Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

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

Postby Nnelg » Mon Dec 17, 2012 3:17 pm

Swodaems, I don't think your ploy to micromanage Exp gain is going to end well. Not only does it invoke the ire of the other players, but sending an undersized attack force risks an enemy counterattack wiping it out completely. (Even if the elves can't get to Logan Run before we do, they can certainly get there a Turn or two afterwards. If we lose most of our archers in the attack, and have to retreat, we'd be easy prey for any flight of Fairies inbound.)


If you're so intent on leveling up Wandereus after this battle, we can easily capture a few elves using Junetta and/or Coil.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby WaterMonkey314 » Mon Dec 17, 2012 5:21 pm

Nnelg wrote:Swodaems, I don't think your ploy to micromanage Exp gain is going to end well. Not only does it invoke the ire of the other players, but sending an undersized attack force risks an enemy counterattack wiping it out completely. (Even if the elves can't get to Logan Run before we do, they can certainly get there a Turn or two afterwards. If we lose most of our archers in the attack, and have to retreat, we'd be easy prey for any flight of Fairies inbound.)


If you're so intent on leveling up Wandereus after this battle, we can easily capture a few elves using Junetta and/or Coil.


Alternatively, bring more units but move them in after the battle is won. They won't get XP but will be able to back up the lead group if something goes awry.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 17, 2012 5:57 pm

WaterMonkey314 wrote:Alternatively, bring more units but move them in after the battle is won. They won't get XP but will be able to back up the lead group if something goes awry.

True, although that's something I'd advise doing regardless.

But still, I don't think it's worth trying to micromanage combat Exp when there's a much easier alternative. The odds are better than not that things won't go precisely according to one's calculations, anyways, and attacking with less than optimal forces is also likely to increase our casualty rate.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Exate » Mon Dec 17, 2012 7:59 pm

Swodaems wrote:What I'm saying is that we need to take a break from claiming cities after Logan's Run and do some needed building up. We should find ways of making money that don't involve taking cities.
I must disagree with this in the strongest possible terms. As the vastly smaller side in a decisive conflict, we cannot stop, we cannot pause, we cannot slow down. The only possible path to victory for us is to strike, strike, and strike again, faster than the elves can react. Every victory brings us more resources- income, UP, defensible positions that we can actually afford to lose, XP, respect in the eyes of the Ixians, fear in the hearts of the Breatheairians, status as someone who might be a viable long-term client in Charlie's mind, corpses from the fallen.

To take a break from claiming cities and build up is to play a game that the enemy is better at than we are. We will lose if we don't aggress, constantly and relentlessly. Stopping to catch our breath is simply condemning ourselves to a slightly slower death. That's not to say that we will never be able to stop, but doing so with only a one-city barrier between the enemy and our capital is likely to ruin us. Once we have several more cities in hand we'll have something more than a shoestring industrial base and be able to feasibly act as a side that isn't totally desperate- not to mention that we will have multiple excellent options for expansion. With both a Dollamancer and a Croakamancer on our side we are well suited to keeping up levels of offensive momentum which would otherwise be impractical, and we should push that potential to its limit.

After consideration of all proposed possibilities thus far, I'm thinking that the lowest-risk option for the side is to launch an assault at Logan's Run with somewhat heavier forces than in Swodaems' latest proposed plan, throwing in Vinny's golems and ensuring that (most critically) Tod, Wandereus, and Bill gain enough experience to level- Bill is particularly essential, because Croakamancer's Call is ridiculously good and having it following the battle will open immediate strategic options. I would prioritize Nemo, Vinny, and T. Coil after that. While doing that, we feint at Rainbow Springs with a substantial force, but do not approach to within 12 or less hexes. That is, I believe, the range at which they could kite us with a swarm of fairies and cavalry based out of the city without any warning. The presence of an attacking force moving at Rainbow Springs itself should be a reliable way to keep enemy forces pinned there, which a feint at Scarlet Hills might not accomplish, and even if they don't think we have enough forces to take the city they'll be inclined to wait for us to dash ourselves on their wall. Even when we pause, so long as we're close enough to be an immediate threat but not close enough to be within striking distance we'll be effectively dictating their actions, and who knows, it might be possible to find a random encounter or two while we're paused without compromising our primary objective.

Once we've taken Logan's Run, with an army in the field between Dis City and Rainbow Springs we'll have a number of options. We can move the Logan's Run army to link up with the feint force and try to take the city; strike forward from Logan's Run (reinforced by an extra 24 uncroaked and whatever golems Vinny can whip up en route) to take Tyrone, possibly with the intent of razing it for funds; pull back our feint force and turtle; leave our feint force in the field and turtle; completely reposition and go after Scarlet Hills... there are tons of viable things to do, but in most cases we're better off with an army sitting near Rainbow Springs as a threat than not.

I don't relish the prospect of going to battle in Rainbow Springs when we eventually do, though. If they're pumping out a level 4 city's UP of garrison units there every round, they'll have defensive stacks spilling out of their ears in ten or twenty turns. Hopefully we'll be able to make swarms of garrison archers completely irrelevant via a leveled foolamancer soon.

Nnelg wrote:2.) We won't have Bone Carts in time to preserve the corpses from Dis City, since the Gobwin Artisans have to build them.
By my understanding, since Bone Carts are pulled by mounts they move at mount speed and will be able to make up the distance after leaving late.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Mon Dec 17, 2012 8:30 pm

Exate wrote:
Swodaems wrote:What I'm saying is that we need to take a break from claiming cities after Logan's Run and do some needed building up. We should find ways of making money that don't involve taking cities.
I must disagree with this in the strongest possible terms. As the vastly smaller side in a decisive conflict, we cannot stop, we cannot pause, we cannot slow down. The only possible path to victory for us is to strike, strike, and strike again, faster than the elves can react. Every victory brings us more resources- income, UP, defensible positions that we can actually afford to lose, XP, respect in the eyes of the Ixians, fear in the hearts of the Breatheairians, status as someone who might be a viable long-term client in Charlie's mind, corpses from the fallen.

I concur with Exate. We must not willingly let go of the strategic initiative! To do so is to at best turn this war into one of attrition, which the elves would surely win.


I am content with Exate's plan, as he has outlined it. If no one else has any qualms, we may commence with unit dispositions immediately.


Exate wrote:
Nnelg wrote:2.) We won't have Bone Carts in time to preserve the corpses from Dis City, since the Gobwin Artisans have to build them.
By my understanding, since Bone Carts are pulled by mounts they move at mount speed and will be able to make up the distance after leaving late.

Hm, that might work, actually.


Exate wrote:I don't relish the prospect of going to battle in Rainbow Springs when we eventually do, though.

Don't worry, the elves popping a huge garrison actually works to our advantage. They're stuck in the city, doing nothing but eating upkeep. (Not to mention, that UP won't be spent on field troops sent elsewhere.) The elves will soon regret having ever popped them.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby CroverusRaven » Tue Dec 18, 2012 11:08 am

And then we slaughter them all!
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Tue Dec 18, 2012 11:39 am

I was thinking more along the lines of luring them into a trap or something... But there's time for that later. :P
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby MarbitChow » Tue Dec 18, 2012 5:01 pm

In another part of the realm...
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Exate » Tue Dec 18, 2012 5:29 pm

Titans curse it, we have jack for air power and our ranged units are stretched thin already. A hostile air incursion group is exactly what we don't need. We might be able to talk them down and away, depending, but I wouldn't want to bet on it and throwing back that force composition will require at least one fairly powerful stack that we can scarce afford to deploy. Sending only imps is basically out of the question with Jetstone hunting around, though.

I know I should be glad of the extra intel, but ugh. I'll try to write up a full force deployment that accounts for this... soon. Tomorrow, probably.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Tue Dec 18, 2012 7:03 pm

Exate wrote:Titans curse it, we have jack for air power and our ranged units are stretched thin already. A hostile air incursion group is exactly what we don't need. We might be able to talk them down and away, depending, but I wouldn't want to bet on it and throwing back that force composition will require at least one fairly powerful stack that we can scarce afford to deploy. Sending only imps is basically out of the question with Jetstone hunting around, though.

I know I should be glad of the extra intel, but ugh. I'll try to write up a full force deployment that accounts for this... soon. Tomorrow, probably.

You mean yours doesn't already? :| Mine did.

I can't say I didn't see this coming, honestly. In fact, I've been expecting Jetstone to intervene sometime soon. The Ixian convoy seemed a likely target, but I didn't say anything because it is also true that we can't afford an escort.


I'd advise just writing the Ixians off as a loss; but at this point, you're probably not going to care anymore... So, I guess we might as well make the most of it. If you do send off an escort, make sure Coil at least is in that group. And Cupid and our sole remaining Dark Flier.



In the meantime, I can probably say "I told you so" (since my original popping suggestion included a stack of fliers)...

But, I'm not going to (any more than I already have). Instead, I'm going to recommend that we delay the invasion by 1 Turn. (Leaving on Turn 14, arriving Turn 18.)


The extra Turn will allow us to pop some Covered Rams and fabricate Bone Carts. Using the Bone Carts, our uncroaked will be fresh for the assault. (Wasn't that the original reason for leaving early, anyways?) True, we could probably accomplish this while leaving on Turn 13, but that would leave our forces strung out, and vulnerable to air raids.


So, assuming we stay with the original plan of "no escort mission", my suggested orders are such:
Spoiler: show
Turn 13:
Gobwins in Dis City Fabricate 2 Bone Carts.
Melissa travels full move towards Dis City, then the Balrug ferries her the rest of the way.
Anex & Zed2 head towards Dis City.
Bad Ass heads towards Dis City.
"Combat Patrol" heads towards Rainbow Springs.

Turn 14:
Dis City pops either 2 Covered Rams or a Naughty Kitty.
Gobwins in Dis City Fabricate a Bone Cart (or two).
Tenebris pops Naughty Kitties, Fliers, or a "Special Unit".
The Bad Ass catches up with Coil's group.
Anex & Zed2 continue moving towards Dis City, then ferried the rest of the way by Balrug.
The Mercenaries get warded and head out on their mission.
Assault force heads towards Logan Run.

Turn 15:
Tenebris pops Naughty Kitties, Fliers, or a "Special Unit".
Dis City pops Imps. (The gobwins pop zed archers if we can afford it.)
Imps head out where needed.
Gobwins in Logan Run assault force fabricate picks (if needed).

Turn 16:
Tenebris pops Naughty Kitties, Fliers, or a "Special Unit".
Dis City pops whatever is needed for the next assault. (I'm thinking Assault Towers, plus more zed gobwin archers.)
Gobwins in Logan Run assault force fabricate picks (if needed).
The Rainbow Springs Task Force halts before coming within 12 Move of the City. (Possibly changing direction towards Scarlet Hills or back to Dis City.)

Turn 17:
Tenebris pops Naughty Kitties, Fliers, or a "Special Unit".
Dis City pops whatever is needed for the next assault, or possibly just some garrison troops.
The Rainbow Springs Task Force either camps, or heads to their next objective.

Turn 18:
Assault on Logan Run occurs.


If we do go with an escort mission, then the plan is basically the same, except the Rainbow Springs patrol will be smaller, mostly (or entirely) NPCs, and head back to Dis City Turn 16 or 17.



EDIT:
Overall, however, I would advise not sending anyone. Maybe not even imps. Because if Jetstone attacks an unguarded convoy, they're the ones committing an international incident. We could use that to drive a wedge between them and the elves, and extend the treaty the elves have with the Ixians. But if Jetstone catches those Ixians with us, war will break out again between the elves and our only ally.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby WaterMonkey314 » Tue Dec 18, 2012 7:45 pm

Nnelg wrote:Overall, however, I would advise not sending anyone. Maybe not even imps. Because if Jetstone attacks an unguarded convoy, they're the ones committing an international incident. We could use that to drive a wedge between them and the elves, and extend the treaty the elves have with the Ixians. But if Jetstone catches those Ixians with us, war will break out again between the elves and our only ally.


I'm confused about the logic here - do you think that 1) Jetstone is likely to ally with us or something? Or that 2) Ix will still be cordial with us, even after losing an envoy group when we failed to provide an escort? I would have thought war between Breathearia and Ix would be a good thing for us, as it'd force the elves to split their forces.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Tue Dec 18, 2012 7:53 pm

WaterMonkey314 wrote:I'm confused about the logic here - do you think that 1) Jetstone is likely to ally with us or something? Or that 2) Ix will still be cordial with us, even after losing an envoy group when we failed to provide an escort? I would have thought war between Breathearia and Ix would be a good thing for us, as it'd force the elves to split their forces.

The second. We will still share a common enemy, after all. And to an extent the first: while Jetstone is unlikely to ally with us, they may break their alliance with the elves. Possibly. It's a long shot, but every crack we can put in our enemies' unity is good for us.

Also, while a war between Breatharia and Ix would be good for us in the short-term, in the long term it would weaken our only ally in this conflict. However, we do need more short-term gains right now, to avoid being completely outnumbered. A reopened Ixian front may work to our advantage, after all...


Regardless, the main reason for us not sending an escort would be simply because we don't have the troops to spare.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby BLANDCorporatio » Wed Dec 19, 2012 10:22 am

Oh, but we will send troops. For political reasons, for diplomacy reasons. For IC reasons even, if Will isn't over at one of the Sieges, coz he said he wanted the diplomatic mission.
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 Exate » Wed Dec 19, 2012 2:44 pm

I think this order of battle accounts for all specific requested changes, which mostly consisted of transferring various units from the Rainbow Springs feint force to the Logan's Run assault force. Failing major objection from one or more players, I'm willing to call it final and finally move on from this.

Logan's Run
-5 Casters
-3 Warlords (1 archer)
-8 Spearmen
-7 Archers
-9+ Golems (~20 expected)
-9+ Skeletal Archers (Or whatever we end up with)
-6 Naughty Kitties
-3 Brickabat Swarms
-2 Gobwin Artisans
Spoiler: show
Bill: Caster {Lvl 4, 64xp} [5 Combat / 3 Defense / 16 Hits / 8 {8} Move. 52 Juice. Fire, Quick-shot. Special: Croakamancy (Reanimator, Bone Puppeteer, Uncroak, Pall Raiser, Bone Warlord)] (Ward-16) Scroll: Revitalize (8), Scroll: Revitalize (16), Scroll: Regenerate, Potion: Restore Juice (Restore 20)
Junetta: Caster {Lvl 4, 55xp} [3 Combat / 1 Defense / 16 Hits / 8 {8} Move. 68 Juice. Fire, Quick-Shot. Special: Healomancy (Revitalize, Damage Ward, Revitalize Group), Flower Power (Space Out)] (Ward-16) Potion: Revitalize (32) x6
Vinny Starcall: Caster {Lvl 2, 8xp} [3 Combat / 1 Defense / 8 Hits. 8 {8} Move. 28+8 Juice. Fire. Special: Dollamancer (Craft Minor Accessory, Craft Lesser Golem)] (Ward-16) Stewart’s Rod: Max Juice +8, Cloak: Negate Fire (worn), Cloak: Negate Shockamancy
Nemo: Caster {Level 2, 7xp} [3 Combat / 1 Defense / 8 Hits. 8 {8} Move. 28 Juice. Fire. Special: Foolamancy (Glamour, Baffle)] (Lesser Boost:2) Cloak: Negate Fire
Fortunes Chance: Caster {Level 2, 5xp} [3 Combat / 2 Defense / 8 Hits. 8 {8} Move. 24 Juice. Fire. Special: Luckamancy (Lesser Boost, Multi-Target, Lucky Streak)] (Lesser Boost:2) Cloak: Negate Fire

Tod: Spearman {Lvl 4, 67xp} [9 Combat / 9 Defense / 24 Hits / 8 {8} Move. Strike, Lunge. Special: Military, Leadership, Improved Leadership, Paragon, Trainer, Chief Warlord] (Ward-16) Ring: +1 Defense, Cloak: Negate Shockamancy, Talkie Bracer: Thinkagram 2x/day; +1 Effective Level for Leadership purposes, Potion: Renew (Heal 16 Hits)
Wandereus: Warrior {Lvl 3, 26xp, 1 AP Banked} [6+1 Combat / 8 Defense / 36 Hits / 8 {8} Move. Assault. Special: Military, Leadership, Regent] (Ward-16) Magic Sword: +1 Combat, Potion: Damage Ward (8), Potion: Revitalize (8) x2
Rudy Eye: Archer {Level 2, 7xp} [8 Combat / 5 Defense / 14 Hits / 8 {8} Move. Fire. Special: Military, Leadership] (Lesser Boost:2)

Tony (SA01): Spearman {Level 2, 10 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 7 Defense / 24 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)
Jeffrey (SA02): Spearman {Level 2, 10 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 7 Defense / 24 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)
Devon (SA03): Spearman {Level 2, 10 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 7 Defense / 24 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)
Jonas (SA04): Spearman {Level 2, 10 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 7 Defense / 24 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)

Larry (S01): Spearman {Level 2, 10 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 4 Defense / 16 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting] (Ward-16)
Jaydon (S02): Spearman {Level 2, 10 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 4 Defense / 16 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting] (Ward-16)
Jimmy (S03): Spearman {Level 2, 10 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 4 Defense / 16 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting] (Ward-16)
Brett (S04): Spearman {Level 2, 10 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 4 Defense / 16 Hits / 8 {8} Move. Strike. Special : Military, Dance Fighting] (Ward-16)

Archer 2: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Archer 3: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Archer 4: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Archer 5: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Archer 6: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Archer 7: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Archer 8: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)

All available golems

All available uncroaked

Melissa: Naughty Kitty {Level 2 Beast, 5xp} [9 Combat / 14 Defense / 28 Hits / 10 {12} Move. Assault. Special : Beast, Mount, Imprinted(Nemo)]
Naughty Kitty 1: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty 2: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty 3: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty 4: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)
Naughty Kitty 5: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)

BS 1 - Brickabat Swarm [0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman]
BS 2 - Brickabat Swarm [0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman]
BS 3 - Brickabat Swarm [0 Combat / 1 Defense / 8 Hits. No attack. Special: Screen, Inhuman]

Gobwin Artisan 1: Craftsman {Level 1, 0 XP} [1 Combat / 2 Defense / 6 Hits / 8 {8} Move. Assault. Special: Fabricate.] (Ward-16)
Gobwin Artisan 3: Craftsman {Level 1, 0 XP} [1 Combat / 2 Defense / 6 Hits / 8 {8} Move. Assault. Special: Fabricate.] (Ward-16)


Rainbow Springs
-1 Caster
-4 Warlords
-12 Warriors
-3 Spearmen
-8 Archers
-1 Altruist Elf
-1 Naughty Kitty
-2 Heck Pups
-1 Gobwin Artisan
Spoiler: show
Triage: Caster {Lvl 4, 64xp} [6 Combat / 4 Defense / 22 Hits. 8 {8} Move. 35 Juice. Fire, Quick-shot. Special: Healomancy (Revitalize; Renew; Minor Ward; Ward)] (Ward-16) Staff of Er: Allows caster to cast a 2nd Healmancy spell in the same turn with casting cost of the 2nd spell doubled, Potion: Restore Juice (Restore 20)

Rowan (WL01): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Leadership] (Ward-16) Potion: Damage Ward (8), Potion: Revitalize (8) x2
Tyler (WL02): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Leadership] (Ward-16) Potion: Damage Ward (8), Potion: Revitalize (8) x2
Lian (WL03): Warrior {Level 2, 12 XP} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Leadership] (Ward-16) Potion: Damage Ward (8), Potion: Revitalize (8) x2
Sto: Gobwin Tribal Leader {Level 1 Warrior, 0xp} [5 Combat / 5 Defense / 14 Hits / 8 {8} Move. Assault. Special: Military, Leadership, Natural Ally Tribal Leader]

Rolf: Warrior {Lvl 4, 62xp} [25 Combat / 16+2 Defense / 32 Hits / 8 {8} Move. Assault, Rage. Special: Military, Heavy, Well-Armed, Paragon, Berserker] (Ward-16) Potion: Healing Ward, Armor of Eckrich: Defense +2 and Mighty Blow/Interpose/Coordinate penalties are halved, Cloak: Negate Shockamancy
Erick (WH01): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 22 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Heavy] (Ward-16)
Colby (WH02): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 22 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Heavy] (Ward-16)
Joe (WH04): Warrior {Level 2, 12 XP} [ 11 Combat / 11 Defense / 22 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Heavy] (Ward-16)
Sergio (W01): Warrior {Level 2, 6 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting] (Ward-16)
Marvin (W02): Warrior {Level 2, 6 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting] (Ward-16)
Chris (W03): Warrior {Level 2, 6 XP, 3 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting] (Ward-16)

Ruben (WB01): Warrior {Level 2, 6 XP, 2 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Bodyguard] (Ward-16)
Edgar (WB02): Warrior {Level 2, 6 XP, 2 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Bodyguard] (Ward-16)
Salvador (WB03): Warrior {Level 2, 6 XP, 2 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 5 Defense / 18 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Bodyguard] (Ward-16)
Casey (WA01): Warrior {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 8 Defense / 26 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)
Phillip (WA02): Warrior {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [ 5 Combat / 8 Defense / 26 Hits / 8 {8} Move. Assault. Special : Military, Dance Fighting, Beefy, Well-Protected] (Ward-16)

Gobwin Spearman 1: Spearman {Level 1, 0 XP, 3 AP Banked} [5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Special: Military] (Ward-16)
Gobwin Spearman 2: Spearman {Level 1, 0 XP, 3 AP Banked} [5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Special: Military] (Ward-16)
Gobwin Spearman 3: Spearman {Level 1, 0 XP, 3 AP Banked} [5 Combat / 4 Defense / 12 Hits / 8 {8} Move. Strike. Special: Military] (Ward-16)

William Showend Tell: Archer {Lvl 4, 59xp} [32+2 Combat / 6 Defense / 22 Hits / 8 {8} Move. Fire, Quick-Shot. Special: Military, Well Armed, Heavy, Paragon, Call the Shot] (Ward-16) Hazardous Bow of the Duke: Combat +2, Cloak: Negate Strike/Assault, Potion: Renew (Heal 16 Hits)
Eduardo (ZA01): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Brendan (ZA02): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Terry (ZA03): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Malik (ZA04): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Darius (ZA05): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Byron (ZA06): Archer {Level 1, 1 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)
Archer 1: Archer {Level 1, 0 XP, 2 AP Banked} [ 7 Combat / 3 Defense / 14 Hits / 8 {8} Move. Fire. Special : Military] (Ward-16)

Dusk: Altruist Elf {Level 1, 0xp} [0 Combat / 5 Defense / 4 Hits / 8 {8} Move. Special: Healing Touch, Dying Cry] (Ward-16)

Naughty Kitty 6: Naughty Kitty {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [9 Combat / 12 Defense / 24 Hits / Assault. 10 {12} Move. Special : Beast, Mount.] (Ward-16)

Heck Pup (HP03): Heck Pup {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [6 Combat / 6 Defense / 20 Hits / Assault. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-16)
Heck Pup (HP04): Heck Pup {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [6 Combat / 6 Defense / 20 Hits / Assault. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast.] (Ward-16)

Gobwin Artisan 2: Craftsman {Level 1, 0 XP} [1 Combat / 2 Defense / 6 Hits / 8 {8} Move. Assault. Special: Fabricate.] (Ward-16)


Escort Mission
-1 Caster
-1 Warlord
-2 Warriors
-1 Altruist Elf
-2 Dark Fliers
-1 Bad Ass
Spoiler: show
T. Coil: Caster {Lvl 4, 63xp} [10+3 Combat / 1 Defense / 22 Hits / 8 {8} Move. 32 Juice. Special: Shockamancy (Hoboken, Grounding, TooGeeWonCee, Ickypron)] (Ward-16) Staff of Locockus: Combat +2, Cloak: Negate Strike/Assault, Ring: +1 Combat, Potion: Renew (Heal 16 Hits), Potion: Restore Juice (Restore 20) x2, Scroll: Revitalize (8), Scroll: Revitalize (16)
Cupid: Dark Flier {Lvl 4, 60xp} [20 Combat / 13+2 Defense / 20 Hits / 12 {18} Move. Fire, Quick-Shot. Special: Military, Fly, Heavy] (Ward-16) Ring: Defense +2, Potion: Renew (Heal 16 Hits)
Comet: Dark Flier {Level 2, 6 XP, 1 AP Banked, 3 Combat Stats Banked} [ 4 Combat / 4 Defense / 12 Hits / 12 {14} Move. Fire. Special: Military, Fly] (Ward-16)
Bad Ass 1: Bad Ass {Level 1, 0 XP} [16 Combat / 18 Defense / 30 Hits / 14 {24} Move. Strike. Special : Flight, Beast, Mount]

Yuri: Warrior {Lvl 4, 64xp} [14+2 Combat / 18 Defense / 35 Hits / 8 {8} Move. Assault, Rage. Special: Military, Heavy, Leadership] (Ward-16) Ring: Combat +2, Potion: Healing Ward
Brick Wall: Warrior {Lvl 2, 8xp} [9 Combat / 10 Defense / 34 Hits. 8 {8} Move. Assault. Special: Military, Bodyguard, Heavy] (Ward-16) Cloak: Negate Assault/Strike
Donovan: Warrior {Level 2, 12xp} [8 Combat / 14 Defense / 29 Hits / 8 {8} Move. Assault. Special: Military, Heavy, Beefy] (Ward-16)
Twilight: Altruist Elf {Level 1, 0xp} [0 Combat / 5 Defense / 4 Hits / 8 {8} Move. Special: Healing Touch, Dying Cry] (Ward-16)
Last edited by Exate on Thu Dec 20, 2012 4:19 pm, edited 1 time in total.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby BLANDCorporatio » Wed Dec 19, 2012 3:29 pm

Uhm I'm a bit leery of the prospect of leaving the Gobwin alone. -However-, given that we can apparently communicate freely with each other, I could assume that we may afford to temporarily lose Dis City, assuming we quickly muster the forces to retake it from 3 sides.

Just how many of the units in Tenebris can we access?
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Wed Dec 19, 2012 3:31 pm

We need to send additional troops to Logan Run, even if we aren't going to use them. Each group needs a full stack of archers, for anti-air if nothing else.

At least 6 of the 7 Naughty Kitties need to go in the direction of Logan Run, so that we can use Bone Carts for fresher uncroaked. Also, we don't want either group to go without healing. (If we send Junetta, she could also capture a few elves for execution Exp.)


Exate wrote:This approximates Swodaems' requested forces.

I hate to say it, but I don't think Swodaems has accounted for all the rules changes, yet.

The most important ones here are the bone carts/"morgue" and siege weapon overland move. We don't have any pressure to get there before the uncroaked rot, now, and we won't be slowed down if we want to bring rams.


Exate wrote:As far as international incidents go- what the heck are you talking about?

Oh, sorry; I forgot this is Erfworld. :lol:


Exate wrote:Dis City Garrison
-1 Gobwin Artisan
Poor guy is still all alone.

You don't need to leave that guy there. Dis City popped 2 garrison Artisans on Turn 12.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Wed Dec 19, 2012 3:32 pm

BLANDCorporatio wrote:Uhm I'm a bit leery of the prospect of leaving the Gobwin alone. -However-, given that we can apparently communicate freely with each other, I could assume that we may afford to temporarily lose Dis City, assuming we quickly muster the forces to retake it from 3 sides.

Just how many of the units in Tenebris can we access?

We must not lose Dis City. Remember though, there is also a stack of garrison archers and two Heavy Ballistae there. In the event of an inbound invasion, we spam garrison troops (including gobwins) and ferry back what we can ASAP.

And I'm pretty sure we won't be getting any units from the Tenebris garrison.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby BLANDCorporatio » Wed Dec 19, 2012 3:35 pm

Nnelg wrote:
BLANDCorporatio wrote:Uhm I'm a bit leery of the prospect of leaving the Gobwin alone. -However-, given that we can apparently communicate freely with each other, I could assume that we may afford to temporarily lose Dis City, assuming we quickly muster the forces to retake it from 3 sides.

Just how many of the units in Tenebris can we access?

We must not lose Dis City. Remember though, there is also a stack of garrison archers and two Heavy Ballistae there. In the event of an inbound invasion, we spam garrison troops (including gobwins) and ferry back what we can ASAP.

And I'm pretty sure we won't be getting any units from the Tenebris garrison.


I ask, because it appears like, even with the garrison archers, our presence in Dis City is mostly token.

So you know, if y'all want to play dangerous and skimp on defending Dis City, that's actually fine but then I'd argue about going the whole hog and leaving as little there as possible.

Since we aim for sensible play, aka not leaving our cities unguarded, there should be more guards, maybe. So that we don't lose them to a successful siege from the enemy.
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby ETheBoyce » Wed Dec 19, 2012 3:45 pm

How far apart are Logan's Run and the Escort Mission? it might make sense to have Coil ferried between the two via Balrug if possible
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Re: Darkness Rising v2.0 - 'Tenebris Unleashed' Campaign

Postby Nnelg » Wed Dec 19, 2012 4:30 pm

BLANDCorporatio wrote:Since we aim for sensible play, aka not leaving our cities unguarded, there should be more guards, maybe. So that we don't lose them to a successful siege from the enemy.

But it isn't unguarded. The army heading towards Rainbow Springs is guarding it by pinning the enemy forces there. (They aren't going to be launching an offensive while we're marching on their very doors!)


EDIT:
Also, Dis City will probably act as a staging ground for everything that we pop in Tenebris, so there'll be plenty of reinforcements coming in through that corridor.
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