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Author Topic: You are King! (Spring 315a)  (Read 185102 times)

King_of_the_weasels

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Re: You are King!
« Reply #1260 on: August 01, 2011, 08:51:50 pm »

((Trubaldsome can't die, it's against the rules.))
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Taricus

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Re: You are King!
« Reply #1261 on: August 01, 2011, 08:52:18 pm »

((What rules?))
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

King_of_the_weasels

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Re: You are King!
« Reply #1262 on: August 01, 2011, 08:55:11 pm »

((lifts fists, these rules))
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Taricus

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Re: You are King!
« Reply #1263 on: August 01, 2011, 08:56:41 pm »

((Points to his mace. BRING IT! Considering I have a very viscious and evil idea for my next character if Taric dies >:3))
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We sided with the holocaust for a fucking +1 roll

Iituem

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Re: You are King!
« Reply #1264 on: August 01, 2011, 09:22:44 pm »

Spoiler: Unit Rule Revision (click to show/hide)

Be warned, I've rebalanced several units accordingly.  Scouts retain their abilities but are now twice as expensive to recruit (since they can do a lot, when you think about it - the conferred ambush immunity alone is worth it), Ambush units are now twice as powerful for their cost (buffed to bring them in line with Archers), Cavalry has been nerfed to remove its automatic Raider-capability but has gained a Tactics bonus.  A couple of extra upgrades have been added (Berserker & Disciplined) to offer slight offensive/defensive-specific improvements. 

There's a new Specialist, too:

Sailors:  Needed for shipbuilding.  Ports produce 1 Sailor/year.

Finally, I've added a somewhat involved Tactics system based off McJohnston's tactics during the last Weylander battle.  I'll be welcoming suggestions for additional tactics to add to the roster.

Quote from: Tactics
Tactical Movement

It may be advantageous in battle to specify using certain units to attack others whilst leaving other units behind, or else to split enemy forces to take them on piecemeal.  Attempting to pull off tactics more complex than a straight charge or holding position as a clump of forces whilst the enemy attacks requires a Tactics roll.  Given the simple success/failure nature of Tactics rolls, these are handled with a simple d6 roll rather than RtD rules.

The base success threshold for any Tactical manoeuvre is 3; i.e. roll 3+ on a d6 to succeed.  Each tactic added to the manoeuvre increases the success threshold, making it harder to pull off but allowing you to combine multiple tactics.  Unit or PC bonuses (e.g. from Training) can provide bonuses to the Tactics roll.  Enemy tactical bonuses decrease the tactics roll.  Failure usually has consequences related to the attempted manoeuvre.

Flank the Enemy:  Attempt to attack your enemy from the sides or rear at the risk of getting caught exposed.  On a success, +1 to the battle roll.  On a failure, -1 to the battle roll.
Difficulty: +2

Split the Enemy:  Split the enemy into two or more portions to engage each part separately.  On a success, can engage fractured army according to own disposition.  On a failure, -1 to battle roll.
Difficulty: +1, additional +1 for each unit in the enemy army that will not be engaged by your own troops.
Special:  Split the Enemy is always checked first, independent of any other tactics combined with it.  On a success, any tactics combined with split the enemy are rolled for each fraction of the enemy engaged.  On a failure, all combined tactics are rolled vs the full enemy army with an additional +1 difficulty.

Negate Terrain Bonus:  Attempt to gain the high ground.  On a success, enemy terrain bonus negated.  On a failure, -1 to battle roll.
Difficulty: +2, but see special.
Special:  If this tactic is combined with a successful attempt to split the enemy, the difficulty is reduced to +1 for the main body of the enemy army and +0 for any other fractions.

Force Rout:  Try to get the enemy to rout with a potentially reckless charge.  On a success, if the fight is a victory (not a loss or draw), destroy 3 enemy units instead of 2.  On a failure, -1 to battle roll.
Difficulty: +2

Conserve Forces:  Hold your men back just enough to avoid unnecessary losses.  On a success, if the fight is a victory (not a loss or draw), lose no units from attrition (normally 1 unit lost).  On a failure, -1 to battle roll.
Difficulty: +2

Scale/Breach Walls:  Try to reduce the effectiveness of the enemy defences by breaching or scaling the walls.  On a success, -1 to enemy structural defence bonus.  On a failure, -1 to battle roll.
Difficulty: +2


Edit:  So technically, you could use a two unit stack with Cavalry/Ambush and Ambush/Tactician to get a total +4 Tactics bonus (+2 Tactician, +1 Ambush, +1 Cavalry) with an effective 6 Str on open plains (total 3 base unit Str, +1 Cavalry plains bonus, +2 Ambush terrain bonus) and a certain chance of either getting a bonus +1 to the battle roll or avoiding unit attrition on a victory (Base Tactics needs roll 3-6, Flank/Conserve makes it 5-6, -4 from Tactics bonuses makes it 1-6).  If they felt like taking a risk, they could wager a 67% chance of pulling off both a bonus +1 and conserving attrition, but it would be weighed against a potential -2 to their battle roll on a failure.

Of course if said stack faced a single Piker/Scout unit (1 Base Str, +3 vs Cav, negates Ambush terrain bonuses) it would actually find itself in a dangerously even battle (effective Str 4 on both sides), though the Tactics bonuses would give it a chance of winning out.  Unless the Piker/Scout was combined with a Cavalry/Tactician unit as well, bringing down the overall Tactics bonus to just +1 (and bringing the effective Str of the Piker/Scout+Cavalry/Tactician combo up to 6).

But your deadly Piker/Scout+Cavalry/Tactician anti-Cav, anti-Ambush combo would find itself in dire straits trying to attack a pair of Archers on a hill (7 effective Str inc. the terrain bonus, whilst the combo only has 3 effective Str without the cav bonuses), especially if one is an Archer/Tactician and can negate their tactics bonuses.  Woe betide attacking Archers on a hill behind walled fortifications.

So yeah, this could get interesting.
« Last Edit: August 01, 2011, 09:58:36 pm by Iituem »
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Iituem

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Re: You are King!
« Reply #1265 on: August 01, 2011, 09:27:29 pm »

((Yknow, I want to just throw out my plan here.
My plan is to cripple Mirings army, via a series of 'poor' choices, but also hopefully destroy large chunks of Prestons army. Ideally I will also find a way to kill the king of Miring (thus allowing Trubaldsome to lead some manner of rebellion within Miring, as he's next in line for the throne.) but primarily to destabilize the region allowing our army to move in to pacify it.
I will  do my damnedest to outmanuever and outfight the force from Preston. Then I'll try to lead Miring troops north, with the Elbreth reinforcements. I'll use Miring troops carelessly (even a 1:1 ratio of k/d would be fine), in order to save Elbreth lives and further weaken the Miring position. This if course is only if I havent managed to cripple their army prior to the arrival of reinforcements.
We'll have the forces in place to secure Preston as we are attacking it, and then potentially immediately return to attack Miring prior to them raising a new army. In this way we should be easily able to occupy both countries.
Odds it'll work prior to me announcing it? Reasonable!
Odds it'll work now..Less good, but still acceptable!))

Fortunately, I have the situation with Miring/Preston pre-worked out (i.e. what their plans are), so knowing yours doesn't change my designs.  Not, admittedly, that this is much of a surprise.  ;P
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Terenos

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Re: You are King!
« Reply #1266 on: August 01, 2011, 09:40:06 pm »

I didn't say it was an especially cunning, or unusual plan. Its ridiculously simple but I'm lazy and im just playing to my strengths. Which are: losing troops i'm allied with.
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filiusenox

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Re: You are King!
« Reply #1267 on: August 01, 2011, 10:03:32 pm »

((Is the spys in my whole army or just the spying and scouting groups?))
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Iituem

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Re: You are King!
« Reply #1268 on: August 01, 2011, 10:05:12 pm »

((Is the spys in my whole army or just the spying and scouting groups?))

You don't know.  That's the problem with spies.

Edit:  Stayed awake faaar too long.  Out for the night.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Little

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Re: You are King!
« Reply #1269 on: August 01, 2011, 10:26:28 pm »

((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.
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Jormundur

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Re: You are King!
« Reply #1270 on: August 01, 2011, 10:34:26 pm »

Jormund is tired of wandering around in the wilderness so warily approaches the soldiers on the battlefield.

He asks them if they can tell them where he is and who is in charge of the area.
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Yoink

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Re: You are King!
« Reply #1271 on: August 02, 2011, 01:06:32 am »

As the royal soldiers came running around the corner onto the street, Waery, unsure if they were friend or foe, cursed and wheeled his horse, ready to run for the City gates. Trubaldsome, however, caught sight of them through his terrified tears, and reached foward from his own horse to tug at Waery's sleeve.
"Waery! Look! They can help us! They have to help us!!" The young noble, shaking with shock, attempted to dismount his horse, got his feet tangled in the stirrups and fell with a thud into a puddle on the street.
Waery grimaced. "Damnit..." He muttered as he got off his own horse hand hurried to assist his lord, watching the approaching soldiers warily. Trubaldsome was a shaking, nervous wreck, so the battered Waery, steadying him with one hand, reached into a pouch on his belt and produced the backup-snuffbox.
A simple thing of wood, with small iron hinges, it none-the-less did the job as Trubaldsome snorted its contents up his nostrils. He gasped, sneezed once, shook his head and turned to face the agitated-looking leader of the regiment.
"I have been attacked! Assassins!" Wide-eyed, looking rather disheveled, he jabbed a finger towards the flames pouring from the stables and window. "They burst into my room, almost killed me! Look at my manservant!"
He gestured towards Waery, who was doing his best to remain impassive despite the pain from his injuries. Trubaldsome indicated his blood-stained sleeve, looking back to the soldiers. He was slightly calmer now, shaking his head and snorting in disgust.
"Really! 'Tis the second attempt on my life since I have been here! Truly, is this how you protect noble visitors to the city?"
His piece said, he turned to watch the flames climbing to his quarters with dismay, hopping from foot to foot and grimacing. "No no no!" Waery, unnoticed, grimaced and clutched at his arm, tearing a strip from his jacket to serve as a makeshift bandage.

Simply tell the soldiers what actually happened... For once Trubaldsome doesn't actually need to lie. Also attempt to get some medical attention for Waery.
« Last Edit: August 02, 2011, 01:11:35 am by Yoink »
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micelus

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Re: You are King!
« Reply #1272 on: August 02, 2011, 01:09:46 am »

((NOOOO! Waery deserves to live!))

((You are framing Waery, right?))

Edit: Disregard post. The previous post has been amended. Have a good day citizen.
« Last Edit: August 02, 2011, 01:30:26 am by micelus »
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Yoink

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Re: You are King!
« Reply #1273 on: August 02, 2011, 01:10:46 am »

((No... Wait, I guess it kinda does look like I am. D: No, I was just showing them what happened to him... Should probably make that more clear! :P  EDIT: Yeah, I made that more clear. ))
« Last Edit: August 02, 2011, 01:12:41 am by Yoink »
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Booze is Life for Yoink

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Mr. Pompular

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Re: You are King!
« Reply #1274 on: August 02, 2011, 01:56:05 am »

After a full day of searching, Pompulion and his new pal Xevious return to find that the scouting party had been successful, just as he was preparing to set up camp a fire in the distance can be seen. The birds that he was about to eat suddenly seemed unappetizing, a common problem when the food you're eating has its soul drained. He quickly digs a small hole in the ground to fit the birds into, not the best solution but in the worst case they would hopfully still be there.

He beckons the five available shadlings and sets off towards the camp. As they neared the camp he motioned for two shadlings to break off from the rest and search for any scouts. Using the darkness as cover, Pompulion and the rest investigate the camp from afar.
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