Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

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

Postby Nnelg » Wed Dec 05, 2012 8:26 pm

BLANDCorporatio wrote:Doubt it. Link to the posts please.

No, wait, that was ETheBoyce I was thinking of.


BLANDCorporatio wrote:Yes, to me too. No rams. Or do you suppose we can use them to cover all the infantry? If lack of casualties is the argument for popping rams, then we don't pop rams.

Yes, actually; we can cover all the infantry.

When we go to attack the City, we simply park the army just outside the range of archery, and send only the covered rams up to attack some random stretch of wall.

The enemy can do nothing but sit there while we tear down the wall. (Unless they have ranged siege, in which case we'd deal with those or change tactics.) When the wall is about to fall, then the rest of the army comes in. But that's 3-5 Rounds worth of enemy archery denied to them.

The Rams are cheap enough to pop, don't slow us down, tear stuff down faster than picks alone, don't hog Exp, and might not even need upkeep (not sure, but it can't be worse than anything else we'd pop with the UP).


BLANDCorporatio wrote:Thanks ETheBoyce, yes indeed the suggestion was plain to see. It was what an interpretation of the recent talks would suggest as our current baseline pop order (I did say warriors/spearmen, someone else said better just spearmen because of Tod's bonus- the arguments made sense).

So, two turns at Tenebris for a Bad Ass. Actually ... since units from there need to go to Dis City and thus spend some move, popping faster ones is ok. If Tenebris is adequately guarded, what do you guys think? If so, then sure, let's make a bomber that the elves will fear.

You know, that wouldn't be such a bad idea. In fact, I'd like to point out we can pop two Bad Asses in time for the battle, should we wish to give one to both Coil and Tod.

Or, we could pop the Kitties on Turns 12-13 and the Bad Ass Turns 14-15. That way we'd be able to get all the Tenebris Gobwins (and the Bad Ass) to Logan's Run on Turn 17, so that we don't have to waste Tod's Training Exp for that Turn.


As for the Dis City popping, I don't think we should be wasting UP on Zeds. Tod can get an average of 1.4 non-zed Spearmen to Level 2 a Turn. And 8 Spearmen Heavies in a block with a Lvl 2 Leader, Dance-Fighting, and mutual Guarding would have ~30 defence. Non-zed Archers can achieve similarly high numbers for Combat. Either would shred more than twice their number of Zeds to pieces.

Plus, as Tod said at this point we want to get as many high-level units to form the core of our future army as possible. Zeds are a massive soak for Exp, since there's so many of them and they need a lot of Exp to level. We don't have to pop Fliers, or even Rams, but just not Zeds.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Wed Dec 05, 2012 9:34 pm

ETheBoyce wrote:Question: Can Grounding be cast outside of battle, as in can I cast it on my mount/our important units on off-turns like a ward?
No. It is not a ward - it behaves like a counter-spell. But it does negate the entire spell, so, for example, if someone wants to Ickypron you, Tod, and your mount, you just spend 5 Juice and the spell fizzles. If they don't target you (say, Ickypron Tod, William, and Yuri), you'd need to spend 5 Juice and a readied action to cause the spell to fizzle. Area of Effect spells don't target you specifically, so you'll need to have an action ready to negate them.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby WhirdCheese » Wed Dec 05, 2012 11:48 pm

By the way I'm thinking ahead and I see two ways I could go.

PATH ONE
I take Greater Boost/Curse next level and Hoboken at Level four. 11-12+combat each round will tear stuff apart fairly quickly.

PATH TWO
At level five I can spawn random encounters.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby WaterMonkey314 » Wed Dec 05, 2012 11:53 pm

Nnelg wrote:Plus, as Tod said at this point we want to get as many high-level units to form the core of our future army as possible. Zeds are a massive soak for Exp, since there's so many of them and they need a lot of Exp to level. We don't have to pop Fliers, or even Rams, but just not Zeds.


I think BLAND is more worried about the medium-term numbers issue - if we have the foundations for a solid army but get horridly outnumbered and wiped out, that doesn't do us much good.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Wed Dec 05, 2012 11:58 pm

WaterMonkey314 wrote:
Nnelg wrote:Plus, as Tod said at this point we want to get as many high-level units to form the core of our future army as possible. Zeds are a massive soak for Exp, since there's so many of them and they need a lot of Exp to level. We don't have to pop Fliers, or even Rams, but just not Zeds.

I think BLAND is more worried about the medium-term numbers issue - if we have the foundations for a solid army but get horridly outnumbered and wiped out, that doesn't do us much good.

It won't do us good if we get horribly outclassed, either.

And we aren't in danger of getting outnumbered. We're at the edge of the Elves' territory, and now we've even got Natural Allies which can double our pop rates. And 1 Squad of level2-3 Spearmen can easily kill 4 Squads of Zeds.

If we pop only elite units like Dark Archons and Naughty Kitties, then we'd be in danger of being outnumbered. But popping non-zed units won't leave us outnumbered unless the enemy pops nothing but zeds, which our higher-level units should be able to dispatch with no problem.


EDIT:
And seeing as Zed Archers are twice the cost of other Zeds, any attempt to overwhelm us by sheer numbers would probably rely mostly on melee troops. Which a Bad Ass-mounted Coil supported by Fliers should have no problem in dispatching.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby BLANDCorporatio » Thu Dec 06, 2012 10:35 am

I see a kind of consensus emerging on wanting to pop one Bad Ass and use the rest of the tenebrisian UP on non-zed Spearmen and Archery. Favoring Spearmen.

How about popping nonzed spears and zed-archery then?

Also, we have a list of Gobwin pop orders since a post of Nnelg's a page ago.

PS: MarbitChow, please could you update the reference page with:

- list of things we can pop, like siege structures and their stats
- William should have Call the Shot.
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 » Thu Dec 06, 2012 1:18 pm

BLANDCorporatio wrote:MarbitChow, please could you update the reference page with:
- list of things we can pop, like siege structures and their stats
- William should have Call the Shot.
Updated. Also, after reviewing the Naughty Kitty entries in the reference, the NKs that have been popped seem to have incorrect Hits. Their base should be 20, not 40, and all NKs (including Melissa) will be adjusted down accordingly.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Thu Dec 06, 2012 1:37 pm

Charlie's Mercenary Mission will commence on Turn 14.
I'm going to bump up Charlie's mission by 2 turns, to get it under way.

Any players who want an alt to be included can assume that the alts already exist in Tenebris on Turn 10, and can leave Tenebris for Dis City, arriving by turn 14. Any PC or non-garrison NPC units already at Dis City on Turn 14 can be sent on the mission. Let's get this list finalized first, since it's probably the easiest to determine.

Current roster:
Thomas the Tank (bob the 6th): Spearman {Level 1, 0 XP} [ 8 Combat / 6 Defense / 20 Hits / 8 {8} Move. Strike. Specials: Heavy, Military]
Blackbeard (WhirdCheese): Warrior {Level 1, 0 XP} [5 Combat / 11 Defense / 18 Hits / 8 {8} Move. Assault. Specials: Heavy, Military]
Sekan (ETheBoyce): Archer {Level 1, 0 XP} 2 AP Unspent...
?? (Nnelg)
NPC Caster (CroverusRaven)

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

Postby Exate » Thu Dec 06, 2012 2:02 pm

Until/unless Charlie provides at least a brief mission description or request for a type of forces, it's difficult to come up with a full group for dispatch... and I can hardly see any side as willing to pay Charlie's rates for unit transport and mercenary work in order to get a handful of bottom-rung infantry units on their side.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Thu Dec 06, 2012 2:42 pm

Brief mission description: Side with lots of cash and very little time needs as many units as they can get their hands on to hold a choke point. Enemy is moving reinforcements to a city through the choke point over multiple turns. Stop the reinforcements from getting through until siege forces are able to capture the city.

The side in question cannot spare additional units to hold the choke point, as they are now popping nothing but Garrison units now to replace all the units they promoted and committed to the siege. (They have over-extended themselves to take this city, and are concerned about assaults from their other neighbors in addition to mercenary strikes funded by their enemy.)

(Edit) Note: Your units are not the only ones that will be present. Charlie is extending this offer to Tenebris as a means by which you can raise additional revenue. You can send as many or as few as you wish.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby bob the 6th » Thu Dec 06, 2012 6:28 pm

I think we should just send the spare PCs... as more then that will mean units unable to take part in the siege or defending the two cities...

We should probably hope that other sides will throw in some units...
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Lord of Monies » Thu Dec 06, 2012 7:01 pm

I think Brick will still stay behind for the escort mission. As a first thought, Charlie's mission sounds like a proper application of high defense units to hold the line, and archery behind to thin enemy ranks. Of course, the altruist elves could be useful there to help heal the front lines, so if that's the case then I might go to make sure that one stays more alive. Tod's the guy with the main plan, up to him if he thinks I'll be more needed there or not.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Thu Dec 06, 2012 7:15 pm

BLANDCorporatio wrote:I see a kind of consensus emerging on wanting to pop one Bad Ass and use the rest of the tenebrisian UP on non-zed Spearmen and Archery. Favoring Spearmen.

How about popping nonzed spears and zed-archery then?

I can deal with this.

Spoiler: show
Turn 12-13 Tenebris: Bad Ass (One unit popping over 2 Turns.)

And either...
Turn 11-13 Dis City: 1x Spearman, 2x Zed Archers (For a total of 4 Spearmen and 8 Zed Archers.)

Or..
Turn 11-13 Dis City: 2x Archers (For a total of 8 Archers.)

If nobody comments before the deadline, I'd prefer the second option.

Gobwins: (Including the Gobwins that Creeperum's popping in Tenebris...)

Turn 12 Tenebris:
- 1x Garrison Spearman (Leader of Tenebris Gobwins, popped at Creeperum's request.)
- 16x Garrison Miners (To work the mines, popped at Creeperum's request.)
- 4x Garrison Artisans (So that we have units with Fabricate in Tenebris.)
- 1x Gobwin Spearman (Start of Gobwin Squad.)


Turn 13 Tenebris:
- 4x Gobwin Spearman (More of Gobwin Squad.)


Turn 12 Dis City:
- 2x Garrison Artisans (To serve as "Breeding Population".)
- 3x Gobwin Artisans (To follow the army around and Fabricate things as needed.)
- 1x Gobwin Spearman (Part of Gobwin Squad.)


Turn 14 Dis City:
- 2x Gobwin Spearman (Rest of Gobwin Squad.)
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby WhirdCheese » Thu Dec 06, 2012 9:40 pm

Wait we have an NPC caster?

I wouldn't mind 3 more warriors like mine to help hold the line.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Thu Dec 06, 2012 10:43 pm

WhirdCheese wrote:Wait we have an NPC caster?
Well, yes, you have an NPC caster named Junetta, but Croverus is going to play a one-shot caster who's not affiliated w/ Tenebris, nor will he be able to (ever) assist Tenebris.
WhirdCheese wrote:I wouldn't mind 3 more warriors like mine to help hold the line.
You'll have help.

Edit: also, deadline will be Saturday morning, because it doesn't appear I'll have time to do anything significant before then.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby WhirdCheese » Thu Dec 06, 2012 10:57 pm

So? Just imagine how effective a stack of 8 warriors like blackbeard will be at level 5! Paragon and Guardian! Give them all mining picks and the enemy is doomed!
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Fri Dec 07, 2012 7:32 am

Don't worry Whird; we'll probably send anyone who isn't needed for Logan's Run or defending Dis City that way.


So then, does nobody have any problems with popping a Bad Ass in Tenebris, and 8 non-zed Archers in Dis City?

The deadline's almost here... :?
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby The Colonel » Fri Dec 07, 2012 9:27 am

No problem whatsoever, though I am not good at this shit.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Fri Dec 07, 2012 10:10 am

The Colonel wrote:No problem whatsoever, though I am not good at this boop.

Yeah, that's why I was trying to push forward a better logistical system. It doesn't help that Swodaems seems to be on partial leave...

For now, all we need from you is the status of our uncroaked. How many and of what kinds can you keep from crumbling by Turn 17?


Which reminds me, there's another reason to pop Naughty Kitties: Bone Carts. ;)
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby The Colonel » Fri Dec 07, 2012 10:37 am

I lost track of what turn is it.

:oops:
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