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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237297 times)

kaian-a-coel

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1110 on: February 10, 2012, 02:51:39 pm »

even simple wires should do. It's not that hard to make some. And I personnaly son't want the Titanmaw to fight the cavalry, especially alone. Trust me, I play warhammer battle, and I saw countless "Uberbeasts" being slain outright by a well-placed cavalry charge. You want some infantry to soak up the initial trample and slow down the cavalry. A knight's strenght is speed and speed above all.

And, well, is it really less demoralizing to see your brave holy crusaders to trip like retards and break their necks over simple wires (no trenchs. too visible. plus, wires can be manually put up or down (with underground imps or other) rather than being killed in a rather fair, square, honourable fight with a beast? Such a death is wished by many knights. Let's just not give them. Make them fall and die in the mud like shit.

okay, attacking bowmen with flying forces may not be the best idea ever, unless you drop rocks, fire and diseased corpses from above, too high to be hit.

Magic duel, lost? with support from Mad Flames? naaah, not possible.

We donīt want to totally stop their charge. We just want to know where it will be. If we do trenches at our flanks, they have to charge against our front. And that is good. And, even if we have our Titaneghoul, a full, unstopped charge is devestarting.

And I agree that barbed wires is probally to much. But normal tripwires (If that is a word), is not to hard to make. And they whould slow the cavalery down, and make an easy target for the Titaneghoul.
+1. Use trenches to redirect on the titanmaw, make them trip and THEN release the beast.
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Ukrainian Ranger

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1111 on: February 10, 2012, 02:53:56 pm »

variant  3: (Added black imps usage)

Pre battle
Invest 0.20 of our demonic physical power in every armed cultist and sergeant (Yes, 55! total) , in a same way as  Dal'Kahh was boosted. It's both a short term and a long term investment. If we go commander route, physical might isn't that needed. Around 100 will be enough

Send a mental offer to every mercenary: Offer 0.5 resource per man for not participating in the battle, 1 resource per man for switching sides. If they do switch sides, their goal
is archers

Black Imps should dig collapsible tunnels at the battlefield, the land above should  look and be perfectly safe, (even heavy riders shouldn't have any problems to move above them)  But can be collapsed by black Imps, to turn them into shallow, narrow trenches... Do not collapse tunnels against the first wave, let them pass, and go meet Titaneghoul, but use it freely against further waves, when it will be useful

Deployment:
We should meet them: north west of Hugh's Shade

1st line: center: 100 ghouls, 100 zombies, 25 spectres and a cage with Titaneghoul, 25 green imps
Flanks:
Flanks: 150 armed zombies, 25 spectres,
special orders: Cage should be opened by one of the spectres or green imps, when enemy slaughter majority of ghouls\zombies. Spectres may retreat to the second line when things go badly, but until Titaneghoul is slain they should protect him from as well as they can. Green imps should try to make the cage and Titaneghoul invisible, if it's impossible: make illusions of more Armoured baneghouls (enemy will think that the second set are illusions, too) . Green imps must retreat to the second line  as soon as Titaneghoul get released
Their goal: doomed cannon fodder

2nd Line:
Center: Tightly grouped special force of: (20 Haunted armours, 4 armoured baneghouls, 20 Living-Polybolos-Wielders, 25 Yellow Imps, 50 spectres, 5 greater spectres)  + 150 skeletal warriors
Flanks: 250 Skeletal warriors, 5 greater spectres

Special orders: half of the polybolos armed with steel bolts, half with poisoned bones, special group should stand together.
Their goal: Core of the army, main ranged power, should stop enemmies advanche and create a chance for counter attack

3rd Line:
Center: 50 beastmen, 100 Armed cultists, Dal'Kahh the Avaricious
Flanks: 50 beastmen, 150 Armed cultists

orders: ready to start a counter-attack
Their goal: Provide some ranged support to line 2. Will start a counterattack, if either nine 2 severely damaged, or enemy sustained heave losses

4th line:
Krlnkir Himself,

orders:
Do not participate in the battle physically unless 2nd line severely damaged.  Aid green imps in making Titaneghoul invisible, Control titaneghoul, if needed. Do whatever possible to negate spells of the mages\chants of the priest.  (use up to 30 mental might for this tasks) Also, raise new sintaurs mid-battle, but only if they are far from the titaneghoul.
If Second line is severely damaged, lead the counterattack in Godzilla form


Reserves :
20 Amberarsh Packs, 30 Armoured Sintaurs, 10 Living-Polybolos-Wielding-Sintaurs, 25 Skeletal Knights,
orders: Will go where they needed, mainly meet enemy cavalry that managed to punch through our lines. Will participate in the counterattack

Aviation
10 Black Dragons, 50 red imps
orders: Drop boulders, strafing attacks, try to stay far from the archers\mages, If  opportunity arises (priests get unguarded\lightly guarded by mages\archers) , Dragons (not imps!) should dive attack the priests. I think it's pretty likely, cause they'll try to keep priests in safety

Undeground
25 black imps
Collapse tunnels when we have a nice strategical reason to do it. Do not collapse tunnels against the first wave, let them pass.
 
Special note to everyone but 1st line:
Whatever they do, stay away from the titaneghoul
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NUKE9.13

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1112 on: February 10, 2012, 02:55:18 pm »

Take your time.

Seriously, no rush. It is quite possible that you will lose this battle. Figure it all out, make your plans, do your evil and clever thing. Only once you are absolutely certain you know what you want to do will we start moving towards the actual battle.



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Ukrainian Ranger

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1113 on: February 10, 2012, 03:05:06 pm »

even simple wires should do. It's not that hard to make some. And I personnaly son't want the Titanmaw to fight the cavalry, especially alone. Trust me, I play warhammer battle, and I saw countless "Uberbeasts" being slain outright by a well-placed cavalry charge. You want some infantry to soak up the initial trample and slow down the cavalry. A knight's strenght is speed and speed above all.
Yes, I Have soakers in my plan, zombies, ghouls and spectres... And you know, this is not warhammer, Titaneghoul is ideal against heavy arnored cavalry, he ignores their arnour, and he ignores their charge ( Because it's same as charging a building)
And not, main strenght of the knight is their armour, else we'd have only light cavalry

Quote
And, well, is it really less demoralizing to see your brave holy crusaders to trip like retards and break their necks over simple wires
You need a very strong wire to trip a warhorse at full speed, and why do you think that they all die after a fall?

Quote
Magic duel, lost? with support from Mad Flames? naaah, not possible.
*Facepalm* Mad Flames are miles away from the battlefield


And  last but not least,
I dislike the whole concept of wires, machineguns,  airplanes,  nuclear reactors, etc in any fantasy setting
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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.

Kashyyk

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1114 on: February 10, 2012, 03:09:53 pm »

Don't forget to screw with the priests and mages, and ruin everyone's sleep for at least a few nights before the battle starts.
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Evil Marahadja

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1115 on: February 10, 2012, 03:19:43 pm »

A few questions for our beloved Nuke:

1: How does magic work in this world. Is it for example easier to block spells than to cast them? Or is it the opposite?

2: How much is 1 resource for a merc?

-------

Ehm, one question btw: Why do we want to fight? We are outnumberd and they are in (very) alien terretory. When have destroyed all the major food sources here. And they have an army of 2500 men. Good luck feeding that more than a few days.
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kaian-a-coel

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1116 on: February 10, 2012, 03:21:53 pm »

ruin everyone's sleep for at least a few nights before the battle starts.
yeeaaaaah. now we're talking.

AND, UR, the strenght of cavalry is charge impact, which is nicely given by M*Vē. Speed is more important than mass (armour). But it does count, yes. ::)

Also, why not wires and repeative crossbows? it's not like nobody used them on earth, in the antiquity...

Forgot that MF were not there. shame. :-\
anyway, screw those pesky mages.

And open the trenches/wires right under the cavalry, they're set for them, not the infantry.
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10ebbor10

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1117 on: February 10, 2012, 03:24:12 pm »

Everyone seems to forget we own some rather nice catapults. If we arm these with flaming ammunition.(whatchout, don't want to explode our own troops) They can act as a pretty devasting scare attack against cavalery, or just anything we point them at.

I'll be suprised if we can fire more than one shot per wave though. To prevent the enemy from taking tem out early, hide them behind our forces in a low, dug out ditch.( should prevent fire from misfires spreading).

Also, we haven't really destroyed all the food stores and they came supplied. Also, it's not like we're fighting in Russia or some large frozen country.
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Karakzon

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1118 on: February 10, 2012, 03:26:20 pm »

if the blackimps can do it, i suggest we let them dig tunnels thatll collapse on their own accord under the weight of a warhorse. That way we dont have to do anything apart from watch them charge. after that we can counter charge and wreck their shit.

Have the catapults behind the last line, but right behind it, just incase someone trys a flanking strike/raid to get them. as for the projectiles: Clay pots filled up with oil and with small balls of clay in them should do the trick. Hit ground+ smash and roll everywere wile on fire.
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Armok

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1119 on: February 10, 2012, 03:27:41 pm »

We need to prepare the battlefeild more:

> build multiple tunnels, one over the other, that can be collapsed to form a very broad and deep trench.

> Spread caltrops all over the battlefeild. Most of our forces are undead, or have heavy steel boots, and won't be affected by them, but severaly reducethe mobility of enemy infantry and lightly armored forces.

> Slaughter a bunch of captives and desecrate and generaly evil-aling the feild in advance.

> Pour somehting highly flmable over a large part in the middle of the battlefeild, then have some part of our forces time their charge so they meetover that spot, upon wich we set it aflame and burn both.
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Ochita

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1120 on: February 10, 2012, 03:31:00 pm »

Hm. Armok, while the idea of flaming charges, I would prefer it if we didn't set our own forces on fire.

You know, with the melting of flesh and the general death that is unneeded on our side. We can still do it, but just so then only the enemy is affected by the pitch.
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Ukrainian Ranger

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1121 on: February 10, 2012, 03:35:59 pm »

Quote
Ehm, one question btw: Why do we want to fight? We are outnumberd and they are in (very) alien terretory. When have destroyed all the major food sources here. And they have an army of 2500 men. Good luck feeding that more than a few days.
Well, I am sure that it is much more effective way to win a war, but it's also much less fun

Quote
Also, why not wires

Because wire is invented way later then gunpowder? No, Jewelry doesn't count, I am talking about combat usage and mass producing.

Quote
And open the trenches/wires right under the cavalry, they're set for them, not the infantry.
Who said that they'll send cavalry first? Who said that they'll send all cavalry in one wave? And why do you think that ruining infantry formation isn't useful?

Quote
the strenght of cavalry is charge impact, which is nicely given by M*Vē. Speed is more important than mass (armour). But it does count, yes.
And how their M*Vē will help against Titaneghoul?
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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.

Evil Marahadja

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1122 on: February 10, 2012, 03:37:40 pm »

Okey, I am gonna suggest something enterly new here:

>Do not attack the enemy forces. They will run out of food soon. And since our lands are very hard to forage for proper food. They will starve soon. Once again, do not underestimate the ammount of food needed for a 2500 men strong army + all people who is always around an human army.  That means that they are atleast 3000 in total. Probaly more.

>Have most of your forces fall back to our cities. Defend and reinforce them. Some of our more mobile troups (sintours, undead, dragons, imps, and so fourth) should be spread out on the countryside. Killing small raid parties. But focus on killing of/corrupting supplies.

Stay mobile. Have our troops move around a lot. Facing battles we are sure to win. But use illusons to scare them. We are outnumbered. But our troops are more fearsume. That is what we must use.

Have our deamon and The Mad Flames corrupt the minds of the attackers even more. Whispering tales about power and might for those who join us.

Kill of the people who are on guardduty during the night. Use catapults to bombard the keep when possible.

Have blue imps/our mega monster in the river kill people who tries to grab water there. Water is even more important than food.

Why not a proper fight?


The enemy outnumber us.

Our main adventage is that we are mystic and they donīt really know how to fight us. If we start to behave like they guess, they might stop fearing us.

We have the advantage of beeing on known ground. Why waste that in a battle this early?

A lot of our troops are specialtroops. Used mainly for special ops and so fourth. They are not optimised for small battles.

It might not be as fun. But, havent we learned anything from our dump attacks?
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NUKE9.13

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1123 on: February 10, 2012, 03:37:54 pm »

A few questions for our beloved Nuke:

1: How does magic work in this world. Is it for example easier to block spells than to cast them? Or is it the opposite?

2: How much is 1 resource for a merc?

-------

Ehm, one question btw: Why do we want to fight? We are outnumberd and they are in (very) alien terretory. When have destroyed all the major food sources here. And they have an army of 2500 men. Good luck feeding that more than a few days.
That's three questions.

1. Its magic! But seriously. There is no advantage to one of the two (offensive or defensive magic)
2. 1 Resource is enough stuff to acquire light armour/a decent weapon for one man. Even for a heavily-armoured merc, that would still represent a decent amount of money.
3A. They are not in alien territory. What? They are in their own territory; they are in their own kingdom. You have not corrupted the lands so much that they would suffer automagical terrain penalties.
3B. You have not destroyed all the major food sources. For one, your farms and stuff are still working. For two, you tried to empty the rivers in the middle of winter; it is now spring. The rivers are just now filling up with fish.
3C. They are receiving supplies from downriver by guarded convoys. They have no shortage of supplies. They don't even have to forage.
3D. You want to fight, because if you do not, they will just start razing/recapturing villages and hamlets in your territory, slowly recapturing it until you are the ones facing a food shortage. You could abandon Grantown and retreat back upriver, to where your defences are more significant...
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10ebbor10

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Re: Demonhood. -Climactic battles to occur in two updates: One-
« Reply #1124 on: February 10, 2012, 03:41:04 pm »

Besides, we have more than enough ways to stop the cavalery.
 
Archers: Concentrated wave kills first horses, everyone falls over each other.
Trenches: Very dangerous to horses: even more if we put spikes in them. They're not deep enough to hide infantery in them( Just rows of 30-50 cm deep trenches)
Catapults: Horses are scared of fire, even more so if it falls out of the sky
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