Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 10:38 am

Can we all agree at least that the level 2 NKs should go on the escort mission? They'd be far more useful out in the open, and we can pop 6 more in Tenebris on Turns 11-13. So, unless anyone has anything better to pop on those turns...


EDIT:
I would also like to point out the possibility of creating a Squad of Gobwins under the command of Sto.

On turn 12 in Dis City, we'd pop 3x Gobwin Artisans, 2x Garrison Gobwin Artisans, and 1 Gobwin. Turn 13 we'd pop 2 more Gobwins. And 4 Gobwins could ride 4 of the fresh Naughty Kitties from Tenebris to Logan's Run, giving us a total of 7 Gobwins, plus Sto.


EDIT2:
Other than the Gobwins, we have the possibility to pop up to 32 UP in Dis City by Turn 13. It is my recommendation that we use this to finish off some semi-permanent Squads under our PC's commands.

While we're at it, I suggest we give a Squad of all Spearmen to Regus. By having Spears in the front rank, we can hit units in the enemy's back rank. At the same time as the front, once they reach level 4.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Lord of Monies » Mon Dec 03, 2012 10:54 am

Nnelg wrote:
Lord of Monies wrote:If Yuri's call comes back saying that the escort has infantry move, then Brick will head out with Yuri to act as additional protection. The escort is essentially a vip, after all, so Brick will do what he can to ensure a safe arrival.

You sure? I thought I'd come up with a good combo with you guarding an Alt Elf.

I still need to hear if the escort has more than infantry move or not. It is a good combo, and if it looks like where the alt elves go is particularly dangerous then I'll go with them to ensure their survival, but otherwise an escort mission involving future beneficial relations with an ally seems more important.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Mon Dec 03, 2012 11:00 am

Nnelg wrote:Can we all agree at least that the level 2 NKs should go on the escort mission? They'd be far more useful out in the open, and we can pop 6 more in Tenebris on Turns 11-13.
Tenebris popping orders for both turns 10 and 11 are Imps (total of 32 imps). NK could start popping on Turn 12.

Lord of Monies wrote:I still need to hear if the escort has more than infantry move or not. It is a good combo, and if it looks like where the alt elves go is particularly dangerous then I'll go with them to ensure their survival, but otherwise an escort mission involving future beneficial relations with an ally seems more important.
Diplomatic Information
The Ixian delegation will arrive mounted on Shy Halud, worm-like mounts that have 8 Hex move (but 24 Hex move in desert-like terrain).
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 11:02 am

Lord of Monies wrote:I still need to hear if the escort has more than infantry move or not. It is a good combo, and if it looks like where the alt elves go is particularly dangerous then I'll go with them to ensure their survival, but otherwise an escort mission involving future beneficial relations with an ally seems more important.

The Alt Elves have to be adjacent to heal units. Which means the enemy will be trying to melee with her. Protecting her will require too complex maneuvering for an NPC.

I kinda envisioned this would be a permanent charge for Brick. (If you accept, of course.) Where the Alt Elf goes, Brick goes, and vise-verse. And in-combat, you'd effectively be in charge of both characters. (Although, we'd have to ask Marbit if he'll allow you to directly control the Alt Elf. I hope he would for this special case.)
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 11:04 am

MarbitChow wrote:
Nnelg wrote:Can we all agree at least that the level 2 NKs should go on the escort mission? They'd be far more useful out in the open, and we can pop 6 more in Tenebris on Turns 11-13.
Tenebris popping orders for both turns 10 and 11 are Imps (total of 32 imps). NK could start popping on Turn 12.

Hm, well I guess we'll have to work on that, then...

Oh, and Marbit when would units participating in the Escort Mission have to leave?
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 11:07 am

Oh, and again about the Brick+Alt Elf pairing...

To be clear of what I meant, I was imagining something sorta like Ico.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Mon Dec 03, 2012 11:11 am

Nnelg wrote:Oh, and Marbit when would units participating in the Escort Mission have to leave?
Assuming you don't want to reveal to Charlie where the exact location of Tenebris is, all units that will participate in the Escort mission must be in Dis City on Turn 16. Charlie will provide transportation from Dis City to the mission site and back.

Note that you are allowed to assign non-garrison NPC units to the mission as well, although any that you do must come from the Dis City rosters. Most of the units protecting Tenebris are garrison units.

Also, since they were clearly not needed, the King will be recalling his bodyguards, Bert and Ernie. He also requests at least one of the Brickabat swarms for his personal protection.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 11:43 am

Hm... While I expected the King would recall those two, the Brickbat Swarm is a scarcer resource. Ah well, I suppose that they can be brought with the Balrug to Tenebris on Turn 10.

Actually...


Marbit, where is the Balrug at the start of Turn 10? Is it in Dis City?

I just thought of a way to start popping Gobwins 1 turn sooner. :mrgreen:
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Mon Dec 03, 2012 11:48 am

The Balrug is in Dis City on Turn 10. However, I'm done retconjuring. Events in the timeline that have already been established (New Batch unit arrivals, etc.) are fixed. The only issues left to be decided are what is being popped in Dis City turns 10+ and Tenebris turns 12+.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby BLANDCorporatio » Mon Dec 03, 2012 11:55 am

For the record, last I checked Will was needed for the siege at Logan's Run. I did often specify that Will'd be willing to do some diplomacy escorting, so if we need to shuffle units between those two scenarios, there's that.

A bit puzzled by "Random Encounter". Eh wot's that supposed to mean? (Smart alec answers not accepted. What's -this- random encounter supposed to mean? Some of our units wandering around Dis City in pursuit of trouble? What's the excuse for the random encounter? Why wouldn't it plague our siege or escort forces if its random?)
The whole point of this is lost if you keep it a secret.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Mon Dec 03, 2012 12:17 pm

BLANDCorporatio wrote:A bit puzzled by "Random Encounter". Eh wot's that supposed to mean?
Vinny's original idea to enter the wilderness and hunt for XP.

Without Luckamancer involvement, XP-generating units don't spawn within 8 hexes of a city. The Random Encounter scenario is basically a bunch of units go out into the wilderness, several turns away from the safety of the cities, and, with the help of a few scouts, spend several turns and try to find "stuff worth encountering". This scenario is not actually guaranteed to generate XP - the "stuff" might be something worth taming, for example. Depending on the size of the expedition, it might even encounter units that are too tough to take on. It could also be a complete waste of time.

Any unit that isn't needed for the Logan Run assault or the Escort mission, and that doesn't want to risk the Charlie scenario, can choose this option instead.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Swodaems » Mon Dec 03, 2012 12:23 pm

MarbitChow wrote:Next three turn results are posted. We'll correct any issues and update the results, then get the next few turn results out again.

I anticipate that there will be 4 possible concurrent scenarios:
    1) Assault on Logan Run
    2) Charlie's Mercenary Mission #1
    3) Escort Mission
    4) Random Encounter Mission
Start thinking about which you'd prefer. Some details about Scenario #1 will be available on Turn 13.

No details about Scenarios #2, #3, and #4 will be available.

All scenarios risk character death, but if you want to participate in scenarios #3 or #4, there is a much greater chance of dying than in the campaign missions.

The Mission to Escort the Ixians is more dangerous than Charlie's mercenary contract?!? So we are getting a diplomatic incident.

MarbitChow wrote:
Nnelg wrote:Oh, and Marbit when would units participating in the Escort Mission have to leave?
Assuming you don't want to reveal to Charlie where the exact location of Tenebris is, all units that will participate in the Escort mission must be in Dis City on Turn 16. Charlie will provide transportation from Dis City to the mission site and back.

What does Charlie have to do with the mission to escort the Ixians?

MarbitChow wrote:Tenebris Turn 10 Results
Tenebris Queue: 16 Imps

Results
Scouting
    Tenebris Surroundings (12 Imps) : Find Forage worth 780; archers dispatched.
    Lolly's realm (4 Imps) : ETA Turn 12
    Logan's Run (2 Imps): ETA Turn 13
    Rainbow Springs (2 Imps): ETA Turn 13
    Scarlet Hills (2 Imps): ETA Turn 14

MarbitChow wrote:Tenebris Turn 11 Results
City Details
Tenebris Queue: 16 Imps

Results
Scouting
    Tenebris Surroundings (12 Imps) : Find Forage worth 740; archers dispatched.

    Lolly's realm (4 Imps) : ETA Turn 12
    Logan's Run (2 Imps): ETA Turn 13
    Rainbow Springs (2 Imps): ETA Turn 13
    Scarlet Hills (2 Imps): ETA Turn 14

What happened to the 16 imps that popped during turn 11? Are they headed towards Dis City?

I noticed that Dis city's production is not yet set for turns 10-12 and Tenebris's is not set for 12. I have a few questions before I decide.

Am I right in assuming Dis City has 4 UP for turn 10 and 8 for turns 11 and 12, since it is upgraded on 10? Can we pop Gobwins on turn 12, or do we have to wait for turn 13?

After we take Logan's run, how many turns of warning of elven attack can our current amount of Imps give us? The travel time between Dis city and Logan's run for normal units is 5 turns, so having enough imps to give us at least that much notice for incoming attacks will allow us to move field troops back and forth as needed. (While we don't know the distance between Logan's run and Tyrone, the distances we do know validate the strategy. Excluding the path between Logan's run and Dis, the shortest distance between one of our cities and one of the enemy's is 41 (Rainbows springs-dis). With 8 move standard units, this will take the elves 6 turns to travel. If we recieve word of an attack coming as soon as the elves leave Rainbow Springs, then we can use the 5 turns between their departure and arrival to reinforce Dis from Logan's run.) Knowing the figures for the scouts will let me know if we want more imps from Tenebris or something else.

Of course, Tod is going to be leading the mission to seize Logan run. The mass of troops there could use his bonus more than any other mission. You guys should be aware that with the amount of NPCs I plan to roll in with, (Aside from the living units, I'm wanting Bill to bring an entire horde and for Vinny to have as many golems as possible), a lot of PCs may find themselves feeling redundant.

I'm thinking that we should send a full stack to escort the Ixians to us. Both as a show of respect, and for safety. This might be a good mission for Nemo to be on. He can glamour units to look like units of a neutral side (Jetstone may be a good choice) and bluff his way past the elves.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 12:33 pm

Fine. I knew I should have pressed the issue earlier... :x

Oh well, no going back now.



So, getting things organized... I'm going to start with the casters, and how each will be defended.

Vinny is the easiest. He has his own golem bodyguards. Bill's choice is really limited to brickbats unless uncroaked can have Bodyguard, since he'd be (presumably) stacking with a Hoard of them, and unstacked bodyguards are easy targets for archers. Thankfully, there are so many uncroaked in the Horde so soak up hits, we might not need more than one.

The Alt Elves, while not technically Casters, are vulnerable, and even more so if we want to take advantage of their healing (which is quite powerful) in combat. We have 3 Warriors with Bodyguard, so if Brick takes one as I suggested, we can give the other two bodyguards, with the last aiding Brick in his task. (Until he takes Elite Bodyguard, presuming he's going to.)

0beron, could you have Vinny cancel one of the Golems so that he can craft Negate Assault/Strike Cloaks for the Alt Elves, please?

That leaves us with 5 casters, 4 of which are PCs: Coil, Triage, Nemo, Fort, and Junetta. Nemo has Melissa, and ETheBoyce will probably insist on a mount. Thankfully, Melissa and 4 fresh NKs can make it to Logan's Run in time for the battle.


As for the Military PCs, we need to start piecing some Squads together. Since we don't have enough for everyone to have a full squad yet, we should assign in groups of various sizes so that we can piece together different arrangements as possible. For instance, attaching an Alt Elf or assigning a caster.

Once we get that figured out, we'll pop units to fill out these groups as needed.


For now, I'd like to know exactly who is going where. I'll go ahead and make suggestions on how to split the group now...

Tod, Nemo, T. Coil (and Fort to buff him), Bill, and Junetta should be going to Logan's Run. If Yuri's going to the escort, then Triage should come along for to provide some Healomancy. I would recommend that Cupid go with them too, as his mobility will be a greater asset there.

I would also suggest that Will and Rudy come to Logan's Run, while Anex goes either to the escort or mercenary (since she's the odd (wo)man out; we can pop a new archer stack for her to command on Turns 14-16). The rest can probably go either way, although I think Rolf would be best leading the charge on Logan Run's gate.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Mon Dec 03, 2012 12:36 pm

Swodaems wrote:The Mission to Escort the Ixians is more dangerous than Charlie's mercenary contract?!? So we are getting a diplomatic incident.
That's a brain-fart. Charlie's mission is the most dangerous. The Logan Run mission is the least dangerous, since you'll have intel and you're attacking on your own turn, thus giving your side the most control. The escort mission may or may not be dangerous, but since events can occur off-turn and you have no knowledge about what may occur (if anything does), it's considered "more dangerous" than Logan Run.

Swodaems wrote:What does Charlie have to do with the mission to escort the Ixians?
Nothing. That's another brain-fart. That should read "all units that will participate in the Charlie Mercenary mission must be in Dis City on Turn 16. Charlie will provide transportation from Dis City to the mission site and back."

Swodaems wrote:Am I right in assuming Dis City has 4 UP for turn 10 and 8 for turns 11 and 12, since it is upgraded on 10? Can we pop Gobwins on turn 12, or do we have to wait for turn 13?
Dis City has 8 UP from turn 11 on. Gobwins can be popped immediately on Turn 12, the moment they arrive in Dis City.

Swodaems wrote:After we take Logan's run, how many turns of warning of elven attack can our current amount of Imps give us?
Now that there are more areas to scout, and more tasks for the scouts to do, I can't do a clean "X Imps = Y Turns of alert". You're going to need to allocate scouts to specific general locations. If you have a scout in Rainbow Springs, for example, and it isn't spotted & killed, you will be alerted to any units that leave the city on the turn that they leave. Positioning scouts along various paths may give you additional information.

(Edit: )

Swodaems wrote:What happened to the 16 imps that popped during turn 11? Are they headed towards Dis City?
Those imps are currently awaiting orders. They can be heading towards Dis City on the turn they popped if you wish.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 12:38 pm

Swodaems wrote:I'm thinking that we should send a full stack to escort the Ixians to us. Both as a show of respect, and for safety. This might be a good mission for Nemo to be on. He can glamour units to look like units of a neutral side (Jetstone may be a good choice) and bluff his way past the elves.

Oh no, definitely not. That would be a waste of Nemo's valuable Baffle ability (besides, at this level his veils aren't that good).

And I was going to suggest two stacks: One mounted on Naughty Kitties, one of fliers. Of course, if Yuri's leading that mission (which makes sense, I suppose) that isn't as much a possibility. Nevertheless, I think our air power should go that way.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 12:41 pm

So then, Marbit, if the mercenaries are the ones whom have to be in Dis City by Turn 16, when and where do the escorts have to depart?


Also, I think Nemo would make a fine chief of intelligence. :lol:
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 12:46 pm

At the moment, we have 8 Warriors and 8 Spearmen (and 6 Naughty Kitties). I would like to get them all assigned to PCs as soon as is possible.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Mon Dec 03, 2012 12:55 pm

Nnelg wrote:So then, Marbit, if the mercenaries are the ones whom have to be in Dis City by Turn 16, when and where do the escorts have to depart?
Unfortunately, that information isn't really available to your side, in part because the Ixians are not that familiar with the area, and Tenebris hasn't explored very far out yet. The Ixians believe that they are currently with 12 turns (96 Hexes) of Dis City. You know that they'll be coming in from the North East.

Your side could have the Escorts leave as soon as Turn 10, and start making their way NE in anticipation of getting more detailed instructions. Alternately, you could wait longer, and allow the Ixians to get closer before you attempt to rendezvous. The choice is entirely up to your side.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Swodaems » Mon Dec 03, 2012 1:25 pm

MarbitChow wrote:
Nnelg wrote:So then, Marbit, if the mercenaries are the ones whom have to be in Dis City by Turn 16, when and where do the escorts have to depart?
Unfortunately, that information isn't really available to your side, in part because the Ixians are not that familiar with the area, and Tenebris hasn't explored very far out yet. The Ixians believe that they are currently with 12 turns (96 Hexes) of Dis City. You know that they'll be coming in from the North East.

Your side could have the Escorts leave as soon as Turn 10, and start making their way NE in anticipation of getting more detailed instructions. Alternately, you could wait longer, and allow the Ixians to get closer before you attempt to rendezvous. The choice is entirely up to your side.

So Ix is to the North East of us. That is interesting. Looking at the world map, there isn't actually that much Elven Territory in that direction. We're very near the front lines of that conflict.
Spoiler: show
Image

Estimated city sizes, based on intelligence from captured units:
Logan Run (Lvl 1)
Rainbow Springs (Lvl 3)
Scarlet Hills (Lvl 2)
Tyrone (Lvl 1)
Longoria (Lvl 2)
Myst Glade (Lvl 4)
Breatheairia (Lvl 5)


We might want to ask the Ixians if they know of a wild marbit dollamancer named Lolly Cholly. He claimed to control a relatively vast area to the NW of us. If they have encountered him and know of his territorial claims, we might be able to confirm a few things. We might be able to give them better directions to us by using his realm as a landmark. If they're friendly with him, they might also be able to help us smooth things over with him.

Does Junetta have a chance to finish reading Zoltarus' diary in turns 10, 11, or 12?
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 03, 2012 1:29 pm

Since nobody else seems to care, I'm just going to assign Squads. We can work from there.

Logan's Run
Spoiler: show
Stack 1:
Rolf
Wandereus
Donovan
5 Warriors and 2 Covered Rams,
- OR: 3 Warriors, an Alt Elf and a Bodyguard.

Stack 2:
Tod
Naughty Kitty
Alt Elf
Bodyguard
4 Spearmen

Stack 3:
Will
Rudy
6 Archers

Stack 4:
Infantry Leader
Coil
Fort
2 Naughty Kitties
3 infantry fodder (zeds/archers/bodyguards?)

Stack 5:
Infantry Leader
Nemo
Junetta
Melissa
Naughty Kitty
3 infantry fodder (zeds/archers/bodyguards?)

Vinny can handle the golems, and Bill the uncroaked.


Escort Mission
Spoiler: show
Stack 1:
Yuri
ZedToo
Brick Wall
3 Infantry OR 2 Infantry and Alt Elf
2 Heck Pups

Stack 2:
Regus
Triage
Anex
3 Naughty Kitties
Cupid
Flier



EDIT:
I feel that we really should have Yuri in Logan's Run, rather than on the escort mission. I left him in charge of the escort, though, since Exate expressed a desire to go. Also, we'll have to sort out the issue of alts etc... I don't think we'll have the time to wait for New Batch members to join the escort.

EDIT2:
I think maybe Yuri, Rolf and Will should go on the escort mission, perhaps. Then Anex will have room in the archer stack, and we won't have to worry about redundant PCs or getting the New Batch to the escort. Also, the mission's odds of success go way up with them there.

EDIT3:
Oh, um... I just noticed a flaw in my plans.

The Alt Elves aren't Turned yet. Triage and Junetta will probably need to spend a few more Turns in Dis City with them...
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