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Author Topic: Generals of the Grand Army (Napoleonic Fantasy RPG)  (Read 9378 times)

VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #135 on: June 04, 2023, 04:44:32 pm »

Event 1:
Unity supports the Admiral's proposal.

Event 2:
Sky-Serpent Catalyst

A Glintscale, not only losing, but nearly facing death in their own domain?
Unacceptable.

The Catalyst is a colossal magic sink carefully implemented into both the rigging and, in some portions, the Unity's own body. It aggressively drains magic from the local area, channeling it into a series of enchantments designed to improve the physical capabilities of both Allion and their rigging.

Event 3:
The Queens, and their twisted magics. How are they brought about, and how do we end them?


Special Event:
We have nothing to add. Abstain.
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Maximum Spin

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #136 on: June 05, 2023, 05:06:04 pm »

Special event: Vote 'yes'.

Event 2: Ted's unique circumstances have made him, by means of trial by fire, an expert in matters of supply, and the organization, distribution, and, when necessary, stretching thereof. His army can operate at high efficacy even when undersupplied, and even better when fully supplied. None of his soldiers know what the new battle-cry, "AK-47s for everyone!", is supposed to mean, though.

Not currently concerned about the other two.
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #137 on: June 17, 2023, 12:12:54 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 #138 on: June 19, 2023, 06:59:22 pm »

Probably, I just have to pull myself away from Rimworld to update
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #139 on: June 26, 2023, 01:21:09 pm »

Event 1:

The rebels are denounced as traitors and the intelligence forces of the Grand Army are deployed to assist with the issue. Progress is slow, it remains a mystery how (or even if) the Invaders are communicating with the rebel leadership. In any case the ground troops seem to be completely ignorant of their connection to the bugs and believe themselves to be fighting for more mundane reasons, those nations without such reasons being entirely free of the revolution sweeping through our allies.

Said allies thank you for your support, but will remain bogged down and unable to offer resources until this is properly dealt with.

Event 2:

Now equipped with greater firepower, the Generals are ready to approach the end of this war. Can this new equipment and training grant us victory?

Event 3:
It is difficult to research the Queens without a proper subject, but attempts to gather information where made using a variety of magical and mundane means. Still much of what the research team gathers is only speculation.

A usual Wizard is capable of a single powerful spell before they must be carted off the battlefield, with exceptions like the gathered Generals being able to utilize more power while still functioning. As such the Queen's multiple spells with no sign of tiring mean that they not only have more magical power than entire formations of wizards, but likely the entirety of the Grand Army. Still there stamina must be drained by each spell as normal. Every time the Queen uses a spell she weakens for the battle, forcing her to use spells for defensive purposes thus puts us at an advantage.

As you may remember fielding a Heavy Winged Hussar requires the equivalent resources to a national army. The fact that the Queen is yet larger still logically suggests that she must require even more sustenance to function. Denying her this sustenance by taking or destroying territory may prevent her from feeding and thus weaken her, or starving her entirely if her food source was eliminated.

In the same line of thinking the Immature Queen will likely transform into a Mature Queen over time and should be prevented from doing so. Given that the Invaders are targeting population centers regardless of land arability and they have brought living creatures in alive, it is likely that living things power the creation of a new Queen. If they are still alive and being used as a power source, freeing them would likely weaken the Queen's magic power. In the more likely situation where they have been sacrificed or eaten, denying the enemy access to living creatures will prevent the Queen from becoming more powerful or maturing.

Examination of physical weaknesses are currently impractical.

Special Event:

With the If/Then condition, I think that is a "No". Ted must rely on his newfound logistic prowess to bypass the council ban.

Battlefield 1:

Remember when I told you Battlefield 1 never changes? That was a lie. This is now the field of the Invader Queen and her Spectral Army. Victory here means we've almost won the war. Expected battlefield is a large range including frozen forests, wide fields filled with plants that love the cold, villages, and occasionally snowy hills. And the sky. Further enemy reinforcements are possible but not likely.

Battlefield 2:

Capturing Fairview and defeating the Immature Queen is the second point on our victory checklist. You have successfully approached the city itself, now fortified by the bugs and defending by the Queen. Retake the city before we're forced to fight two full-fledged queens. Expected battlefields are fortress assault, "urban" combat, and Invaderized jungle combat. Expected enemies are Light Infantry, Line Infantry, hostile plantlife, Fly Riders, and the Immature Queen.

Battlefield 3:

The Invader's new target is the Dwarven Mountainhome of Murdarch. This is a well fortified underground city, dug into a snowy mountain range. If the Invaders do not come with a new breed of fighter that is capable of somehow bypassing the defenses the only way they will prove a threat is by protracted siege. Expected battlefield is snowy mountains with fortifications, possible tunnel combat, possible urban combat.

Forces of the Grand Army

Spoiler:  Veikka Puomi (click to show/hide)

Spoiler: Hura (click to show/hide)

Spoiler: Admiral Everett (click to show/hide)

Spoiler: Grimtusk Bonegrinder (click to show/hide)

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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #140 on: June 27, 2023, 07:57:36 pm »

Battlefield 2
Izag Bronzehammer will command the Gobbleshire forces in this region, which will consist of 3 light infantry, 1 dragoon, 2 wizards and 1 Fairview Cuirassier. They will primarily focus on controlling the forest and preventing the enemy from being able to gather any significant amount of whatever resources they require. If the immature queen initiates combat, both units of Wizards will countspell whatever magic it attempts to use while the conventional units punish it.

Battlefield 3
1 unit of Light Infantry and 1 Unit of Field Artillery will be deployed to this battlefield. They will follow the orders of any non-人外 general. If they do not receive orders they will fire upon incoming enemies while taking advantage of the dwarven fortifications.

Non-Battlefield
Grimtusk Bonegrinder an 1 Ship of the Line depart from the front lines. Grimtusk Bonegrinder will use his new abilities to ressurect an Undead Heavy Winged Hussar.
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #141 on: July 01, 2023, 05:13:01 pm »

So... If not a single other player posts their action, does that mean I would have full command over the entirety of the grand army's forces?
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Jerick

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #142 on: July 02, 2023, 05:20:40 am »

Apologies I have been rather busy lately.

Battlefield 1
Admiral Everett, 2 winged hussars, 2 light infantry, 1 anti-air artillery, 1 field artillery, 2 light infantry, 1 goblin alchemist. Everett's primary tactic will be to fill the air the Queen breathes with potent poisons. Light Infantry will screen the alchemists while they work. field artillery will concentrate fire with the aim of opening a path to the queen. The hussars will support the advance and help clear a route to the queen. The anti-air artillery will support the hussars and attempt to keep them clear of flying hostiles.

Battlefield 3

Light infantry, 1/2 hussar unit, General Havourn. General Havourn will bolster the existing defenses and work to plug any gaps in their defenses that appear.
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Stirk

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #143 on: July 02, 2023, 10:31:07 am »

So... If not a single other player posts their action, does that mean I would have full command over the entirety of the grand army's forces?

Presumably it means the bugs win
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VermilionSkies

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #144 on: July 02, 2023, 01:44:59 pm »

Quote from: Deployment
Battlefield 1: Everett (Everett, 2 Winged Hussars, 2 Light Infantry, 1 Anti-Air, 1 Field Artillery, 2 Light Infantry, 1 Alchemist(Goblin)), Unity (Unity, .75 Winged Hussars, 2.25 Cuirassiers)
Battlefield 2: Grimtusk (Izag, 3 Light Infantry, 1 Dragoon, 2 Wizards, 1 Cuirassier(Fairview))
Battlefield 3: Grimtusk (1 Light Infantry, 1 Field Artillery), Everett (Havourn, 1 Light Infantry, 1/2 Winged Hussars), Unity (Coulier, 1/2 Fly Riders)
Elsewhere: Grimtusk (Grimtusk, 1 Ship of the Line), Unity (1 Wizard(Fairview))

Elsewhere:
Before deployment, the Fairview mages cast a spell of regeneration upon Allion, attempting to alleviate the injury they suffered in their last encounter with the Queen.

Battlefield 1:
While Unity burns to take their revenge against the Queen which cast them from the sky, their comrade appears to have a plan in motion, Instead, the activated Catalyst will be used to drink the magic out of both any stray spells and as much of the phantom army as is possible, with Unity assaulting the Queen when no more can be drained. The Winged Hussars will support Everett's maneuvers, while the Cuirassiers defend the Alchemists and clean up any stragglers they can find on the ground.

Battlefield 3:
The Hijack will take their Fly Riders into the battle for exactly as long as they need to secure a host more fitting for urban combat while disposing of the previous ones. Afterwards, they will take position on the fortifications to fire down into the Invaders, breaking position to secure the tunnels if needs be.
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Fluffe9911

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #145 on: July 05, 2023, 06:42:45 pm »

Quote from: Deployment
Battlefield 1: Everett (Everett, 2 Winged Hussars, 2 Light Infantry, 1 Anti-Air, 1 Field Artillery, 2 Light Infantry, 1 Alchemist(Goblin)), Unity (Unity, .75 Winged Hussars, 2.25 Cuirassiers)
Battlefield 2: Grimtusk (Izag, 3 Light Infantry, 1 Dragoon, 2 Wizards, 1 Cuirassier(Fairview)) Veikka (Veikka, Armas Korpela 2 Field Artillery, 2 Line Infantry, 1 Dragoons, 1 Grenadier, 1 High Rus Line Infantry, 1 Field Artillery (Goblin)
Battlefield 3: Grimtusk (1 Light Infantry, 1 Field Artillery), Everett (Havourn, 1 Light Infantry, 1/2 Winged Hussars), Unity (Coulier, 1/2 Fly Riders)
Elsewhere: Grimtusk (Grimtusk, 1 Ship of the Line), Unity (1 Wizard(Fairview))
Battlefield 2
All our efforts shall be spent taking on the developing queen! Should things start going array Armas is ordered to begin scorched earth tactics while we hold the bugs at bay! If we cannot beat them out then we shall starve them out!
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #146 on: July 05, 2023, 06:56:57 pm »

Someone should go summon Ted. I would do it myself, but he told me to 'take him off my mailing list'.
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Supernerd

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Re: Generals of the Grand Army (Napoleonic Fantasy RPG)
« Reply #147 on: July 17, 2023, 08:45:04 pm »

It has been three weeks since the last update and Ted still didn't get their action in, and frankly I think we shouldn't wait on him anymore. He would probably just make things worse again anyway.
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