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Author Topic: Land Wars - Supernerd Edition - Probably Dead  (Read 10986 times)

Shadowclaw777

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #75 on: June 24, 2020, 11:05:50 am »

NWW Annexation:
Objectives: Have forces surround, occupy points of interest such as the Darkest Dungeon #2, and annex the territory, then set up a perimeter.

Deployment: 500 Bone Defenders, 250 Bone Arbalests, 75 Bone Horses, (Hero) Necromancer Scholar

Tactics: Bone Defenders will provide the frontline and infantry protection to the arbalests, and perform hammer and anvil attack as the ghouls focus on the defenders and draw them in while the Undead Horses flank from behind and trample and crush them. The Necromancer will utilize his necromantic energy to command, enthrall, and drain the necromantic energy that the Ghouls are holding up and will confront one of the other advisers, the Rogue Necromancer in a showdown except our Necromancer will make sure have Bone Defenders and Arbalests as backup, as they go and assault the Second Darkest Dungeon.

If Pridea forces approach this territory, stall them and engage in a brawl with the Bone Defender squads while the Bone Arbalests provide ranged support from the back, and the Undead Horses flank them.

SWW Annexation:
Objectives: Pacify and take down the Giant Tortulisk and any other intruders that approach on this land (such as from Old London). Don't engage the Guardian Statue yet.

Deployment: 500 Bone Defenders, 250 Bone Arbalests, 150 Bone Horses

Tactics: Bone Defenders will provide their heavy armor and shields as a defensive force while the arbalests hang back and provide overwhelming crossbow bolts barrages from the back, withering slow but gently on the Giant Tortolisk as it bleeds out as it underside and less armored and not covered by shell bits are poked and penetrated from the bolts, though the power of the arbalests are why they are so powerful. The Undead Horses will perform the same hammer and anvil tactics, as they flank from behind the Giant Tortolisk, trying to bite and rip off any part of the creature’s body it can, and bleeding this creature until it stops moving. Eventually even being the next target of necromantic research if so.

If Old London forces approach this territory, stall them and engage in a brawl with the Bone Defender squads while the Bone Arbalests provide ranged support from the back, and the Undead Horses flank them.
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coleslaw35

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Re: Land Wars - Supernerd Edition
« Reply #76 on: June 24, 2020, 12:15:12 pm »


Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

New project added: Enlist the Geschmiedete Ritter (Forged Knights) of Der Orden der Geschmiedeten (The Order of the Forged.) 
« Last Edit: June 26, 2020, 09:20:47 am by coleslaw35 »
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coleslaw35

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #77 on: June 24, 2020, 12:15:51 pm »

Spoiler: Steelhold Attacks NEE (click to show/hide)

Spoiler: Steelhold Attacks SEE (click to show/hide)
« Last Edit: June 24, 2020, 12:28:30 pm by coleslaw35 »
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Screech9791

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #78 on: June 24, 2020, 12:21:12 pm »

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Failbird105

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #79 on: June 24, 2020, 02:35:14 pm »

Spoiler: Scouting MW (click to show/hide)
Spoiler: Scouting SM (click to show/hide)
Spoiler: Scouting SWW (click to show/hide)

Remaining Bobbies are to stay within Clock Tower as guards and physical labor.
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Supernerd

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #80 on: June 25, 2020, 03:59:18 pm »

Chaoskl21 has not yet submitted an action. I'm going to be lenient as it is the start of the game and they may have failed to notice that, and give them an opportunity to get their action in.

Once things get going, your turn may be missed if you fail to get your action in on time.
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Unraveller

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #81 on: June 25, 2020, 04:01:10 pm »

(( I'm rootin' for ya Reptilia! Take hold of your destiny! ))
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Screech9791

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #82 on: June 25, 2020, 06:49:37 pm »

Slaughterfest incoming.
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chaotick21

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #83 on: June 26, 2020, 08:32:20 am »


Civilization Name: The Scaled
Theme: Primitive Space Reptiles
Day 0:
Home Territory: Reptilia Prime
Map:
Spoiler (click to show/hide)
Other Territories: -

Owned Strategic Resources: Qu'aat Gems- Rare gems imbued with elemental magic.(x100)

Current Troops:
1200 Gecks
600 Geck Archers
200 Serpentes
500 Geck Cavalry
560 Gliders

Heroes:
Xolchak

Supplies:
100 Qu'aat Gems

Recruiting this turn (160 Value)
100 Serpentes
120 Geck archers

Spoiler: Troop Designs (click to show/hide)
Spoiler:  Project Information (click to show/hide)
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chaotick21

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #84 on: June 26, 2020, 08:59:09 am »

Spoiler: Attacking NEE (click to show/hide)
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TamerVirus

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #85 on: June 26, 2020, 10:26:17 am »

Postin' to observe
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TheRedwolf

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #86 on: June 26, 2020, 10:26:58 am »

Fixed my troop amount
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Supernerd

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #87 on: June 26, 2020, 03:08:49 pm »

Turn 1


The nations of the world set out into the world, intending to expand their territory by any means necessary!

Spoiler: Territory Information (click to show/hide)

Tips of the day:
Always point out any errors that the GM may have made. Combat results usually will not be changed unless the GM clearly neglected something important.

Defeating one of the great monsters will likely enable a special project for the nation that can take control of the territory. Special projects will provide bonus project points for the first time you make it!

It is strongly recommended to make a journal post along with your turn update. The story is going to be run mostly by the players and its more interesting that way.

The combat results will be in a separate post. After that post is made, you may post your Day 2 update.
« Last Edit: June 26, 2020, 04:39:35 pm by Supernerd »
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Supernerd

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Re: Land Wars - Supernerd Edition - Game has begun!
« Reply #88 on: June 26, 2020, 03:09:12 pm »

NWW
The forces from the Darkest Dungeon arrive at NWW. A number of ghouls wander the area, perhaps scouting or foraging. These ones were dealth with easily, and the defenses of the Bone Defenders enabled them to be taken out without casualties.

The Necromancer Scholar quickly deduced that the bulk of the enemy forces were within the Second Darkest Dungeon. With only one obvious entrance, the Hammer and Anvil tactics were not going to work. In order to claim the territory, the place will need to be raided. The perimiter of the entrance to the Second Darkest Dungeon has been surrounded, and there have been no traces of the Pridean military in the area.

Casualties
9 Ghouls

NM
The Crundle from Daal'Gak make their incursion into the NM Territory, moving along the foothills of Mt Nasty, where they had a chance encounter with the Griffin! The majestic beast swooped down from the skies and grabbed one of the Gru'Beks with its talons before taking to the skies. The Black Riders prepare for its second attack, but said attack did not come. The three Crundles riding upon the beast plummeted from the sky shortly after the attack, while the Gru'Bek is missing in action and assumed dead.

Next would be the engagement with the Luminous Horrors. A few of the ones that had strayed from the Site of the Starfall were caught off guard and swarmed. As they got closer however, they found the horrors in much larger groups and the Crundles were ill-prepared to face their blazing light. The crundles made a fighting retreat back to the mountain and faced considerable casualties in the process. The Pebble-Slingers shots rarely inflicted a fatal injury, and the non fatal ones were healed by foul light magic.

When they got to the mountain, several horrors were immobilized by the Gru'Bek spit, while several others ceased their pursuit of their own accord. The crundles were able to defeat their remaining stalkers at this site.

Casualties:
80 Luminous Horrors
241 Crundle Tribals
91 Crudle Pebble-Slingers
6 Trogs
8 Gru'Bek

NEE
From the south, the forces of Steelhold begin their invasion. The first few Satyrs that they found were shot down at range without issue. As they passed by Mount Barton however, the Satyr's sprung an ambush! Dozens of Satyr descended from the higher ground to strike at some of the more vulnerable Herzenssuchende, before falling to Steelhold's superior numbers.

Elsewhere, the Scaled made their own assault on the land from the west. The gliders were sent in first to scout, and within the lightly forested region they were able to get the jump on a Satyr village! The horde of Geck were able to clear the place out before the Cavalry were involved.

Mamut Taipan did not make its appearance known on this day.

By the rising of the run, the Steelhold and Scaled armies encountered eachother at a distance. Steelhold sent a messenger informing them that they are "establishing of control of old Steelhold lands". Tensions are high.

Your armies await orders. You may send some of the finer details to the GM without it counting as a stealth action.

Casualties:
Satyr: 89
Stahlspieß: 6
Herzenssuchende: 35
Eisen Eingeweihter: 14
Glider: 8
Geck: 40

MW
A band of Daal'Gak traverse the ice sheets of MW. Along the way, the ice gives out beneath one of the Trogs, who meets his end in the icy waters, though the Crundle on its back escaped. The Crundles wielded their flint weapons to break away some of the more fragile ice, and this daring maneuver allowed them to traverse the lake! It did not however, allow them to traverse the lake well.

For some reason, the Trogs and Gru'Bek were not inclined to join them, and waited at the water's edge.

The Crundles drifted across the lake with varying degrees of success and a quantity of deaths occurred due to sheer clumsiness. Still, several ice sheets made their way near the island. As they got close to the butterfly swarm, the waters got more treacherous; though there were no observed direct hostilies from the insects. In the end, 87 Tribals and 20 Pebble Slingers made their way to the center island while 132 Tribals and 110 Pebble-Slingers were still drifting on the ice at the break of a new day.

The Crundles hunted 107 Butterflies in the area. Curiously, there has been no encounter with the Mad Dryad.

Meanwhile, a squad of 400 Bobbies observed from the southern shore. It would be reported to Old London that Crundles are not very bright.

Casualties
107 Butterflies
228 Crundle Tribals
98 Crundle Pebble-Slingers
1 Trog

ME
A unit of Gru'Bek and their riders make an incursion on the Dark Swamp of Tears. They had encountered swampy territory before, but this one was comparably less habitable. The murky waters sting to the touch, and the secreted Gru'Bek tar peels off with prolonged exposure. There are also places where the water is too deep for the Gru'Bek to keep their head above the surface, and while they don't drown they cannot swim here either. Further incursion attempts in that particular area have been halted until additional orders are received.

Curiously, it seems that the Green Gunge prefers the other swamplands in the territory, as there has not yet been an encounter with one. It may be possible to gain control of the area before finding a way to traverse the swamp effectively.

Meanwhile, a unit of Crundles and Trogs made an incursion on the Former Metropolitan area and begin to ransack the place. Their presence here has not gone unnoticed however. Strange buzzing sounds unfamiliar with the Daal'Gak permeate the air and multi-colored lights rapidly flash throughout the terrain. As the Trogs smashed, the terrain itself seemed to be fighting back. Several met their end by electrocution upon striking things. An occasional trap door would open on the groud to god knows where, and ancient civilian vehicles charged at amazing speeds. The comparably fragile Crundle Tribals suffered the worst of it.

The worst of the ancient relics in the western section of the metropolitan area have been dealth with, but the casualty rate was significant.

Casualties:
440 Crundle Tribals
21 Trogs

SWW
The Bobbies from Clock Tower move west to scout the SWW territory. Some of them head to the Ancient Temple to encounter the Guardian Statue; standing over 50 feet tall it is a sight to behold. It wields a massive warhammer, made of what appears to be copper or bronze and it moves surprisingly deftly for something of its size. While the Bobbies were pretty tough in their own right, their batons proved all but useless against their rock solid foe and many fell to its crushing attacks!

Meanwhile, the Ancestor's forces marched from the North, giving the Ancient Temple a wide berth on their way to hunt the Tortolisk. A few Stone Horses were turned to stone as they passed through the Cockatrice territory. It seems that without protective footwear, even the corpse of a long dead cockatrice retains its deadly petrifying properties.

The Ancestor army encountered a small contingent of Bobbies as it got near the beast. Vastly outnumbered, the 10 Bobbies were unable to fend off their assault.

Things took a turn for the worst when the Giant Tortolisk was engaged however. The Skeleton Defenders set up a defensive line and the Arbalest squad fired. The bolts were only able to partially piece the beast's shell, though a significant number were able to find their mark on one of its limbs. After that, things went south.

The Giant Tortolisk extended its neck from its shell up into the air and the reason it was willing to expose its weak point became all too clear. Its petrifying gaze has been severely underestimated. Hundreds of Bone Defenders and Bone Arbalests turned to stone in the span of about 20 seconds. Even the metallic weapons and armor they wielded were petrified.

However, it was enough of a disctraction to enable the squad of Bone Horses to get behind the beast. They struck at its tail and hind legs, and the Tortolisk retracted its neck and strated to thrash around wildly! Though quite a few horses were lost to this as well, the beast eventually grew tired. Lacking the dexterity needed to disengage from combat or turn on a dime, the remaining Ancestor forces were able to flank it and only about a dozen more victims were claimed by its petrifying gaze. By the dawn of the new day, the beast was finally slain!

Casualties:
99 Bobbies
38 Bone Horses
296 Bone Defenders
117 Bone Arbalests
Giant Tortolisk

SM
The Harvester Nexus arrived at the ruins of SM in droves, splitting up their forces to more efficiently hunt the Gobborgs. Multiple conflicts broke out in the area. Some of the Gobborgs charged in with an assortment of different improvised melee weapons, which were the easiest to take down by the armored machines. Some of the Gobborgs were armed with ranged weaponry, and with no Ballistae deployed the Harvester Nexus lost a significant number of Maintenance Drones to their assaults before evenutally managing to hunt the buggers down. SE4 suffered heavy damage from a Gobborg's EMP Grenade, which was fortunately an isolated incident and not a weapon that the Gobborgs commonly use.

SE1 along with the Robotonk Prototype suffered the least casualties, as the Gobborgs were more likely to flee than attempt to engage the massive tank. It took down a substantial amount of Gobborgs in spite of this, thanks to its massive cannon.

SE7 was the first to get a positive visual on the War Machine. Upon getting too close to the arcology, The War Machine sprung to life, and opened up one eager eye. SE7 then began its retreat, but it was too late at that point; but at least confirmation was obtained about some of the War Machine's weaponry. An explosive rocket was launched, inflicting terrible damage upon the clustered Ancient Chopper and Ancient Impalers and a sweeping blue laser took down a large number of maintenance drones even from a great distance. 90% of that squad was lost, and while some of the robots might have been possible to repair at the end of the day it was simply not conceivable to do so while they were within the War Machine's effective attack range.

SE8 and SE6 suffered from only minor losses from the War Machine, due to a kinetic weapon with insane range. The War Machine ceased its hostilities shortly after the last Ancient Impaler escaped the boundary of the Acrology. In lighter news, a number of Gobborgs were also fired upon! They seemed to posess knowledge about how close they could safely get to the War Machine before it turned hostile, and no less than a dozen of them were annihilated by it.

The remaining Nexus forces ended the day at the east side of the Scar of the World. The official kill count was 451, not including the War Machine's Gobborg kills.

Meanwhile the Crundles made the journey to the Scar of the World, and arrived at the north tip of it. Unfortunately, it appeared to be a sheer drop from the top to the bottom. The Grubek Riders would begin to make a cement pathway, but it would take time to do; and they soon found that they didn't have the luxury of time! A warband of Gobborgs arrived from the east and attacked! The superior numbers of the Crundles won them the battle without much incidenct, though one Gobborg who the others referred to as "Da Chainsaw Boy" was able to take out an impressive 18 Crundles, and 2 Trogs before being taken down!

Elsewhere, 400 Bobbies came to survey the area from the west. They encountered relatively few Gobborgs and the majority of them were sufficiently intimidated by the rank and file Bobbies. There was a noteworthy exception where a Gobborg threw something incindiary at one of the Bobbies, who was burned to a crisp. That Gobborg was beaten to death. This area appears to have a massive number of enemies soldiers.

Most of the remaining Gobborgs are lurking near the western park, or at the Old World Viaduct.

Casualties:
524 Gobborgs
182 Ancient Impalers
105 Ancient Choppers
168 Maintenance Drones
38 Crundle Tribals
8 Crundle Pebble-Slingers
2 Trogs
1 Gru'Bek
1 Bobby

SEE
Steelhold mounts an assault on SEE. The skilled Herzenssuchende accompanied by a defensive formation of Stahlspieß prove to be highly effective at dealing with the winged menace that is the Harpies, who attacked in droves! As the battle progressed, the harpies began dropping rocks from up high, which the Stahlspieß were unable to effectively defend against.

A loud roar echoed throughout the lands, and the Harpies relented on their assault and fled. The legendary dragon has arrived!

The men of Steelhold arrange into loose formations, which proved well in order as the Dragon did a strafing run while unleashing a torrent of flames from its mouth; which spelt the end of whoever was caught up by it. The archers and Leichtflammenballiste open fired upon it. The arrows seldom were able to pierce through the thick dragon scales however. While the Heißebleipfeile were a very impressive weapon, it was a poor matchup against the Red Dragon. The bolts shattered on impact with the Dragon's Scales, but if it was possible to harm the fire breathing monster with heat it would take something a lot more intense and the incredible heat produced by dragonfire prevented the lead from cooling and weighing it down.

When it became evident that this beast wasn't going to be brought down, the morale of the remaining soldiers was gone and they retreated back to the north. Fortunately, the dragon didn't pursue very far.

Casualties:
120 Harpy
81 Stahlspieß
62 Herzenssuchende
39 Eisen Eingeweihter
26 Leichtflammenballiste

You may now post your Day 2 update!
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Failbird105

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Re: Land Wars - Supernerd Edition - So much for doing little work!
« Reply #89 on: June 26, 2020, 05:21:36 pm »

Within the center of Clock Tower, the heads of old Earths greatest Magus families meet again to discuss the past days results, and the coming days actions. The Slayer Dolls were ready for production, and would likely find significant use in tomorrows assaults, but far less so than they would have prior, as it seems the undead army from the Northeast had succeeded in bringing down the Tortolisk. A success that seemed to have cost them, which would hopefully prevent them from rushing back to the front too quickly. Or, perhaps, they would choose to break yet more of their forces upon the body of the Statue and leave an even larger opening for us to take advantage of.

Spoiler: London (click to show/hide)

Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 2:
Home Territory: Old London
Other Territories: -
Owned Strategic Resources:
Mystery- The Supernatural, boiled down to a science. Magecraft, Phantasmal Beasts, Abnormalities, True Magic, all of this is 'Mystery'. Each individual spell, magical species, or magical being of individual renown, has its own amount of 'Mystery'. More Mystery trumps less Mystery. And most importantly of all, the more commonly understood any individual Mystery gets, the weaker it gets, and the more legendary something is, the stronger. This is what makes Mystery so 'limited' of a resource, and the Mages of the Clock Tower so important due to their understanding of the general principals behind Mystery as a whole. Anything that can be considered 'supernatural' can be achieved with Mystery, but the greater the power, the more Mystery involved, and thus the more secrets to guard. (+100/turn)

Current Troops:
2217 Bobbies

Heroes:

Stored Resources:
0 Mystery(100 gained, 100 spent on recruitment.)

Recruiting this turn:
100 Slayer Dolls(costs 100 Mysery)
56 Bobbies

Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
« Last Edit: June 27, 2020, 01:21:18 pm by Failbird105 »
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