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Author Topic: Playground of the Gods / Auran God / Turn 3 Strategy  (Read 9503 times)

Taricus

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Re: Playground of the Gods / Auran God / Turn 2 Strategy
« Reply #135 on: April 25, 2022, 09:45:09 pm »

Quote from: Votebox
Order Plane Vote:
Seraphim: (1) Taricus
Swarm: (0)
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TricMagic

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Re: Playground of the Gods / Auran God / Turn 2 Strategy
« Reply #136 on: April 26, 2022, 12:44:04 pm »

Quote from: Votebox
Order Plane Vote:
Seraphim: (1) Taricus
Swarm: (1) TricMagic
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ConscriptFive

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Re: Playground of the Gods / Auran God / Turn 2 Strategy
« Reply #137 on: April 26, 2022, 05:17:09 pm »

Flying elves seem more useful than a zergling swarm.  Flying units would open up design choices more than another melee unit would.

Quote from: Votebox
Order Plane Vote:
Seraphim: (2) Taricus, ConscriptFive
Swarm: (1) TricMagic

Happerry

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Re: Playground of the Gods / Auran God / Turn 2 Strategy
« Reply #138 on: April 27, 2022, 01:20:11 am »

Honestly either of these would be ok with me, but I've done bugs a lot more recently then I've done anything like angels.

Quote
Order Plane Vote:
Seraphim: (3) Taricus, ConscriptFive, Happerry
Swarm: (1) TricMagic
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TricMagic

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Re: Playground of the Gods / Auran God / Turn 2 Strategy
« Reply #139 on: April 27, 2022, 07:34:45 am »

Honestly either of these would be ok with me, but I've done bugs a lot more recently then I've done anything like angels.

Quote
Order Plane Vote:
Seraphim: (3) Taricus, ConscriptFive, Happerry
Swarm: (1) TricMagic
*looks at Nuke's game.*
Honestly I like the idea of the swarm. Sad Draignean had to cancel the game. Granted, I also like swarm tactics.
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Powder Miner

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Re: Playground of the Gods / Auran God / Turn 2 Strategy
« Reply #140 on: April 27, 2022, 03:50:33 pm »

I'm not incredibly interested in either, but the Seraphim are probably a bit more flavor-appropriate for the Aurans.

Quote
Order Plane Vote:
Seraphim: (4) Taricus, ConscriptFive, Happerry, Powder Miner
Swarm: (1) TricMagic

Kupros Location:
Mountains: (0)
What are you doing in my Swamp: (1) Powder Miner

Enclave:
Elven Enclave in Desert: (0)
Avian Enclave in Desert: (1) Powder Miner
Infernal Enclave in Desert: (0)
torn between elven and avian but logically i think if we put the elven enclave in a contested area, it will imply the need the creation of a tech tree (ha ha) to be all that useful for the enemies if they get their hands on it, while not completely fucking us if we lose it since unlike the orcs we dont NEED that shit to do nature shit
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Taricus

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Re: Playground of the Gods / Auran God / Turn 2 Strategy
« Reply #141 on: April 28, 2022, 12:22:28 am »

Quote
Order Plane Vote:
Seraphim: (4) Taricus, ConscriptFive, Happerry, Powder Miner
Swarm: (1) TricMagic

Kupros Location:
Mountains: (0)
What are you doing in my Swamp: (1) Powder Miner

Enclave:
Elven Enclave in Desert: (0)
Avian Enclave in Desert: (2) Powder Miner, Taricus
Infernal Enclave in Desert: (0)
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Twinwolf

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Re: Playground of the Gods / Auran God / Turn 2 Strategy
« Reply #142 on: April 28, 2022, 08:55:04 am »

Quote
Order Plane Vote:
Seraphim: (5) Taricus, ConscriptFive, Happerry, Powder Miner, Twinwolf
Swarm: (1) TricMagic

Kupros Location:
Mountains: (0)
What are you doing in my Swamp: (2) Powder Miner, Twinwolf

Enclave:
Elven Enclave in Desert: (0)
Avian Enclave in Desert: (3) Powder Miner, Taricus, Twinwolf
Infernal Enclave in Desert: (0)
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Man of Paper

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Playground of the Gods / Auran God / Turn 3 Design
« Reply #143 on: August 19, 2022, 10:14:02 pm »

Turn 2 Intelligence

The Seraphim of the Order Plane require ways to fight off the Swarm menace. If defeating them proves impossible, providing a means of delaying their onslaught and facilitating Seraphim forced migration are also welcome.

The Lizardfolk of the Water Plane need your help! The freefolk are in need of arms and equipment that can help them combat the slaver Illithids and emancipate their people!

A Lizardfolk Enclave is made up of homes constructed from locally sourced materials. Controlling a region housing these hardy, hard-working individuals grants the owner a bonus to infrastructural and backline support actions.

The Seraphim Enclave is a fortress of white stone surrounding a practical garden of plenty eden. Controlling a region housing a Seraphim Enclave gives the owner a bonus to the creation of enchanted weaponry and mundane armor.

Your work with the Orcs has finally borne fruit. While the alchemical mishap was a, let's say setback, their immense success at burgling thanks to your intervention has aligned them with your cause even further. You now have access to the Orc Template. An unmodified Orc is strong, tough, and lacking common sense (but not stupid). They are taller than a Human by a head and sport a pair of tusks that jut up from their lower jaw. They are also prone to temperamental outbursts. Remember that Orcs may reside in the Fire Plane, but that does not mean Orcs in the Mortal Plane are required to adhere to that elemental alignment. You are hand-crafting them after all.

You generally ignored making attempts to push the agendas of your allies in, well, all the other planes this turn. You have assured them their times will come, and that your assistance is worth the wait. Just look at the Orcs!


It is now the Design Phase. Remember that you have two designs - or one High Effort design!

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: Bonuses (click to show/hide)
Spoiler: The Map and Key (click to show/hide)
« Last Edit: August 20, 2022, 11:42:33 am by Man of Paper »
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ConscriptFive

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Re: Playground of the Gods / Auran God / Turn 3 Design
« Reply #144 on: August 20, 2022, 01:42:54 pm »

Quote
Unit Design: White Sands "Cold" Hammer Orcs

It takes a certain kind of Orc to thrive in the White Sands of the Fire Plane.  Compared their relatively civilized brethren, White Sands Orcs appear barbaric to casual observers.  Hulking masses of dark green sinew, they wear little more than a loincloth.  (Spend a few minutes in the savage heat of the White Sands, and you'll understand why.)  Constantly exposed to the elements, their green skin has been transformed into a rugged darkened leather.

But their lack of clothing does not mean they lack sophistication.  White Sands Orcs are bound by generations of tradition and ritual few outsiders are privileged to learn.  The so-called "Code of the Sands," is an unwritten collection of sayings that guide nearly every aspect of life on the White Sands.  Scholars are baffled by the countless number of sayings that comprise the Code, and efforts at comprehensive research are thwarted by the fact that it is considered heretical to commit the Code of the Sands to writing.  However, scholars agree that the Code emphasizes a strong sense of chivalric honor and filial loyalty.

As fascinated by treasure as the other Fire Plane inhabitants, senior White Sands Orcs are adorned in heirloom gold jewelry.  Even the lowliest warrior will have at least one piercing, as there are supposedly several sayings in the Code prescribing their use, including a communal piercing ritual.

Furthermore, White Sands Orc artisanship rivals the best of their urban counterparts.  Of military relevance to us is the secret of "Cold Steel."  Cold Steel absorbs heat from its surroundings and thus is cool to the touch.  A common possession among White Sands Orc households is a "cooling stone" a handheld slug of steel rubbed against the body for relief from intense heat.  Once the stone no longer cools, it's time to throw the steel against another rock.  The impact causes the steel to instantaneously release its stored heat upon the impacted stone, scorching it.  After a few moments, the "cooling stone" is again ready for use.

As we bring the White Sands Orcs to our mortal plane, it only makes sense we should adapt Cold Steel to a more military purpose.  A warhammer of such material would deliver a devastating fiery blow upon an adversary, (especially one wearing black metal.)  Legions of White Sands "Cold" Hammer Orcs will provide heavy infantry to match our adversaries.

Quote
Influence Design: "Vitner's Folly" Amaretto Grapes

Of all the fruits of the mortal plane, few are as sweet as the Amaretto Grape.  Tragically, "Vitner's Folly" contains an accumulating poison that leads to failing health and premature death.  While it is rare for symptoms to occur after the first consumption, a regular diet will typically lead to symptoms resembling senile dementia.  This discovery is usually attributed to the historical demise of "the Mumbling King," who insisted on Amaretto wine and tarts at every meal.  Had it not been for his unique royal decadence, Vitner's Folly's subtle poison would've likely never been otherwise isolated.

While notorious in the Mortal Plane, the Amaretto Grape is virtually unknown elsewhere.  By exporting and cultivating it abroad, we can poison our enemies in the planes.  Horticulturists should work with the Seraphin to ensure a cultivar of the Amaretto Grape can be grown as a poisonous Swarm bait in their gardens.  Culinary and alchemical experts should work with the Avians to mix Vitner's Folly into the sweets Faeries are fond of.

Happerry

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Re: Playground of the Gods / Auran God / Turn 3 Design
« Reply #145 on: August 22, 2022, 04:53:59 am »

Quote
Unit Upgrade: Initiate Training School
Our initiates are pretty crappy casters. This is because they're untrained in using their magic energy, and therefor use it poorly and inefficiently. Given that they're expected to mainly teach themselves how to do magic with no real guidance or education, this shouldn't really be a surprise. In order to fix this problem, we've taken a few notes from the Avian training camps and constructed a formal school of magic that will take aspiring initiates and, well, initiate them into magic instead of expecting them to figure it out themselves. By comparing notes and processes between our best and most veteran Initiates and rotating from the front lines to teach and share their valuable experience with students instead of leaving them to die with all their hard earned experience unshared and unrecorded we should be able to substantially improve our Initiate's ability to actually use magic.

Quote
Revision : Initiate Field Training
While suggestions have been made to form a formal Initiate Training School, until funding can be freed up for such a program it is also suggested that we... well, just have our Initiates train each other in the field. By assigning each veteran Initiate several new and inexperience Initiates with which they can share their hard earned experience with we can prevent critical knowledge from being lost to enemy action and encourage the spread of useful magic using techniques between our Initiates. Speaking of spreading techniques, we'll also encourage our veteran Initiates to compare notes and train each other when they can, so that any important breakthroughs in magic are widely spread throughout our forces.

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Powder Miner

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Re: Playground of the Gods / Auran God / Turn 3 Design
« Reply #146 on: August 24, 2022, 04:22:10 pm »

Quote
Orcish Slammer-Ranners

Orcish Slammer-Ranners (this barely makes any sense whatsoever but our Spirit District officials have proven tragically unable to actually get Orcs themselves to accept any new names) are a somewhat terrifying variety of Orcish... heavy skirmisher. Sourced from the heist gangs that the Auran Empire has been trading with for some time now, Orcish Slammer-Ranners bring a terrifying combination of quick wit, quick foot (things you very much need not to get very much got when stealing from dragons, of course), durability, and "brutal" strength (as the orcs often like to self-describe).

What makes the Orcish Slammer-Ranners more terrifying is their gear. Their weaponry is mundane in nature, if certainly strong, consisting of a pair of thick and fairly-heavy one-handed blades designed to be able to find and force open seams in armor simply through sheer kinetic energy, and of course do absolutely grievous damage to lightly armored units - these swords would not be able to handle, say, a Blackcrag Reaver as well as a dedicated hammerer might, but would make a Slammer-Ranner a threat to contend with. Their most unique piece of gear, however, is their armor - they don't have a lot of it, consisting of just a few bronze plates placed over strategic areas (like the chest), or easy-to-armor areas (like the shoulders), but it is enchanted with Auran runes. These Auran runes are runes of motion, which grant the Slammer-Ranner a boost to their speed, turning the orc into an absolutely horrifying high-speed implement of hitting exposed formations or skirmishers (the slamming) or countering flows into cracks in Auran formations by flanking incoming infantry at force (the running).

Quote from: Votebox
White Sands "Cold" Hammer Orcs:
"Vintner's Folly" Amaretto Grapes: (1) Powder Miner
Initiate Training School:
Orcish Slammer-Ranners: (1) Powder Miner
« Last Edit: August 28, 2022, 06:23:07 pm by Powder Miner »
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ConscriptFive

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Re: Playground of the Gods / Auran God / Turn 3 Design
« Reply #147 on: August 29, 2022, 12:04:02 pm »

Onward!

Quote from: Votebox
White Sands "Cold" Hammer Orcs:
"Vintner's Folly" Amaretto Grapes: (2) Powder Miner, ConscriptFive
Initiate Training School:
Orcish Slammer-Ranners: (2) Powder Miner, ConscriptFive

Taricus

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Re: Playground of the Gods / Auran God / Turn 3 Design
« Reply #148 on: September 03, 2022, 01:35:29 am »

Quote from: Votebox
White Sands "Cold" Hammer Orcs:
"Vintner's Folly" Amaretto Grapes: (3) Powder Miner, ConscriptFive, Taricus
Initiate Training School:
Orcish Slammer-Ranners: (3) Powder Miner, ConscriptFive, Taricus
[/quote
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Happerry

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Re: Playground of the Gods / Auran God / Turn 3 Design
« Reply #149 on: September 03, 2022, 02:01:02 am »

Quote from: Votebox
White Sands "Cold" Hammer Orcs:
"Vintner's Folly" Amaretto Grapes: (4) Powder Miner, ConscriptFive, Taricus, Happerry
Initiate Training School:
Orcish Slammer-Ranners: (4) Powder Miner, ConscriptFive, Taricus, Happerry
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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.
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