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Author Topic: Generals of the Grand Army (Napoleonic Fantasy RPG)  (Read 9380 times)

Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #105 on: April 16, 2023, 07:58:13 pm »

Grimtusk Bonegrinder considers the situation for a moment. He elects to speak to Ted as well. "I can tell that there is nothing I can say to you that will make you change your mind. But if you listen to nothing else then at least consider this. The soldiers of High Rus do not share your people's outlook on the *ahem* furries. If ordered to hunt down civilians they may feel sympathetic and help them escape. If you will not reconsider your attack on Esther then you should at the very least deploy the men of High Rus against the bugs instead!"

"... Unless of course your own men don't have what it takes to put down a few rabbits!"
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #106 on: April 16, 2023, 08:58:22 pm »

Veikka Puomi watches most of what just happened go down in silence it is only when Ted leaves does he let out a heavy sigh "Always the same with these coalitions... they go swell at first but once any choices with actual weight behind them start cropping up the cracks begin to show themselves..." Veikka leans in on the desk puts his hands against his head and groans "Oh the hubris..." Veikka gives one more sigh before returning to his normal demeanor "Right then this is an unfortunate development but let us not turn this into an even bigger one. Korpela grab me my paper and pen I have a letter to write."

"First off Admiral... do calm down with the theatrics this is a war room, not a tragedy!"
Veikka gives a grin toward the Admiral while saying this "Regardless toward your splended proposal I vote Aye with the hope that Ted is able to overcome his views and start seeing the bigger picture before he gets us all killed."

"Now then Necromancer... quit being a sissy." Veikka chuckles "I jest I jest in fact I thank you for not being as extreme as our friend Ted as far as putting your views upfront are concerned I don't think me and the Admiral could handle two zealots."

Korpela finally arrives with the pen and paper "Ah thank you good sir anyway as I was saying I have a letter to write I would prefer Teds inevitable letter intercepted but if not this should hopefully stop it from carrying any weight.

Dear High Command. Later in the upcoming days or weeks, you may receive a letter from one Ted Yamamoto of the Golden Dragon Empire detailing you his plans involving the Esther. Such a letter for the sake of maintaining the coalition should be discarded outright and should you receive such a letter I hope all you fine gentlemen understand why. Should you have already received such a letter than do know the rest of us at the War Table in no way support the views of Ted Yamamota and will be actively working against any extreme actions. We at the War Table wish you all a sound mind and hope you take our notice seriously. Signed Veikka Puomi Veikka stamps the paper at the bottom with the official seal "Your signatures gentlemen?"
« Last Edit: April 17, 2023, 11:28:40 am by Fluffe9911 »
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #107 on: April 17, 2023, 03:56:32 am »

Everett slowly sheaths his saber and without a word marches over to add his signature to Veikka's letter.
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VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #108 on: April 17, 2023, 07:48:00 am »

Hura nudges Coulier, who steps up to stamp Veikka's lettter with the Nawra seal.
"Ah, the unforeseen fourth option of declaring war on both the government and the civilians, truly a brilliant strategic mind on display."
"These actions will result in naught but sorrow. There is nothing to be earned here, nothing to prove, to protect. We do not support the senseless slaughter of any noncombatants.
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #109 on: April 20, 2023, 03:49:19 pm »

So... Is this game still a thing?
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #110 on: April 20, 2023, 07:48:20 pm »

So... Is this game still a thing?

It has only been three days since the last post :V

You know Stirk has a job right?
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #111 on: April 24, 2023, 04:05:43 pm »

So what is the correct amount of time to wait before getting on your case about updating?

As of April 27, 2023 it has been 10 days since the last action post.
« Last Edit: April 27, 2023, 03:59:25 pm by Supernerd »
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #112 on: April 28, 2023, 02:30:19 am »

Special Event: Ted has been officially sanctioned by the War Council, leading to loss of supplies until those sanctions are lifted. The vote was technically unanimous, but only because Ted had already left the room as he would presumably be against crippling his own forces. Until the War Council votes to lift them his forces will be Poorly Supplied.

Battlefield 1:

Now acting as a flying fortress, Unity takes to the skies over High Rus with its attachment of wizened elf Wizards. Their concealment can not hold up indefinitely - given they are attempting to hide something so massive the window of attack is distressingly small. It is not so small that they can't take advantage of it. An ambush is launched directly on the enemy anti air that had given our soldiers so much trouble, disabling multiple closely packed units with a well timed strike and removing their protection from the nearby artillery and infantry. There are still many, many more spread out across the battle line, which the undefended soldiers scramble towards. Unity is able to further disable the nearby artillery unit while the Cuirassiers cut through the scrambling infantry. Thus far, this is the single largest casualty event for the Invaders, yet the horde remains. We return to a familiar scene of Unity being unable to safely approach the rest of the enemy line, protected by the remaining enemy anti-air units.

Following the mighty dragon is an advanced airship filled with goblins. Izag has to deal with many of the same problems as Unity while being less mobile and more vulnerable to enemy fire, leaving her unable to effectively get close to the enemy. Advanced weapons are able to make up for some of these shortcomings but while the weapons have a greater range than normal infantry rifles they're facing off against artillery. She's forced to skirt around a safe area while the infantry fires potshots toward enemy formations. They are able to take advantage of the opening Unity creates to use the weapons more effectively, but return to long distant potshots after the exposed forces are dealt with. The lonely Undead waiting for the enemy on a hill see themselves torn apart by artillery fire from outside their effective range,

General Armas has some difficulty using his favorite encircling tactic against an enemy that is vastly numerically superior, though some attempts where made to create choke points by piling up snow along forest paths. With his limited mobility units his tactics resembled that which was used before, setting up in an open area with some earthworks, firing a few vollies as the line approaches, then running for their life before the Invaders really get into range. This often manages to disrupt the local formation, but without any way to follow up without risking everything the only material result is a handful of dead bugs.

When the smoke settles the enemy has continued to advance at the pace of the anti air weapons, though they have now taken substantial casualties while doing so. We have in return taken few casualties.

Battlefield 2:

Hijack's forces Engage the Fly Riders above the thick forests. Hijack's forces are stronger and more mobile, giving them an edge against the enemy Winged Hussars. Still their advantage is not so much that they plow through the enemy without any difficulties, several Nawra find themselves crashing through the canopy from enemy fire before a firm victory is established. They are able to do little with this air superiority, as the forest itself blocks their field of view to the ground preventing effective air raids, but it does at least prevent the enemy from using the sky.

Grimtusk find that the corpses have been removed from the former battlefield. It is not clear if this was a strategic move to prevent the creation of more undead, if the Invaders had some infernal purpose for the corpses themselves, or if they had simply become a meal for one of the many great beasts that call the Elf's forest home. It is clear that the enemy has received reinforcements from the last battle, judging by the numbers of Light Infantry you find yourself facing. With the power of gliding, the enemy Light Infantry is able to come out of nowhere to ambush your forces at their weapon's optimal distance giving them the advantage over your Goblins that rely on longer ranges. Your own soldier's clairvoyance is able to give some warning, and the Fairview rider's knowledge of the terrain allows you to find the least vulnerable locations to advance, but in the end this only means you are able to respond to the Invader's assault a moment before it hits rather than allowing you to have the advantage.

As you push through the Invader harassment you find the forest has changed more and more the closer you get to Fairview. The trees are now covered in a rainbow of slime mold, similar to what you have seen on captured food. New plants are beginning to bud in all habitat zones - strange glowing mushrooms along the ground, flesh-like bulbs hanging from trees, creeping vines covered in insectoid eyes climbing up all available surfaces. The Wolf Riders report their mounts are responding to the smell similar to Invader corpses. It is entirely possible that the forest is now releasing pheromones telling the enemy of your position. If the land itself has betrayed you for the Invaders retaking Fairview will be more difficult than expected.

After more assaults it becomes clear that you will not approach the city itself. The Cuirassier are instead buffed to help deal with the Light Infantry ambushes, rather than to destroy the enemy defenses. You have pushed through roughly half of the forest, the next battle will take place where you left off.

Casualties: 0.25 Unit Winged Hussars (Unity), 0.5 Unit Light Infantry (Grimtusk)
Hijack has taken control of 1 Unit of Winged Hussars (Invader)
Grimtusk has raised 2 Units of Undead Light Infantry

Battlefield 3:

Despite being cut off from supplies, you are able to continue your invasion as planned thanks to the furry's close proximity to your homeland. Those people of Esther not in open rebellion are closer to sheep people than rabbit people in behavior, going about their day to day business as if they where zombies. Killing them in the streets elicits a response neither from them nor the surrounding rabbit people, who continue performing their tasks without commenting on their impending slaughter. You occasionally see some horrified Esther citizen run when you approach the town. These are the rebels and are picked as priority targets before they can take up arms against the glorious homeland.

One by one the villages are easily dealt with. You are left fighting the armed rebels in the rural areas. Their weaponry is mainly stolen from shipments meant for the Grand Army, but rather than properly equipping themselves with rifles they take arms meant for any soldier leaving many with pistols, muskets, carbines, or even improvised weaponry such as slings. They do have the advantage of knowing the area and having greater mobility than your forces. Their first attempts where to fight your men head on, but even lacking supplies your well trained Light Infantry where able to screen their attempts and send them running toward the hills. After this they instead chose to prey on your vulnerable supply lines, hiding in rabbit holes until the time is right to strike before attacking your caravans and liberating its contents. This sees some success, your men are able to raid supplies from the villages you have liberated but this does not include ball and powder necessary to engage in protracted firefights. Some more bold guerillas attempt to assassinate you or your sister to a predictable end.

With your supplies limited by council and enemy action, you have a difficult time finishing off the remaining guerillas while defending your remaining supply lines. You are able to take every town and village on the map with no difficulty but are faced with enemy harassment everywhere in between. Their hit and run attacks are able to do little to either your accurate men or their unbreakable moral, but you are in return unable to effectively stomp them out.

You do find some evidence that the rebels may actually be working with the Invaders. A handful of letters in rural villages are made of a strange material covered in coded messages. The material is something like a paper made of wax, that only shows its message when the proper amount of heat is brought before it. You happily learned this in the burned out remains of one such hut. It is unlikely that the rebels would be capable of making something like this on their own, but without knowing what the messages say you have no hard evidence that may sway the council.

Battlefield 4:

With no buildings to worry about, the Invaders touch down on the far side of Nomad territory - likely to box the Nomads in between the river and the sea. Their forces are a balanced army, Line Infantry supported by Field Artillery, Light Infantry, Fly Riders, Dragoons, Lancers, and some anti-air guns. They approach the river skirmishing with your hussars in the air and light infantry on the ground. However before they reach artillery distance, they begin a sudden fighting retreat toward Nawra territory away from the river. Their vanguard transforms into a rearguard continuing to fight your mobile forces attempting to take advantage of this maneuver.

It is likely that they had spotted your substantial forces along the river bank from the air and decided to attack a softer target...or they want you to think this is their plan and they are baiting you with a fake retreat. This will no doubt cause problems in the future, but it is technically an easy win for the Grand Army.

War Council

Tension fills the air given how the last Council meeting went - compounded by how the last round of battles went. Can the Grand Army remain intact?

Event 1:
The War Council holds the world's information network in its hands. This means you get to decide how to explain the massacre of Esther to the world. Depending on how you spin the story this can offer many advantages and disadvantages. For example, if it was to be blamed on the old leaders of Esther, you could claim the wealth they had escaped the country with as punishment, or if you had claimed it was necessary to stop the Invaders the world's population may be understanding. Honesty is often the first casualty of war - though you may explain it as factually as you would like.

Event 2 (Veikka Puomi Only):

In related news the reporters report to Veikka Puomi. They want to know how they should spin the story - mostly what their goal should be. Should they write a story about how you heroically fought off the legion of evil without any difficulty to raise moral? Should they write a call to action about the future threat the Invader army still represents in the hope of gaining more materiel? Should they stay with your men and wait for a new story to break? It is ultimately up to you what their goals are.

Event 3:

It is once again time to pick equipment to upgrade! As before, you may choose two pieces of equipment/similar upgrade (such as say, a new type of mount) or create a single new unit.

Event 4:

Gobbleshire's performance has already increased the standing of Goblins in many of the Grand Army's member nations. To that effect many of the local goblin tribes have joined their host nation's military forces, either as conscripts earning citizenship, as volunteers hoping to cement the gains Grimtusk has paved for them, or simply to do violence with fun toys without facing any consequence. They are, after all, the less civilized cousins of Gobbleshire.

Everyone may choose 1 Goblin Unit OR 2 Goblin Line/Light Infantry, the unit can't be Heavy Winged Hussars. This unit will have Gobbleshire's Nation Bonus. For Gobbleshire it is effectively a normal unit, but is technically made out of foreign goblins who have used their newfound freedom of movement to immigrate to the 'goblin homeland'. This unit may be the new unit made in Event 3, if any unit is chosen in Event 3.

Event 5:

Research! What will it be this turn?

Special Event:
Will Ted's Forces be freed from their current sanctions this turn? This event will continue until the answer is "Yes". Ted will continue to have Poorly Supplied forces until then, with a risk of worse supply issues and penalties if he faces something that would lower his supplies further.
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #113 on: April 28, 2023, 03:52:08 pm »

Grimtusk Bonegrinder enters the council room. For some reason he appears to be wearing a pair of what are clearly fake rabbit ears. When asked about it, he replies that "I object to the massacre of Esther in the strongest possible way that doesn't involve ordering even a single one of the thousands upon thousands of soldiers under my command to do anything to stop it".

"Of course, now is hardly the time for organizing an actual protest and the invaders certainly won't wait for us to get our shit together. I would propose that the War Council tell the following half truths."

There were three main factors that lead to the massacre of Esther.
- The first was the formal request from their nobility, which claimed that they believe the rebel forces were conspiring with the Invaders. The War Council of the Grand Army takes such matters very seriously.
- Secondly, our preliminary investigations revealed that the citizens of Esther were behaving in an extremely suspicious manner, moving about with little emotion and performing tasks in a manner reminiscent of eusocial insects. This combined with factor 1 gave us reason to believe that they were under the control of the invaders.
- And third... Frankly it is well known that the land of the men left behind holds a deep seated hatred of what they refer to as 'furries', and quickly volunteered to deal with this situation.

I also propose that Ted shall publicly take the blame, or 'credit' if you will, for the Esther massacre. To my understanding Ted genuinely believes that he is doing a good thing so I doubt he will even object to this.



Event 1: The above text in bold is Grimtusk's proposal.
Event 2: N/A
Event 3: Grimtusk supports the Unity's proposal
Event 4: Grimtusk will take a unit of Field Artillery
Event 5: The answer is the same. How do we best kill the enemy?
Special Event: If Ted promises to cease his attacks on Esther and get back to fighting the invaders, Grimtusk will vote Yes. Otherwise, he votes No.
Grimtusk Bonegrinder seems like he might be willing to negotiate on this matter.
« Last Edit: April 29, 2023, 07:41:16 pm by Supernerd »
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #114 on: April 28, 2023, 05:53:29 pm »

"I feel suggesting that the invaders can control large populations of people may lead to a dangerous level of panic and paranoia. It is something I would be hesitant to announce even if it were true. If you cut any allusions to direct invader control and kept things a little vaguer on that point I think it would work better. As for your third point it makes it seem like he offered to go and we signed off on his deployment despite knowing his tendencies. We need it known that he deployed in defiance of the rest of us. Which naturally flows into him taking the blame for it."

"The fact that they know enough about us to write our language and ferment rebellion means they know far more about us than we know of them. If so how? Have they been watching and studying us since before the invasion? Do they have some means of observing us we aren't aware of?"

Event 1:
Grimtusk's proposal with minor alterations
Event 3: Everett being a man of the navy and of the sky has been paying very close attention Izag Bronzehammer's airship. He proposes efforts into designing a smaller, simpler version that could be moved into full-scale production.
Event 4: Goblin Alchemists
Event 5: There are many questions still to be answered but for now Everett votes with Grimtusk to study the anatomy of the enemy to find the most efficient ways to make it stop functioning.
Special Event: Everett votes no and will continue to vote no until Ted gives the council the ability to veto any of his troop deployments for the remaining duration of this war in order to prevent this kind of thing from happening again.
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VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #115 on: April 29, 2023, 07:11:08 pm »

Event 1: The Nawra agree with the current plan, and we see no flaws with it as of now.
Event 3: Unit Upgrades.
3.1: Winged Hussar Sky Sheet

Far too often we find ourselves with clear skies yet we are barred from flying by the Invader's anti-air. The Sky-sheets are fabrics provided by our Research division that mimic the sky above the Hussar, rendering them invisible from the ground until the sheets are damaged.
(Provides Winged Hussars with stealth against the ground until damaged.)
3.2: Explosive Requisitions
Bombs! You have got to love em. As such, we advocate an expanded budget for handing them out to our folks when the mission calls for it. Whether it be handing out grenades to clear a trench, or dropping biguns' from fliers, more explosives can never do you wrong.
(Allows each general to deploy one unit with explosives each phase.)
Event 4: One unit of Siege Artillery (Goblin)
Event 5: Utilize the Hijacked Fly Riders to properly categorize the Invader's pheromones for our own use.
Special:
We back Everett's ultimatum.
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #116 on: April 30, 2023, 12:47:13 pm »

Event 1:
"Ill follow the Admiral on this one and say that while the Necromancers proposal is fine it is probably not the best to get into peoples heads the possibility of their neighbor or friend being controlled by the enemy... I have the strangest feeling that would not end well for anyone."

Event 2 (Veikka Puomi Only):
"Hmmm they say the best stories have hints of truth to them... how about we say the moment the enemy saw our grand army they turn tailed and fled in fear leading to many casualties on their sides as we chased after them pummeling them with our artillery barrages and brave soldiery! Show the people at home that while their numbers are vast and they seem to be emotionless drones they are still capable of wavering in the face of adversity! The only good bug is a dead bug so let us show the people how we can make these bugs good!" Make it clear the enemy felt fear and fled at seeing even a small part of our grand army and it is very possible to beat them!

Event 3:
"I agree with Unity! More explosives never did anyone wrong!"

Event 4:
"Lets see how they can handle field artillery shall we?" Choosing goblin field artillery men

Event 5:
"Fine! Fine! I'll give in Necromancer we can try to figure out how to best kill the enemy..."

Special Event:
"Until he stops acting like a zealot I shall vote no."
« Last Edit: April 30, 2023, 12:50:31 pm by Fluffe9911 »
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #117 on: May 03, 2023, 04:02:28 pm »

Maximum Spin has posted in games today, but not this one. They also did not respond to my pm. Is there an upper limit on how long we will wait for an unresponsive player?
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #118 on: May 06, 2023, 04:01:11 pm »

Event 1:

The War Council is currently tied 2-2 between Grimtusk and the Admiral's modified version of the press release explaining the situation in Esther.

Meanwhile Ted has bypassed the War Council to release an independent press release blaming Esther leadership for aiding the invaders by trying to divert resources from the Grand Army, and asserting that the situation demands absolute loyalty from all nations and fifth-columning will be dealt with by unrelenting force. The effects of this will likely be seen with the War Council's report.

Event 2:

"Its Afraid! Grand Army Crushes Bugs at the Great River!" The journalists obey, releasing a detailed report of how the cowardly Invaders fear the might of the Grand Army. Soldiers cheer at the prospect of an easy victory, with even civilians in far off locals celebrating that the Grand Army now has the upper hand. It is only a matter of time before they flee our planet entirely. The moral for all Grand Army units is increased.

Event 3:

Winged Hussar Sky Sheet

First generation Sky Sheets are effective, if situational. They must be chosen carefully for current weather conditions and work best at a distance, making it difficult to use them for scouting and meaning any screening force will have no difficulty finding them from the air. Still if your main goal is avoiding getting shot down by ground forces you could do much worse.

Hopefully the Invader's vision isn't too different from ours.

Explosive Requisitions

Funds for additional explosives have been allotted on a per-General basis allowing for flexible acquisition of munitions. This flexibility comes at a cost of scale, only one unit will be able to equip itself with explosives every Battle Phase.

Event 4:
The goblins begin integrating with the Grand Army, using previously established methods of working with their shorter stature that where developed for Grimtusk's men. By all accounts they will serve well in the upcoming battles.

Event 5:

Grimtusk's persistence payed off. How do we best kill the enemy?

Infantry

To put it delicately, the main fighting force of the Invaders is delicate. A sufficiently motivated human could tear one limb from limb with his bare hands without overly exerting itself, or crush the creature with a simple tackle. Theoretically they must retain a light weight to allow for their gliding to be possible, and as a result they are delicate in the same manner of Winged Hussar suitable mounts. Their exoskeleton is of thin chitin that can be pierced without much difficulty, it is comparable of that to a normal giant grasshopper, acting more as an analogue for skin than armor.

They have an open circulatory system, any hits to the main body will cause the target to hemorrhage haemolyph with the assistance of gravity killing it in a matter of moments regardless if any internal organs are destroyed. Likewise a blow to the target's head is likely to destroy its brain (which is greatly oversized compared to comparable insects). It can notably lose any of its limbs or wings without dying or showing any pain response, but in field conditions an Invader that has lost a leg is likely to be trampled by its comrades in close order formations. They have a heart equivalent, which circulates their haemolyph, but it is less vital than a human heart and any wound that damages it is likely to kill them from haemolyph loss. Respiration is done through tracheae, due to their size they must "breath" by expanding and contracting their abdomen meaning their entire abdomen may be considered a lung for the purpose of fatal wounds. Due to their size it is expected that haemolyph acts to transfer oxygen.

In short, nothing special is necessary to kill them. Any weapon in the Grand Army's arsenal is capable of killing them in a solid hit, including small caliber pistols and shrapnel from explosives. The one exception is the cloud produced by Anti Air rocketry, which is capable of disabling their wings but otherwise leaves the creature intact. Particularly desperate soldiers would be perfectly capable of killing them with thrown rocks or beat them with sticks, should they manage to get the drop on the enemy troops. They will breath in poison gas as normal.

Cavalry

Cavalry riders are biologically similar to Infantry. Some Lancers and Cuirassier equivalents have armor growth over their main body, which may be enough to turn away a poorly placed blade but does little against firearms. Shooting them or aiming a melee attack at their head is more effective.

Fly Riders are even more delicate than the Infantry Invaders, no doubt a sacrifice made to give them true flight. Any hit is likely to disable their ability to fly and consequently send them crumbling to the ground. They're circulatory and respiratory system are otherwise similar, meaning that a solid hit would be fatal even without the sudden stop at the bottom.

Beetles are armored units roughly matching Cuirassier mounts. Their armor is capable of resisting musket fire at distance, but they will fall to direct hits from anything larger. Their underbellies contain softer armor and may be more easily pierced by our weaponry, otherwise there is a gap in their armor for their necks that may make a target for horsemen. A solid hit is capable of damaging their armor, and repeated strikes will defeat it leaving them vulnerable to sufficiently active musket lines. Their biology is similar but they are capable of surviving some greater damage due to their larger size. It is likely that a small wound would heal over, though not in the timescale of a single battle.

Centipedes are lightly armored compared to beetles. Their armor may be capable of blocking a musket at distance, close hits are likely to wound. They are vulnerable to melee attacks that hit between their armored segments, which will likely result in hemorrhaging and death from a solid blow. Pistols should get close to insure proper penetration.

Pillbugs are best treated as moving fortresses. Their armor is completely resistant to musket fire. Use of artillery is suggested to defeat them, though a direct hit from a cannon will leave the corpse of the creature to continue acting as a fortress as seen before. Theoretically their underbellies are vulnerable. Infantry is unlikely to be able to hit this barring very forgiving terrain, but sufficiently powerful mounts may be able to turn one on its side and take advantage of this fact. They are required to breath as above, and will die in the face of sufficient poison gas. Any attack capable of piercing their armor is likely to destroy a large part of their body resulting in an instant kill.

Did I forget any already revealed bugs? In all Cavalry cases their brain remains enlarged, they share a body to brain ratio with their Infantry cousins. This is more difficult to take advantage of due to the Invader mounts having armored heads, but an accurate shot through their eyes is also likely to end in instant death.

Artillery

Invader Artillery is not believed to be alive. Disabling the artillerists results in disabled artillery. These are effectively Invader infantry put on artillery duty, they are biologically identical. It may be noted that they are equipped with standard Infantry equipment and theoretically capable of fighting off assaults (as are ours), but they are greatly outnumbered compared to an Infantry unit and likely to die  thanks to this fact if forced to use this standard equipment without backup.

Special Event:

Another unanimous "no" thanks to Ted deciding to sneak around the council rather than participate in it. As a result his forces will continue to be Poorly Supplied.

Battlefields will come out after Event 1 is handled.
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #119 on: May 06, 2023, 04:12:00 pm »

Grimtusk will accept Everett's version of the events.
Event 1 is now Handled!
« Last Edit: May 06, 2023, 06:05:06 pm by Supernerd »
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.
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