron, and maintain the enchantment during the subsequent steps, resulting in a weaker but still operational enchanted weapon.
There's just one slight issue. Somehow, the process changes aspects of the enchantment. The blades still absorb blood, kicking back a small amount of stamina and vitality into the wielder. However, the blade itself hungers continually, and when there is no blood to absorb, the flow of energy from the blade to the wielder is reversed: it will instead sap the wielder's strength into itself. In principle, this is a downside that can be overcome; one needs only keep the blade fed. In practice, for anyone but an expert duellist, gaining a net positive from a Blood-Sipper Blade is not feasible (and expert duellists can just be given the superior Blood-Drinker Blades).

Your enchanters are positive that this issue could be solved with more work, but for this month at least, there will be no Blood-Sipper Blades deployed. At least there were some interesting lessons to be learned from the process.
If they were deployed, they would be considered Uncommon, meaning all Uncommon or rarer units could be equipped with them (unless specified otherwise).



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



Spoiler: Equipment (click to show/hide)



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

flazeo25

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 7
« Reply #524 on: May 26, 2020, 01:42:45 pm »

Lets try to complety soldify our hold in Mage Towers. Guess we need another revision or create design to fix our blades.

Quote from: Magioc
Nerd Tower: (1) Flazeo25

Edit: Made my vote for Nerds
« Last Edit: May 26, 2020, 01:58:19 pm by flazeo25 »
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