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Author Topic: Demon Team - Chiaroscuro 2 | Design Phase T6  (Read 17452 times)

Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #75 on: April 30, 2022, 04:59:08 pm »

Let us please not do rat packs alongside the revision that fixes our rats. We don't need raiders right now, we need a rat fix, and revisions in the same phase tend not to effect one another. The rat packs need that something to control the rats fear as a result, which makes it unnecessary when we're also doing something specifically to fix that issue right now anyway. We could just as easily design a unit actually meant to be a raider unit with the abundance of designs we will have in the future. It'd be much more action efficient and cost effective to do literally anything other than two rat revisions.
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Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #76 on: April 30, 2022, 06:53:42 pm »

Quote from: vote
Skitterpriests (5): Rockeater, MoP, Twinwolf, Lightforger, Powder Miner
Rats in the night (0):
Undead Spears (1): MoP
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun (1): C2M
Rat-Packs (3): C2M, Rockeater, Lightforger
Vampiric Thralls (2): Twinwolf, Powder Miner
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Man of Paper

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #77 on: April 30, 2022, 07:36:50 pm »

Quote from: vote
Skitterpriests (5): Rockeater, MoP, Twinwolf, Lightforger, Powder Miner
Rats in the night (0):
Undead Spears (0):
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun (1): C2M
Rat-Packs (3): C2M, Rockeater, Lightforger
Vampiric Thralls (3): Twinwolf, Powder Miner, MoP
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evictedSaint

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #78 on: April 30, 2022, 07:55:34 pm »


Quote from: vote
Skitterpriests (6): Rockeater, MoP, Twinwolf, Lightforger, Powder Miner, es
Rats in the night (0):
Undead Spears (0):
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun (1): C2M
Rat-Packs (3): C2M, Rockeater, Lightforger
Vampiric Thralls (4): Twinwolf, Powder Miner, MoP, es

Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #79 on: April 30, 2022, 08:10:28 pm »

Quote from: vote
Skitterpriests (6): Rockeater, MoP, Twinwolf, Lightforger, Powder Miner, es
Rats in the night (0):
Undead Spears (0):
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun (1): C2M
Rat-Packs (3): C2M, Rockeater, Lightforger
Vampiric Thralls (5): Twinwolf, Powder Miner, MoP, es, Knightwing64
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NUKE9.13

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Re: Demon Team - Chiaroscuro 2 | Revision Phase T1
« Reply #80 on: May 01, 2022, 06:57:49 am »

Demon Team: Revision Phase T1
TURNTURNTURN
Skitterpriests

The ratmen are a primitive culture, but they do have one. And where there is culture there is almost inevitably spirituality and religion. Most rats don't have the time for it and don't think too hard about it, too occupied with survival - but that was before Nar-Carok found them.

Some of the ratmen were more amenable to Our presence than their brethren. Mostly those with some scant traces of magical talent. Those were granted visions, visions of that which happens to those who disobey Our will and disappoint Us. Then visions of what rewards exemplary service may bring. A fervor overtakes them, a desire to serve and force their brethren to serve in their highest capacity. Or at the very least put in a real effort.

These skitterpriests are seeded amongst the ranks of the common ratmen, screeching sermons in their native tongue. Augmented by the Dark Seduction spell imbued into them, the priests whip their flock into a religious fervor, fighting through the fear for their Dark Divinity.
Skitterpriests: Normal: (3+2)=5: Average
Ratmen are not big thinkers. Their primitive minds do not have much space. So if their minds are filled with religious fervour, there won't be any room left for fear. Right?

By focusing your mind-twisting efforts on a handful of the brighter Ratmen, it was doable to create truly zealous followers, whose fanaticism is so strong it can infect their brethren. Skitterpriests wear only the finest of Ratman armour (that is to say, merely low quality as opposed to terrible), and forgo blunt knives for a staff topped with a Ratman skull. Their shrill sermons are not exactly the most complex theological pieces, but they suffice to whip Ratmen into a frenzy that will at least mitigate their inbred cowardice.

With Skitterpriests scattered amidst the hordes, it is a fairly safe bet that Ratmen units will at least make contact with the enemy line (unless subject to a powerful focused barrage, but even cultists may break under such circumstances). Once in the melee, the Skitterpriests hang back while exhorting their kin to fight harder. Unfortunately the din of battle makes it harder to hear their sermons, so Ratmen units will slowly lose fervour as they fight- but their purpose was never to hold the line indefinitely, and with any luck the enemy will be broken before a total rout occurs.

Skitterpriests significantly boost the effective morale of Ratmen, making them a viable force on the battlefield. They are considered command units, so do not have a rarity of their own. They do not modify the rarity or quantity of Ratmen.



Vampiric Thralls

Created by feeding cultists (or anyone really - but cultists are the easiest to acquire) the blood of the Vampire Lord, Vampiric Thralls are a selection of empowered agents devoted to the service of their undead lord. While the Vampire Lord at this time has trouble acting directly outside of a combat capacity, at least until some power is restored to him, his blood can serve to improve the capabilities of those cultists around him.

In exchange for gaining a dependency on further feeding, the thralls are given a taste of the power of a vampire. Especially at night, they become stronger and more attentive, senses heightened and minds working at a higher capacity. They're able to carry out the directions of their lord, clandestine and open alike, without being so monstrous that the sight of them would send people running. Given their connection to the Vampire Lord, they are only deployable in whatever province he appears in, but they serve to improve his impact in such locations.
Vampiric Thralls: Normal: (2+3)=5: Average
While not Vampires in the most technical sense, these Thralls share in many of their Lord's strengths and weaknesses, albeit all significantly less prominent. They feel slight discomfort in the sunlight, shudder at the sight of clocks, and are slightly more vulnerable to Good-infused attacks- though being fundamentally alive they do not inherit undead weaknesses. On the plus side, they are stronger and faster during the night. Though inferior to their Lord, they can serve as backup should things get out of hand during a raid, and in a pinch can offer themselves as a sacrifice for the Lord to reinvigorate himself.
Furthermore, though they have not received specific training nor supernatural talents as diplomats, being the permanent retainers of the Vampire Lord mean they pick up the basics of etiquette and noble bearing. As they are better acquainted with his way of working, they are more effective executors of his orders, allowing him to engage in more intricate schemes without having to worry about a pawn totally misunderstanding him.

Vampiric Thralls will markedly improve the impact of the Vampire Lord wherever he goes (though the influence impact is greater). As his retainers, they are not given their own rarity, but the Vampire Lord will typically have around 20 at his disposal. 



While our forces were plotting a route between abandoned hilltop villages, scouts spotted another armed group doing the same thing- the army of Muu. No doubt their own scouts have spotted us as well- battle is inevitable. Whether it be in the valleys or on the hills, we cannot advance without defeating our rivals in battle, lest our supply lines be severed.
A similar story occurred in the Vast Steppe. Even in that boundless plain, we spotted Muu's forces, as it seems we both sought out the corridor unpatrolled by the Viceroy's horsemen. A battle in the open field will take place in the near future.

Our missionaries have continued their infiltration of Thpenos and Xyrania, crossing the length of both kingdoms in search of converts. Angelic agents are undoubtedly engaged in the same activity- here too, conflict of some sort is bound to occur.

There is no turning back now. The only question is- where will you, glorious Nar-Carok, curse with your diabolical presence?



It is now the Strategy Phase. The only decisions to be made this phase are where Nar-Carok and the Vampire Lord will go (the choices are the two Combat lanes and six Influence provinces). 

Spoiler: Strategy Primer (click to show/hide)



Spoiler: Equipment (click to show/hide)

Spoiler: Map (click to show/hide)
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #81 on: May 01, 2022, 08:09:21 am »

I’m thinking that we combat mostly. Given that our opposition is “good”, I don’t believe they invested heavily into combat.

 And even if they did, we have lots of cannon fodder. We strike fast and hard, and when they are recovering their forces, we start to influence propel.
« Last Edit: May 01, 2022, 08:11:03 am by Knightwing64 »
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Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #82 on: May 01, 2022, 10:12:31 am »

Part of the advantage of the Vamp Lord is that he allows having a champ on both combat and influence, so I'd like to act accordingly (and he also actually works better on influence once we've got some basic bitch influence built up and he can start to influence the elites; I don't think there's much of a point in trying to send him out to perform influence on peasants)

Also, as they're going to get info on what he does in combat whether or not he actually fights, as he will be getting described as a design along with all our other equipment, I would like to have him in combat (and therefore Narry-boi on influence) on Turn 1, so as to have one turn of combat guaranteed without a response from them

Vampyman will be most effective in capitals and the satrapy, and I want to make cultist mercs as a revision to target the Xyranian lane writ large (sounds like a good opportunity for influence 2 over there), so I'd like to put Nar-Carok in the quarries, where I reckon we don't have anything targeted in the immediate future

Between the two combat lanes, even with his speed bonus the Vast Steppe seems just a bit big to use the vamp to his FULLEST potential for murdering mans, since though the thralls help, he'd either have to use some of his rampage time just hauling ass across plains or spend a lot of the night traveling
Quote from: what da champs doin
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (1) Powder Miner
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Vampire Lord Goes In:
Chegitha/Rolling Hills: (1) Powder Miner
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)
« Last Edit: May 01, 2022, 10:16:44 am by Powder Miner »
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Rockeater

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #83 on: May 01, 2022, 11:00:15 am »


Quote from: what da champs doin
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (2) Powder Miner, Rockeater
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Vampire Lord Goes In:
Chegitha/Rolling Hills: (2) Powder Miner, Rockeater
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)
[/quote]
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #84 on: May 01, 2022, 11:32:55 am »


Quote from: what da champs doin
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (2) Powder Miner, Rockeater
Grid-Locked Polis: (1) C2M
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Vampire Lord Goes In:
Chegitha/Rolling Hills: (3) Powder Miner, Rockeater, C2M
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Agree with the Vampire choice, but I don’t think our influence game is strong enough to leapfrog a capital without supporting influence.  But I don’t have strong feelings on it either way.
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Powder Miner

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #85 on: May 01, 2022, 11:57:54 am »

After taking into account that influence "moves" more along adjacent provinces in Chiaroscuro 2 (or that I just didn't notice it doing so in Chiaroscuro 1 if it did lmao):

I think we can reasonably assume, given the effectiveness of and support for our Dark Seduction spell, that we are going to get 1 influence in both of the capitals next turn (I would maybe be slightly more worried about the Schism'd Capital than the Grid-Locked Polis, incidentally, but I think we are probably fine, we have very effective basic conversion). Accordingly, I think we should be seeking either to try to get something that we wouldn't otherwise be getting from 0 to 1 to 1 (aka one of the further provinces), or get something we wouldn't be getting from 1 to 2 to 2 (in other words, one of the nearer provinces). Now, if we do that, that also benefits us by making getting the accompanying capital to 2 easier next turn, so that seems like the better option, so I want to go for that. Between the Satrapy and the Raider's Roost, I want to address the Roost next turn anyway with mercs, so I'd like to send Nar-Carok to the Satrapy

Quote from: what da champs doin
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (1) Rockeater
Grid-Locked Polis: (1) C2M
Restless Satrapy: (1) Powder Miner

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Vampire Lord Goes In:
Chegitha/Rolling Hills: (3) Powder Miner, Rockeater, C2M
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)
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chubby2man

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #86 on: May 01, 2022, 12:54:42 pm »


Quote from: what da champs doin
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (1) Rockeater
Grid-Locked Polis: (0)
Restless Satrapy: (2) Powder Miner, C2M

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Vampire Lord Goes In:
Chegitha/Rolling Hills: (3) Powder Miner, Rockeater, C2M
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #87 on: May 01, 2022, 01:24:03 pm »

We get a 4+4 for our next roll, that’s awesome
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Twinwolf

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #88 on: May 01, 2022, 01:25:42 pm »

We get a 4+4 for our next roll, that’s awesome
I really hope you realize Nuke was joking for that.

Quote from: what da champs doin
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (1) Rockeater
Grid-Locked Polis: (0)
Restless Satrapy: (3) Powder Miner, C2M, Twinwolf

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Vampire Lord Goes In:
Chegitha/Rolling Hills: (4) Powder Miner, Rockeater, C2M, Twinwolf
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)
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Knightwing64

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Re: Demon Team - Chiaroscuro 2 | Strategy Phase T1
« Reply #89 on: May 01, 2022, 01:42:01 pm »

Oh. He was?  :-[


In my defense, it’s hard to tell
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