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Author Topic: Dark Designs: Turn Two-Battle Phase  (Read 12470 times)

Sudurandom

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #180 on: January 12, 2022, 08:56:02 pm »

Quote from: Votebox
Defender Duke: (1) Glass
The Last Duke: (3) Madman, King Zultan, Nirur
Duke of Orcs: (2,) Maximum Spin, Sudorandom
Don't use the hero token: (0)

It's Just Raptors: (5) Nirur, Glass, Madman, King Zultan, Sudorandom
The Savage Hand: (2) Nirur, Maximum Spin
Novices of the Forge-God: (5) Glass, Madman, King Zultan, Maximum Spin, Sudorandom
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Madman198237

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #181 on: January 12, 2022, 09:06:53 pm »

Quote from: Votebox
Defender Duke: (1) Glass
The Last Duke: (2) King Zultan, Nirur
Duke of Orcs: (3) Maximum Spin, Sudorandom, Madman
Don't use the hero token: (0)

It's Just Raptors: (5) Nirur, Glass, Madman, King Zultan, Sudorandom
The Savage Hand: (2) Nirur, Maximum Spin
Novices of the Forge-God: (5) Glass, Madman, King Zultan, Maximum Spin, Sudorandom

Y'know what let's see if it goes somewhere useful. I'd add a bit about how he fights, though. Heavily defensively, please, so he can't get minced in the first fight. He needs to last long enough to become a non-minor champion with a design or something like that because it'd be even more interesting.
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Maximum Spin

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #182 on: January 12, 2022, 09:12:41 pm »

Y'know what let's see if it goes somewhere useful. I'd add a bit about how he fights, though. Heavily defensively, please, so he can't get minced in the first fight. He needs to last long enough to become a non-minor champion with a design or something like that because it'd be even more interesting.
Okay, I added a sentence. If you think it should be more strongly put, let me know, I was more worried about not interrupting the pacing of the text.
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Glass

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #183 on: January 12, 2022, 09:19:57 pm »

Quote from: Votebox
Defender Duke: (0)
The Last Duke: (2) King Zultan, Nirur
Duke of Orcs: (4) Maximum Spin, Sudorandom, Madman, Glass
Don't use the hero token: (0)

It's Just Raptors: (5) Nirur, Glass, Madman, King Zultan, Sudorandom
The Savage Hand: (2) Nirur, Maximum Spin
Novices of the Forge-God: (5) Glass, Madman, King Zultan, Maximum Spin, Sudorandom
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

m1895

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #184 on: January 13, 2022, 02:54:14 am »

Quote from: Votebox
Defender Duke: (0)
The Last Duke: (2) King Zultan, Nirur
Duke of Orcs: (5) Maximum Spin, Sudorandom, Madman, Glass, m1895
Don't use the hero token: (0)

It's Just Raptors: (6) Nirur, Glass, Madman, King Zultan, Sudorandom, m1895
The Savage Hand: (2) Nirur, Maximum Spin
Novices of the Forge-God: (6) Glass, Madman, King Zultan, Maximum Spin, Sudorandom, m1895
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King Zultan

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #185 on: January 13, 2022, 05:32:21 am »

Quote from: Votebox
Defender Duke: (0)
The Last Duke: (1) Nirur
Duke of Orcs: (6) Maximum Spin, Sudorandom, Madman, Glass, m1895, King Zultan
Don't use the hero token: (0)

It's Just Raptors: (6) Nirur, Glass, Madman, King Zultan, Sudorandom, m1895
The Savage Hand: (2) Nirur, Maximum Spin
Novices of the Forge-God: (6) Glass, Madman, King Zultan, Maximum Spin, Sudorandom, m1895
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

chubby2man

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #186 on: January 15, 2022, 10:54:44 am »

Dark Designs Revision Turn Two

Quote
The Duke of Orcs

We thought he was our enemy for life. We thought he could never understand. We thought the Dark Lord would have to break him, or worse. The world has a certain way of subverting expectations.

As the former Duke recovered from his wounds, he was accorded the privilege due to a prisoner of rank and honour — no great risk with the chains of the Dark One on his soul to hold him. However, his resentment and disgust, packed and dried into heaping layers of stale hatred, made him a recluse in his room in spite of the relative freedom offered, refusing to engage with the lesser creatures around him. That is, at least at first. It's impossible to say what machinations of fate drove a handful of orcs, who had just as much reason to hate him if not more, to take pity on him, bringing food and water and clean linens to his door when he would not leave to collect them himself, even, tentatively, offering conversation, as he grew willing, eventually teaching him orcish games of chance (such as "twenty-one") to pass the time ­– and slowly, slowly a strange camaraderie grew, which was surprise enough – but for the young orc-maiden who returned evening after evening, collecting his worn clothes, leaving offerings of fresh fruit, tidying up his space, and, before long, staying long into the night sharing stories... do such things as this even demand explanation? Are any of us so far gone that we could not have imagined this?

It is not that he has changed, exactly. He still fears, just a little, that he might be making the wrong choice. He still loves his daughter and hopes desperately to see her again (and not as an enemy). But, in small ways at first, but growing ones, he has come to understand. He is eager to repent, now. He has learnt from defeat, too; grown more cautious, less willing to throw precious life away in the face of possible alternatives – having seen himself that change is possible, he seeks to bring it to his former comrades if he can. We do not all trust him fully, but... we hope.

The Duke of Orcs: Roll 4

   It didn’t even take magical compulsion to sway the Duke of Arnhold to your side. Just friendship and understanding. The lack of human sacrifices also probably helped. He still didn’t like to look your avatar in the eyes, but the Light no longer returned to him so he was safe enough. He still has kept much of his physical prowess, however, and began to spar with the orcs training in the yard.
   It did come as a bit of a surprise that he was willing to serve in your armies, but you were always one for the forges and gears spinning in their place, predictable and everything in place. Maybe the Maiden could have foreseen this.
   In battle the Duke can be empowered by Darkness, though not to the extent he embraced the light. He fights defensively, preferring to spare lives where he can. His main benefit is the inspiration he causes in those he fights alongside, and you can imagine the dismay he will cause among his foes. However, you are unsure of how his conviction will fare against a hero, and particularly his daughter.

The Duke of the Orcs will be considered a full Champion, unless defeated by Matilda, or until Matilda is defeated or slain.



Quote
It’s Just Raptors
After the Terrible Claws turned out, well, terribly, we've worked on fixing them, because boy oh boy those things turned out poorly. I guess wiring an organic brain works a lot differently from wiring up an automaton, who knew? We'll keep some of the defective ones around, though...they'd make great training material in the proper circumstances.

Anyway we're going to go rewire their brains to be less, eh, what's a good word for "hostile to all life"? Very, very carefully. Then we're going to rewrite the magical bindings, with more understanding of what exactly is going on inside the creature as our reference for how to more efficiently and effectively enchant it. The magical bindings will be reworked to actually provide control and direction and a sense of "ally" and "enemy", however basic it is. They need to be controllable by mages we actually have. They should follow physical commands given by a non-magical rider so long as they're under the control of one of our mages, so that not every cavalryman needs to be a mage.

    It’s Just Raptors: Roll 6

   While physically the Terrible Claws were imposing, mentally they were uncontrollable and unusable. With some careful recalibration, they proved much more receptive to commands and riders, while still keeping much of that killing edge. Mages can keep them much more controlled, while riders have a much higher survival rate while actually being able to ride the beasts. They still have the limitation that a mage needs to be nearby, so they aren’t as effective scouts as they could be, but in a fight they are a terrible foe.

   Terrible Claws improved to Tier 3, and while a spellcaster needs to be nearby, they are far more easily controlled and ridden.



Quote
Novices of the Forge-God (Magic I, tier 3)
Amongst the Orcs, just like among humans, there are those who can wield magic. We don't have time to find all the ones who can do it but we can pull the most capable magic users and, well, basically just make them like our Dark Acolytes but with less black themes, fewer ominous robes, and a little more in number. These new Novices are drawn from Orcs instead of humans and wear the lighter weight armor of the Shieldbearers. Their surcoats bear a golden crown and red flames, the flames held by a steel-grey hand, the heraldry of our magical forces. Their mail is burnished black, their light gambesons are a deep red, as is their surcoat.

They are only a first-level spellcasting unit but are capable of casting every spell we've got. All two of them.

   Novices of the Forge God: Hard 1-1=0

The training of the future Novices of the Forge God. . . went poorly. Turns out that the orcs use magic a little differently than your human acolytes, they have a deeper connection to your power and a weaker one to general magic. This meant that the magic training you put your acolytes through did little to develop your orc novices. You also supposed you may have tried to train too many and spread your attention too thin, instead of focusing on the orcs with the most potential.

Unfortunately, none of the novices you trained would be ready for the next battle. You would have to adapt your training plan. The Fateweaver always had her favorites, and perhaps you should have known she would have disregarded the orcs. However, you can make use of their enhanced connection to your power.

Novices of the Forge God are not capable enough to go into battle. However, you do gain a +1 for designing or revising an orc spellcaster next turn, due to your revelations from this design.




Strategy/Battle Phase


Your conquests thus far have been swift, and what little resistance you have encountered has been easily brushed aside. This has begun to change. Rangers now plague your patrols, ambushes wiping out supply convoys. Your spies have been hard at work, but they have little purchase with the close knit rangers.

They have more luck in tracking the movement of the host that Iserria is assembling to face your army. King Farn is leading this group north, attracting more and more brave men and women rushing to defend their homes. Your Silent Hand reports that the priests fill the people’s heads with lies of how the Dark Lord drove people from their homes and into the mines to work to death beneath the lash of their orcish masters. Your spies do what they can to spread the truth, but there is little tolerance for dissent.

Your fair hand and the turning of the Duke has gained you an uneasy acceptance of the locals. Those most inspired against your rule fled in the night to safer ground, and most have found it easier to ignore the flag change than actually resist you. This holds true even in the seat of your power, as you improve the standard of living in your city. Widows are unlikely to quickly forgive those who killed their spouse, after all.

However, your building projects have attracted a flood of people to your city, and most are quick to put aside any reservation out of serving “The Forge Lord”, some call you now. There is still a divide between orc and human, but you can see the cracks starting to form.

Speaking of cracks, your building projects and iron clad army are straining your capacity to the very limit. With even your archers clad in mail, you can hardly seize enough mines and forges to equip your army. As it is, you will probably only somewhat outnumber the enemy, and that is due to giving every spare orc whatever you scrounge up and putting them in the rabble. As it is, your properly trained and equipped forces will most likely be outnumbered.

You could begin conscripting some humans to shoulder the burden. It will likely make you less popular, but humans do this to each other all the time. It's only fair for them to earn their keep.

Do you conscript militia from your captive populace? (Gives you Tier 0 militia from Iserria army list)
A- Only volunteers (Much fewer in number, but somewhat more reliable)
B- Yes, take as many as we can get. They aren’t any better than the orcs.
C- No, I would not like a free unit. (???? bonus?)

Your armies will likely clash in or around the Valley of Runsford. If you win here, you will have free range over most of the Kingdom. Lose, and many of the gains you have will be lost. Your Silent Hand is not most effective in pitched battle, so what orders do you give now?

You can give one Major directive (Try to kill the King, place an undercover operative by a hero) or 2-3 minor ones (target priests/ spellcasters, spoil/poison supplies).
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Glass

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #187 on: January 15, 2022, 11:37:40 am »

A. We have “rabble” units, what we need is more quality combatants. Volunteers are likely to have higher morale and combat capability than conscripts, and they’ll be easier to train to a good standard.

Not sure about the Silent Hand’s priorities at this time.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

chubby2man

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #188 on: January 15, 2022, 12:07:07 pm »

A. We have “rabble” units, what we need is more quality combatants. Volunteers are likely to have higher morale and combat capability than conscripts, and they’ll be easier to train to a good standard.


Just to note, that while the gap will shrink in time, the difference will be a few hundred with volunteers versus a few thousand conscripts. Though yes, the volunteers will have better morale and willingness to fight than those pressed into your service.
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Nirur Torir

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #189 on: January 15, 2022, 02:47:09 pm »

A of course.

If we rout the low tier units, the battle is mostly won. So what if our magic infiltrators with minor illusion magic sneak some terrible claws into the tier 0-2 infantry, militia, and archer camps the night before the battle? Kill their morale and leave them exhausted from a sleepless night.
As a distraction that the Light more urgently needs to counter, we also use some to attack the king, with a bit of our currently-limited darkness as a bomb.
It unfortunately lacks a counter to the tier 3 monster slayers, but if the Light has them all awake and scattered around, at least they'll be weakened for the main battle, and we should still have some effect on the cheaper units.

We might want to stagger a smaller wave a few hours after the first. Two attacks in one night by our monsters and nobody will be getting much sleep.

Downsides: We lose some of our claws, we lose their initial shock value for the battle, they might be able to somewhat acclimate their horses to them, and the mages have a few hours to try to quickly work out an expensive brute force counter to our control.
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Madman198237

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #190 on: January 15, 2022, 04:48:22 pm »

Quote from: Fog Of War
Minor Infiltration, Faulty Memory: Our infiltrators will work to spoil the Rangers' work. We perhaps cannot infiltrate them or stop their scouting shenanigans, but we can certainly steal their reports, alter important but minor details, or just tip over candles when nobody's looking. We can't stop them being read once (unless they're really lax about how soon they read scouting reports) but we can prevent them from being read twice, and give a little...push...so that more people misread them.

Minor Infiltration, Sleepless Night: Using our spies within the enemy camp, set small fires around the enemy camp every night, once every hour or two all night long. The first target will be the feed for the cavalry horses (which should be dry hay and wheat, so that'll burn very effectively), next the mages' tents. We expect few casualties and focus on stealth rather than effect, we just want to keep the enemies awake. There will be no repeat targets, to make setting an effective defense difficult, and that much more draining on the army's stamina (more watches must be set, less sleep will be had).

Very Minor Infiltration, To The Rescue: Shortly before the enemy reaches the fords in the river near Runsford, while enacting the Faulty Memory sabotage we'll sneak in a report suggesting that the Forge Lord is planning on burning Runsford as a punishment for the King's resistance, to encourage them to rush to fight us as fast as possible.

Of course A, no non-volunteers here. Maximum goodness to display the enemy's maximum hypocrisy.
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Maximum Spin

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Re: Dark Designs: Turn Two-Revision Phase
« Reply #191 on: January 15, 2022, 04:49:37 pm »

Right, obviously A, we're committed to being nice now
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King Zultan

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Re: Dark Designs: Turn Two-Battle Phase
« Reply #192 on: January 16, 2022, 04:05:53 am »

A is the way.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Nirur Torir

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Re: Dark Designs: Turn Two-Battle Phase
« Reply #193 on: January 16, 2022, 06:57:57 pm »

The more I think about it, the more inclined I am to a simple order to take out as many mages and priests as possible, perhaps with the Claws. The Light has magical superiority, and our only answer for it after battle starts is ending the battle as quickly as possible.


Since our orcs keep complaining about the path we're taking with integrating humans, we might want to throw them an infrastructure project next design phase. A new city for them might make them happiest, and get us higher quality orcish troops. If we want to push for total integration, we might be able to build orcish districts next to cities and towns, but that seems like it would be a harder project that leads to human complaints and less of an orc morale boost.
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Madman198237

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Re: Dark Designs: Turn Two-Battle Phase
« Reply #194 on: January 16, 2022, 07:42:23 pm »

First up is definitely going to be dealing with the metal shortage, I think. We can introduce some more equality there, and then more equality in magic use, and maybe if we can spare it perhaps we can swing another infrastructure design of some sort to fill the other Artifice slot, though I'd like to use it for other purposes, oh well.

As for their spellcasters, remember that our plots and plans are vulnerable to the Light's interference and nuking their entire mage contingent would definitely get a Hero or three involved to stop it, and they'd likely succeed. If we wanted to try and burn the enemy's Light points or whatever we could try and bleed them like that but I don't particularly want to waste our infiltration potential on that when we very much want to bait them into attacking a prepared position to reduce our disadvantages.
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