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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237403 times)

Tiruin

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #915 on: February 06, 2012, 11:19:54 pm »

Well, they know that their enemy is still alive, but they don't know when he will strike. We appeared as a dragon to them, hopefully they did not recognize us.

. . .

Going with your plan.
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Iituem

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #916 on: February 06, 2012, 11:33:21 pm »

So, nobody's considered just flying high and raining fire (lit. rain of fire) down on them to break their forces up a bit, then?
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Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #917 on: February 06, 2012, 11:36:31 pm »

My updated variant:

Bassicaly: Rampage through the countryside, so even in their so-called victory these mortals will still have to deal with corruption of their lands
In details

Krlnkir Yrlvnt
1) Wage strategical warfare. Destroy infrastructure, food producing, industry, small settlements, travellers, small squads, avoid really big fights:
Quote from: plan
we just can't leave now, eat their beloved caws, burn their villages, corrupt water, let them starve to death in that damned city.
Use our advantage in mobility to avoid hard fights, it's like war with aviation against someone, who has no effective AA guns (bows and arrows aren't effective).... move from village to village, from helmet to helmet, from field to field, from caravan to caravan, from bridge to bridge, from mountain pass to mountain pass. Carpet bombing it is. Also create more red imps from all that chaos and destruction, they are ideal for that type of warfare. Also corrupt birds to act like Hitchcock's birds, under our command
2) Carefully learn about that good thing
3) Don't get too close to the city (max 5km)


The Realm

Long term orders:
Transfer resources to the CFM (construction material, firewood, small animals, food) : 10 resources per week
Build a tunnel between Akataki and Barrspring mines: at first 1.5*1.5 metres, then expand to 2.5*2.5 meters, then to 3.5*3.5 meters: 30 resources per week
Build slave galleys in Akataki: 10 resources per week
Fortifying: 20 resources per week

The CFM
One time orders:
Design and build an "Amberash furnace" (Basically an automatic Amberash creation machine powered by crystal\Asylum itself: 1)open 2) Put animals 3)put firewood, 4)close 5) light it up 6)wait, 7)open 8)get a fresh amberash pack)
After it finished go on to long term  orders:
1)Operate Amberash furnace: 1 power per week
2)Upgrade Cultists to to Acolytes, upgrade Acolytes to Experienced Cultists: 6 power per week
3)Research new spells: 6 power per week

other cults
Same as before

Dal'Kahh the Avaricious
1)Commands an operation without our interference or aid
2)Don't do rush assault thing, weaken the enemy by catapults, tunneling, commando attacks, then start an assault
3)Be ready to retreat to Akataki if scouts inform him about big reinforcments nearby (weak away or closer)

___________________

So, nobody's considered just flying high and raining fire (lit. rain of fire) down on them to break their forces up a bit, then?
We'll still have to deal with archers, priests and that misterious force, so I think: no
« Last Edit: February 06, 2012, 11:38:14 pm by Ukrainian Ranger »
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mcclay

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #918 on: February 06, 2012, 11:38:00 pm »

UR's plan is the best.
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Koliup

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #919 on: February 07, 2012, 12:40:35 am »

Hey, Nuke, is it possible that at some point we'd get powerful enough to actively warp any lands under our command? Like in Elemental: War of Magic, a mage's lands immediately begin to become changed to their faction's 'liking'(mordor for the bad guys, grassy hills for the good guys, etc.). If yes, how much would it take to create a permanent 'eye of terror' like effect?
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NUKE9.13

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #920 on: February 07, 2012, 01:02:23 am »

At over 100 power you do that automatically by staying in one place long enough. Also just being under your rule will slowly corrupt the land.
You can choose to actively corrupt the landscape, yes.

By 'eye of terror effect', what do you mean exactly?
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Evil Marahadja

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #921 on: February 07, 2012, 01:02:58 am »



Bassicaly: Rampage through the countryside, so even in their so-called victory these mortals will still have to deal with corruption of their lands
In details

Krlnkir Yrlvnt
1) Wage strategical warfare. Destroy infrastructure, food producing, industry, small settlements, travellers, small squads, avoid really big fights:
Quote from: plan
we just can't leave now, eat their beloved caws, burn their villages, corrupt water, let them starve to death in that damned city.
Use our advantage in mobility to avoid hard fights, it's like war with aviation against someone, who has no effective AA guns (bows and arrows aren't effective).... move from village to village, from helmet to helmet, from field to field, from caravan to caravan, from bridge to bridge, from mountain pass to mountain pass. Carpet bombing it is. Also create more red imps from all that chaos and destruction, they are ideal for that type of warfare. Also corrupt birds to act like Hitchcock's birds, under our command
2) Carefully learn about that good thing
3) Don't get too close to the city (max 5km)


And While we do that. Why not send for a new army? If they want this town so badly, let them have it. Lets do a Siege. Deamon style. Send for catapults and black imps, and a army mostly made of our cultist. Use dead villiagers heads and cattle as ammo for our catapults. While we raise some of the dead villiagers as well. Let black imps dig below the town. Destroying walls and buildings as they pass. Let us corrupt this place, bad.
« Last Edit: February 07, 2012, 01:18:39 am by Evil Marahadja »
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Evil Marahadja

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #922 on: February 07, 2012, 01:17:07 am »

(Dubble post)
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Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #923 on: February 07, 2012, 01:19:42 am »

Quote
And While we do that. Why not send for a new army? If they want this town so badly, let them have it. Lets do a Siege. Deamon style. Send for catapults and black imps, and a army mostly made of our cultist. Use dead villiagers heads and cattle as ammo for our catapults. While we raise some of the dead villiagers as well. Let black imps dig below the town. Destroying walls and buildings as they pass. Let us corrupt this place, bad.

What do you mean? Attacking Culloden with our main forces?
Well, then consider this:
1) There are no  direct short route to Culloden by land, they need to go around high mountains  and bypass several enemy towns. Or climb mountains, in winter...
2) Our army is busy at Grantown
3) Even if we could teleport our forces here, it's a bad idea to besiege someone just before winter starts, especially after you burned food sources down

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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

NRDL

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #924 on: February 07, 2012, 01:21:27 am »

I'm rather scared of the "Force of Goodness" in the town.  Corruption and insanity really won't take root there, and a direct assault using the Tall Man's own power might fail. 

Send spies and saboteurs ( cultists, essentially ) to scout out the area, learn the basic defenses and forces, but more importantly, find out what's the source of this goodness in the keep.  If possible, destroy it.  If not, just relay the information to the Tall Man.

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Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #925 on: February 07, 2012, 01:55:32 am »

Send spies and saboteurs ( cultists, essentially ) to scout out the area, learn the basic defenses and forces, but more importantly, find out what's the source of this goodness in the keep.  If possible, destroy it.  If not, just relay the information to the Tall Man.
1) Send spies from where?  :)
2) Don't you think that source of goodness will just detect that spies?
3) And while every source of goodness is dangerous, it isn't that strong, it was unable to fully stop imps, weakest possible demons, after all. And, I suspect that  it's some kind of local spirit. We were defeated by mortals (So humiliating) , not by that good thing. Had we way more red imps, like 400, battle would be much easier.


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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Alternatecash

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #926 on: February 07, 2012, 02:45:26 am »

So, we start saturating the area around town with imps. If we make an Imp that's only visible as a heat-shimmer in the air, give them nasty sharp claws that ooze infectious material, and overclock their metabolism, we'd have a servant that's ideal for sowing chaos and thinning the ranks with disease and terror attacks.
« Last Edit: February 07, 2012, 05:31:44 am by Alternatecash »
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NRDL

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #927 on: February 07, 2012, 02:54:00 am »

Send spies and saboteurs ( cultists, essentially ) to scout out the area, learn the basic defenses and forces, but more importantly, find out what's the source of this goodness in the keep.  If possible, destroy it.  If not, just relay the information to the Tall Man.
1) Send spies from where?  :)
2) Don't you think that source of goodness will just detect that spies?
3) And while every source of goodness is dangerous, it isn't that strong, it was unable to fully stop imps, weakest possible demons, after all. And, I suspect that  it's some kind of local spirit. We were defeated by mortals (So humiliating) , not by that good thing. Had we way more red imps, like 400, battle would be much easier.

Revising earlier suggestion:

MAKE a new espionage division of the cultists.  Cultists with contacts within various towns in cities, or those who are skilled in disguise, should be sent to all targets, in order to gather valuable data.

Also, make more red imps.  Yeah.  Crush the town with larger army, imps, and using Tall Man's personal power, once again, this time NOT in dragon form.
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Tiruin

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #928 on: February 07, 2012, 05:33:47 am »

So I get Culloden is in mountainous terrain? It would be hard to assault from land from our position, but wouldn't they also have a hard time getting out? Or is there (always) a secret route in and out that we don't know of?
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Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #929 on: February 07, 2012, 07:28:16 am »

So I get Culloden is in mountainous terrain? It would be hard to assault from land from our position, but wouldn't they also have a hard time getting out? Or is there (always) a secret route in and out that we don't know of?
I think land forces can easily march along the river Ian, bur first they need to march to the point, where Ian and Barr meet:
Quote
You gather your flying forces and head south, passing between tall mountain ranges where the snow never melts, until you reach the valley of the river Ian, a tributary of the Barr. You alight on a mountain on the western side of the valley, and look upon it


So, we start saturating the area around town with imps. If we make an Imp that's only visible as a heat-shimmer in the air, give them nasty sharp claws that ooze infectious material, and overclock their metabolism, we'd have a servant that's ideal for sowing chaos and thinning the ranks with disease and terror attacks.
Also, make more red imps.  Yeah.  Crush the town with larger army, imps, and using Tall Man's personal power, once again, this time NOT in dragon form.
Guys, we don't have that much time to raise a big army, nor we have a nice source of evil for it (leakage is nice, but not enough) . And now they will be ready for another aerial attack, so even 500+ imps may be not enough. And Alternatecash, we already have "imps" almost like ones you propose - Spectres
But yes we can raise some flying imps, while we rampage, but not for that town, for others

We screwed here, this  town will be out of our reach for a long, long time. But we can revenge and burn the valley of the river Ian, it's good both for roleplaying (revenge) and for powergaming reasons (their ability to send reinforcements and resources to the Barr will be severely damaged)
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.
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