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Author Topic: You are King! (Spring 315a)  (Read 185103 times)

NoahTophatz

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Re: You are King!
« Reply #1275 on: August 02, 2011, 04:05:18 am »



The Nahk of the Zimtar raider clan is glad that we have dug up some copper.
"Excellent news, go and get an animal trainer from a nearby town and remember don't reveal your presence"
Nahk state: happy

send a small squad of guards to the nearest town to look for and "Collect" an animal trainer, after doing so cover their tracks
Search for new in ground resources hopefully iron or good quality stone

Spoiler: Ztah (Zimtar raiders) (click to show/hide)
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Mutie? My eldrtich fluffykins? He is a graceful and proud creature! That may or may not be the essence of every nightmare since the beginning of time and will cause you to go mad by being near it.

thatkid

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Re: You are King!
« Reply #1276 on: August 02, 2011, 01:51:27 pm »

OOC:
There are a few things I need to reply too, I'm guessing. I'll get on that in a minute.

[Occasional prostitute hire is within your assumed living expenses budget, so there is no special Ducat cost for this.]
King Erik: Best King ever, or Best King ever?
At least as far as working for him is concerned :P

Also, Terenos, I like your plan. The runner was likely going to return with orders to do just that :D
E: Am I reading this right that we can roll out berserkers now? Shiiit we need to come up with a reason for Elbreth to have berserkers and fast. Maybe Burning Circle fanatics?

E: Also, I think maybe a calendar system would be nice. Any suggestions for the names of the months?



In The Castle ~4 Days after Kaguro's Trial, ~6 Days after Sir Taric's Demon-slaying, Day of the War Meeting...

(Silas 6) You and Barte charge up the steps, intent on defending the castle from these illicit traitors. You emerge from the stairwell long before the overweight gaoler and dash out into the courtyard to the sight of a roaring inferno in the stables, guest hall, and now courtyard. "'ey!" A nearby guardsman shouts from back inside the barracks, "Wasn't that one of the prisoners? Get 'im!"
And just like that, you have three guards charging you with no jolly gaoler in sight to speak on your behalf.

(Locanil 4) You quickly dismiss your class, idly wondering where Berte went some time ago, and then move to investigate the smell of the fire. As you exit the side-room where the class has been taking place, you briefly catch a glimpse of Berte rushing up the stairs with dagger in hand. Following him, you catch him on the steps where he shouts "Best ge' back down, Teacher! There's some kind o' rebel about!"

(Sir Taric 4) You throw down your weapon and prepare to surrender. As Commander Lief moves to take your weapon, several bottles of wine, some probably empty, heat up in Trubaldsome's room and shatter, obviating the fact that there is a fire. You quickly set about to commanding both your own regiment, (5) and the royal regiment. But (2) Trubaldsome's men refuse to aid you even if it means saving their master's possessions. Nevertheless, you soon have a bucket brigade running from the courtyard well to the noble's quarters.

(Trubaldsome 4) You explain yourself quickly and deftly, and with the look of hysteria in your eyes and the injuries that have been afforded to both you and Waery the commander of the second regiment is inclined to believe your story. "Alrigh', then." he replies, considering the situation, "Me an' my men will escort you to the throne room. Should be safe there. King should be comin' down here wi' two more regiments soon, he'll deal with the Knight."

Elsewhere in the World...

In the Southern Eelspine Range...

(Zimtar Raiders 1) Your men head up to Stonewood where they are unable to find any sort of animal trainer. Desperate to please you, they attempt to make off with a stableboy's sister, but they're stopped by Sir Taric's Stonewood Militia before they've even left the stable. A small fight breaks out, and the three men you are sent are all either slain or arrested. Sir Taric will no doubt receive word of this whenever he's done with the events at the Capital.
(1) Your men hit a fairly tough (but non-economic) rock, and the cheap digging tools are bent and broken in the attempt to dig through it. They can be repaired, but it will take some time and ducats.

In an Unknown Region, The Aftermath of a Battle...

(Sir Jormund 4) You approach the patrol of soldiers. Though wary at first, the leader of the patrol shrugs "Las' I heard, Hond here was some Doctor'r other, we're just defendin' it till we ge' orders from the Jarl...an' yeh really don't know where yeh are, lad? Yer in the Weylands."

In the Dead Plains...

(Pompulion 6) If your shadelings have found any scouts, you haven't heard about it. Of course, as you approach the camp you realize that maybe your orders were a little too vague, or, perhaps, the shadelings don't care to make distinctions. The camp is inhabited by three lone hunters: One has drawn his dagger, and is wildly lashing out at the darkness from which your two shadelings occasionally lunge out from to attack. Another is cowering in fear, and the third is either asleep or dead.

The Preston/Miring Situation...

In Miring Castle...

(Terenos) The runner will return with the requested funds and orders to do what Terenos already has planned as soon as possible. The news that Elbrethian forces have reached Preston also arrive, though exact details are vague. One can guess that Sir Taric (or whomever is chosen to replace him, if it became necessary in the past) has arrived at Eelspine and will be bringing reinforcements soon, though this is not explicitly stated.
« Last Edit: August 02, 2011, 02:29:55 pm by thatkid »
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Digital Hellhound

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Re: You are King!
« Reply #1277 on: August 02, 2011, 02:02:56 pm »

((I dunno, they strike me more as Disciplined. Great upgrades by the way, I'll have to buy some as soon as I can afford them. Now, to battle! We dun' need no plan!))
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Terenos

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Re: You are King!
« Reply #1278 on: August 02, 2011, 02:14:44 pm »

((Yeah..Terenos is going to use Discplined or Berserker upgrades depending on where he gets stationed next. And yeah, I felt my plan was..well, yeah. Its happening that way. Shut up. We'll have these lands in NO TIME. 3 years tops.))
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micelus

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Re: You are King!
« Reply #1279 on: August 02, 2011, 02:34:58 pm »

" I suppose your right, but I'm too curious for my own good. This might just be history in the making!"


Action- Follow Berte
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Taricus

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Re: You are King!
« Reply #1280 on: August 02, 2011, 02:39:19 pm »

Get that fire put out!
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King_of_the_weasels

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Re: You are King!
« Reply #1281 on: August 02, 2011, 02:58:33 pm »

Get that fire put out!

((You can put them out?!))
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Taricus

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Re: You are King!
« Reply #1282 on: August 02, 2011, 03:07:20 pm »

((New in the Elbrethian scientific journal. FIRE CAN BE EXTINGUISHED! King allows fire once again!))
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Jormundur

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Re: You are King!
« Reply #1283 on: August 02, 2011, 03:16:44 pm »

Jormund is slightly confused by the talk of these people he's met. The Weylanders seem kind of barbaric to him and not quite civilized. However, he still needs to find someone that can help him so he replies to the soldiers, "I'd like to meet this doctor that you said was in charge. He's a hand or something or other, apparently..?"

Attempt to meet the leader of the Weylanders.
« Last Edit: August 02, 2011, 03:23:47 pm by Jormundur »
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...And yes, I'm here just to post on B12 in RP posts. Can't get geekier than that.

Terenos

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Re: You are King!
« Reply #1284 on: August 02, 2011, 03:20:14 pm »

((New update on Fire being extinguished, Lord Terenos comes forward, claims he made this discovery in Preston in the middle of last year. Challenges validity of Sir Taric's contribution.))
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Taricus

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Re: You are King!
« Reply #1285 on: August 02, 2011, 03:22:04 pm »

((Update on fire extinguishment case: Lord Terenos in accused of heresy by the cyclic order for being able to put out fires!))
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

filiusenox

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Re: You are King!
« Reply #1286 on: August 02, 2011, 04:59:07 pm »

((Hmm...So am i wrong in supposing that Amaryllis is loyal? Hm....))
Kain sat in his room reading his library, looking for any intelligent way to find the spies. Finally he sighs and looks out the window.
"Things are going to get bloody."

Have my scouting and spying rings executed, use their blood to write: "This Is What happens to Traitors." on a garrison wall. Form new ones from the regiment that survived the fight with the rebels and disband the regiment I recruited this year.

((Goddamn spies...))
« Last Edit: August 02, 2011, 05:11:38 pm by filiusenox »
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micelus

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Re: You are King!
« Reply #1287 on: August 02, 2011, 05:22:49 pm »

((harsh))
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Iituem

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Re: You are King!
« Reply #1288 on: August 02, 2011, 05:37:41 pm »

((Hmm...So am i wrong in supposing that Amaryllis is loyal? Hm....))
Kain sat in his room reading his library, looking for any intelligent way to find the spies. Finally he sighs and looks out the window.
"Things are going to get bloody."

Have my scouting and spying rings executed, use their blood to write: "This Is What happens to Traitors." on a garrison wall. Form new ones from the regiment that survived the fight with the rebels and disband the regiment I recruited this year.

((Goddamn spies...))

[1]  Your ruthless, bloody execution no doubt eliminates whatever spies were in those ranks, but morale crashes through the floor as a result.  You have certainly not earned any love with your population for this.  [3]  The new scouting and spy rings certainly seem loyal enough, but it's hard to tell because absolutely nobody wants to be the bearer of bad news to you.  [3]  There is grumbling from your troops as they are disarmed, but nothing too loud.  Lonemine is becoming a very quiet place, at least within your earshot.

Spy/Scout efficiency returned to normal.  Strong chance that spies within Eelspine eradicated or driven into hiding.  Population of Lonemine scared and dissatisfied.

((Busy, can't do the usual fluff :) ))

Dura knows she should poison the water supply, so if larger Preston armies use that outpost in the near future, they would suffer. Do a brief scouting outside the palisade to look for supplies of water, and if none are found, scale the walls to poison their main supply.

[1]  Not only are there no supplies of water outside the camp, you realise with a sinking feeling that the only water source in the valley is a well dead in the centre of the camp.  In fact, the well has a (rather new, from the construction) guardhouse built around it and is patrolled by a small number of standing guards.  Apparently the Prestoners consider water supply as high a priority as you do.

[2]  You make a few efforts to try and climb over the palisade, but the sharpened stakes are well-made and you are unable to make any headway getting over the wall.  [4]  Instead, you take a bit of time to watch the habits of the guards.  There are four entrances to the camp guarded by two men each, and you pick the entrance with the least competent-looking guardsmen to watch.  When you think the time is right, you signal one of your archer supporters to create a distraction.

[1]  In retrospect, you should have given him specific instructions on what you meant by 'distraction'.  He shoots one of the two guards in the chest and the other starts yelling and reaches for the alarm bell - [1+1] which even though another of the archers is able to shoot him down as well, he still reaches and starts ringing with his last breaths.

Risk fighting your way in, take advantage of the commotion caused by searching for you, or back off and try something else?

Quote from: Terenos
Send out the fleet to isolate and engage targets of opportunity, priority on troop-carrying ships.

[3]  You send the full force of the fleet in a wide search, looking for targets.  You keep the fleet close rather than split it to cover more ground, so it takes over a week to find a target.  Keeping the tight, large formation also makes the flotilla very visible, [2-1] enabling Preston ships that have sighted them to signal for help in plenty of time.  [5]  Fortunately, the fleet is fast enough to outpace their target before any other ships can meet them.  [6]  The target is a fine prize, Preston's lone carrack and flagship the Expedition, and happens to be transporting a group of ballistae.  It is also thus the strongest ship in their navy and its cargo is quite capable of packing a punch in a naval battle as well.  One of the sailors would later explain to you that the Expedition's captain was an infamous naval tactician, to boot.

Miring:  2 Carracks (3 Str, Heavy), 3 light warships (1 Str)
Preston:  1 Carrack (3 Str, Heavy, Tactician), 1 Ballista (2 Str vs ships)

Tactics!
The Expedition attempts to split Miring's forces and take on the 3 light warships independently!  [Roll: 3, Req: 4]  The tactic proves insufficient and Miring is able to keep its fleet together, but the Expedition continues with its design to try and flank the warships anyway, [Roll: 1, Req: 4] but fails to account for the additional support of Miring's carracks.  It is now flanked itself on both sides, suffering a -2 penalty to the battle!

Battle:  [1+9 vs 5+5-2]

Had it not been for the tactical miscalculations of the Expedition's captain, this battle might well have ended a draw.  As it was, Miring was able to declare a victory after sinking both the Expedition and the ballistae it was carrying.  Fiery arrows rained upon the Expedition from the ships flanking it on either side, setting it alight and leading to its demise, though not before the ballistae were able to launch sufficient bolts to breach the hull of one of the warships.

1 Warship lost, 1 Carrack & 1 Ballistae destroyed!

[4+1] Before the ships risk seeking out more targets, they return to Port Sleen for repairs and re-crewing.  Upon arrival they find a pair of Suulian privateer sloops [Str 1, Oar Banks, Sea Raider] awaiting them in the bay.  A fight seems likely to break out, but they are signalled to parley.  It turns out that the privateers are here to assist!  One of their captains meets you in the castle to explain:

"Heard your boys took down the Expedition.  Good job, old Captain Hardcrass was one of the saltiest dogs on the sea and gave us no end of trouble.  Archbishop Holzhoffen sent us to assist; one of your messengers came to Suul and negotiated an intervention - paid cash, too.  Wherever you want us, we'll be happy to add our masts to your numbers."

Two Privateer Sloops have joined Miring's forces under Terenos' command.



Tactical Analysis

The Expedition made a couple of risky gambits that didn't pay out, turning a lucky draw into a clear victory.  But what if they had?  The first Tactics check was to split Miring's navy.  The base difficulty for this check would be 4 (+1 for splitting), but because they chose not to engage two of the units (the two carracks) the difficulty rose to 6.  Their Tactician upgrade brought this back down to 4 again, making it an even chance of success.  Had they succeeded, the Expedition would be facing 3 light warships instead of 3 warships and 2 carracks; to put it another way, a Str 3 opponent instead of a Str 9 one.

On a success, their chances would have been even better.  Because they failed to split the enemy, their next tactics roll (flanking the warships) took a +1 difficulty hit.  Had they succeeded, they would have had to beat base difficulty 5 (+2 for flanking), but with the Tactician bonus it would really only have needed a 3 or better to succeed - i.e. a 67% chance of success.  Had they succeeded there, the flanking bonus would have brought up their effective Str to 6, more than sufficient to give them a fighting chance vs their Str 3 opponent.  On a good enough roll, they could have wiped out two of the warships without casualties.

Since I gave the Expedition conditional orders to rinse-and-repeat with the Carracks on a success, it could have been physically possible (though not necessarily likely) to have pulled off a 6 vs 3, 6 vs 3, 6 vs 3, 6 vs 1 battle and won, even outnumbered and outgunned, rather than an uncomfortable 6 vs 9 fight.  But it would still have been risky - failing a Tactics roll pretty much always gives you a penalty to the next fight, and the Expedition needed every point it could get.

The important thing to consider with tactical manoeuvres is that you can only take out two units on a victory, even a crushing victory (3 with Force Rout), and you will always break the weakest units in a stack first.  At the same time, splitting the enemy's difficulty penalty for non-engaged units applies per unit, not according to unit strength.  You can thus try and outmanoeuvre the Tanks in a battle in favour of wiping out the more numerous (and harder to split without engaging) but generally weaker multitudes.  Just remember that every failure costs you 16.67% of your chance of winning a fight.


Quote from: New Naval Upgrades
Oar Banks:  +1 Str when attacking.  +1 to Tactics rolls involving this unit.  Banks of oars for higher ramming speed during attacks and manoeuvres.
Upgrade Cost:  1 Ducat
Upkeep:  +1 Ducat/year

Sea Raider:  On a victory or draw, sea raider units capture the Sailor specialist that was crewing the ship (if multiple specialists were crewing the ship due to upgrades, potentially all the Sailors can be captured), any non naval combat-capable units being transported (i.e. anything not able to fight in a sea battle) and any Cargo Goods being transported.  Each Sailor, Cargo Good or Unit captured takes up 1 Transport space on the ship.  If insufficient space exists, excess loot is left to the mercy of the sea.
Sailors not intended to be used in recruiting new ships and Units that the new owner does not desire to pay upkeep for can be sold as slaves for a return of 1 Ducat each.  Cargo goods are typically worth 1 Ducat each, but this may vary.
Upgrade Cost:  1 Ducat
Upkeep:  +0.5 Ducat/year

Cargo Hold:  Adds +1 Transport space to a ship.  Transport space is used to ferry units or cargo across the sea.
Special:  This upgrade can be taken twice.
Upgrade Cost:  1 Ducat
Upkeep:  No additional cost/year.

Quote from: New Tactic
Capture Unit:  Aim to capture a unit instead of outright destroy it.  Unit must be one of the two weakest units in the fight.  On a success, named unit (or if not valid, second-weakest unit) captured on a victory instead of being destroyed (any other units that would normally be destroyed are destroyed as normal).  On a failure, -1 to battle roll.
Difficulty: +3
« Last Edit: August 02, 2011, 05:50:23 pm by Iituem »
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Terenos

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Re: You are King!
« Reply #1289 on: August 02, 2011, 06:07:32 pm »

((..Every. Goddamn. Time. Oh well, Its still a victory in my books. Terenos gains trait: Unfavored in Command, by the Gods themselves.))

Still gathering the regiments to move out, Terenos only has a few moments to meet with the captains of the Privateer sloops. But he has plenty of time to give them his instructions

Terenos orders the sloops to link up with the rest of the navy, but act as forerunners, striking at the merchant ships of Preston. Any booty is to be conveyed to the warships, for safe transport back to Miring. Miring warships will lurk in order to catch Preston ships unawares
(Tactic attempt: Piracy as bait to draw the enemy forces out carelessly)
As it appears there's no cargo space in those sloops. They'll get a fair cut of the booty. And our warships will cover them.

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But despite what you've been told, I once had a soul. Left somewhere behind...
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