Darkness Rising

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Re: Darkness Rising

Postby MarbitChow » Sun Aug 12, 2012 11:16 pm

WaterMonkey314 wrote:He also thanks Junetta for her suggestions and also asks what she intends to take as her next spell.

Junetta shrugs. "I'm not even sure I'm going to live through the next fight. In the past, I've let the Chief Caster decide. I'm surprised the King hasn't assigned one for our side already, but then, I'm still not sure I understand what he meant when he said that he may grant Wandereus and me 'free-will' if we perform loyally and true."

Turn 6
1 Garrison Warrior with Leadership and 1 Garrison Archer w/ Dance Fighting + Beefy pop. T. Coil completes charging up the first Ickypron spell on the Towers, and starts a TwoGeeOneCee. Triage is able to apply Ward to 7 units. (Triage will be able to ward a total of 21 units prior to turn 9 and still have full Juice for the fight. Junetta will use Minor Ward on the remainder. She will also be able to spend her remaining juice crafting Renew or Minor Ward potions, depending on whether anyone goes without Minor Wards. Note also that the Heck Pups, 3 of the Kitties, and the Turn 9 Dis Garrison cannot be pre-warded, so if they are warded when the fight begins, it will be subtracted from the healers' available Juice that turn.) Vinny can craft a total of 6 more cloaks, after which (I assume) he'll hand the Stewart's Rod back to Bill.) Bill prevents Normal Decay on the uncroaked. Bill uncroaks another marbit and sends it out to spy on the the Elves. Faith casts Crypsis on the unit, to allow it to hopefully survive a little longer and get a complete scouting report.

Dis City
Towers: 18 (of 18) Energy, Ickypron, partial TwoGeeOneCee (2 of 25 Juice), 1 spell slot empty

Turn 7
2 Garrison Archers w/ Dance Fighting + Beefy pop. T. Coil completes charging up the TwoGeeOneCee, and starts on the 2nd Ickpron. Triage is able to apply Ward to 7 units more units. Vinny crafts 2 more cloaks. Bill prevents Normal Decay on most of the units in the city. The uncroaked (except the scout) suffer Extended Decay. The Imps detect the Elven column, although it is slain in the process. The undead is guided to the column, and is also slain in the process, but not before Bill is able to gather the following stats:

Spoiler: show
Armolad - Archer {Level 5} [ 11 Combat / 11 Defense / 34 Hits. Fire, Quick-shot. Special: Leadership, Improved Leadership, Dance Fighting, Beefy] { Ward-16 }
Amandaria : Fryahovar {Level 3} [ 18 Combat / 20 Defense / 60 Hits. 14 {24} Move. Strike. Special : Beast, Heavy, Mount, Mighty Blow x2, Dance Fighting ] { Ward-16 }

Elves (x8) : Archer { Level 2 } [ 10 Combat / 3 Defense / 14 Hits. Fire. Special: Support, Coordinate, Dance-Fighting, Might Blow x2 ] { Ward-16 }
Elves (x8) : Archer { Level 1 } [ 7 Combat / 3 Defense / 10 Hits. Fire. Special: Support, Coordinate, Dance-Fighting ] { Ward-8 }
Gumptions (x8) : [15 Combat / 15 Defense / 60 Hits. Strike. Special: Mighty Blow x3, Siege(2) ] { Ward-16 }
Faeries (x16) : { Level 1 } [ 4 Combat / 4 Defense / 8 Hits. Fire. Special: Objay Dart] { Ward-8 }
    Objay Dart : Faery Fire attack inflicts an additional 1 Hit damage that ignores defenses.
Altruistic Elves (x8) : { Level 1 } [ 0 Combat / 5 Defense / 4 Hits. Special: Healing Touch, Dying Cry]
    Healing Touch - Any adjacent friendly units heal 8 Hits at the start of each round.
    Dying Cry - If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn. Dying Cry Inspiration Bonuses are cumulative.
Elves (x16) : Spearmen { Level 1 } : [5 Combat / 4 Defense / 20 Hits. Strike. Special: Beefy, Guard, Interpose, Bodyguard] { Ward-8 }
Elves (x12) : Warrior { Level 1 } : [8 Combat / 5 Defense / 22 Hits. Attack. Special: Dance Fighting, Well-Armed, Beefy] { Ward-8 }
Elves (x4) : Warrior { Level 2 } : [5 Combat / 5 Defense / 27 Hits. Attack. Special: Dance Fighting, Leadership] { Ward-8 }

Bill believes that there may be equipment on Armolad, and possibly the leaders as well, but the scout is discovered and croaked before he could confirm this.

Dis City
Towers: 18 (of 18) Energy, Ickypron, TwoGeeOneCee, partial Ickypron (9 of 37).

Turn 8
(Popped Units To Be Determined.) T. Coil completes charging up the first Ickypron spell on the Towers, and starts a TwoGeeOneCee. Triage is able to apply Ward to 7 units more units. Vinny crafts 2 more cloaks. Bill prevents Normal Decay. Bill raises any additional uncroaked he wants to have ready for the fight on this turn, I assume.

Dis City
Towers: 18 (of 18) Energy, Ickypron, TwoGeeOneCee, Ickypron.

Turn 9
(Popped Units To Be Determined.)

The Dis City Defense Force (minus 4 units still to be determined):
Image
The garrison units have grey bases. I'll update the Reference section with the complete unit list once the final popped units have been determined.

Begin Final Preparations For Seige
Please determine the final 4 units that Dis will pop, what cloaks Vinny will craft and who they'll be allocated to, who receives Triage's wards vs. Junetta's, whether any potions are created, whether Bill will create any additional uncroaked on Turn 8, who gets mounts, whether any of the units arriving on Turn 9 get wards, and what all your units' starting positions will be. See the Reference Section for Dis City interior and exterior layouts. Note that Naughty Kitties can climb to the top of the towers if desired; each tower has room for 3 mounts, and casters can trigger the tower defenses while mounted.
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Re: Darkness Rising

Postby 0beron » Sun Aug 12, 2012 11:25 pm

Cloak Requests being served on first come basis as usual.
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Re: Darkness Rising

Postby ETheBoyce » Mon Aug 13, 2012 12:44 am

T. Coil would like a Fire Cloak, also all the non-used juice he has will go to making a Juice potion, but since that's only like 5 juice it's not really worth having finished.

The upcoming battle itself doesn't look like it should be too difficult. Tod Provides a +2 bonus to all units in the hex, and a +7 bonus to all units in his stack. If I'm in his stack this gives me an effective combat of 20 which is hilarious and will be devastating. I think the other casters should focus on using juice and spells from the tower to take out the enemy fliers as they appear as their harassment could become most...annoying, however the archers will be our biggest concern. I think we should devote all our ranged resources to taking them out ASAP. I plan on Hobobarbieing Armolad, and 2 level 2 archers every round for the first three rounds that I can, however I also plan on being out of LOS of the ground until Armolad appears and just shooting apart enemy fliers.

Edit: I'm also going to suggest that I be heavily protected by Brickbats and a Mount and Brick Wall, though It makes sense to also have Will be next to me/my mount so he can also be protected.
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Re: Darkness Rising

Postby Exate » Mon Aug 13, 2012 12:56 am

0beron wrote:Cloak Requests being served on first come basis as usual.
I'm thinking that we need Fire cloaks on all our leadership units that don't already have them.

ETheBoyce wrote:The upcoming battle itself doesn't look like it should be too difficult.
Looking at our force composition I tend to agree; our enemies have underestimated us here. The question in my mind is mostly how we can defeat the enemy in detail while minimizing our own casualties and/or capturing as many enemies as possible- note that with Junetta on our side, we'll hopefully be able to Space Out two of the enemy units at the end of the battle and capture them by default- the enemy leader, his mount, or some of the Gumptions would all be great choices for assimilation. Even if we end up needing extended persuasion, it's probably better to keep them in a dungeon and work on them for a while than croak them on the field.

Those Altruistic Elves could be a bit of a problem; their abilities are obviously designed so that you don't want to kill them, but also don't want to leave them alive. That said, because of how the timing works as long as we kill the Altruistic Elves after all other units on their side have taken their turns we should be able to avoid taking ill effects from the Combat bonus, at least.

The Archers have Support and Coordinate, which is going to be very nasty. If they use that, Dance Fighting, and proper formations they'll be able to one-shot our higher-level units almost effortlessly until we can somehow defeat their archer formations, and without area attacks or comparable strength amongst our own archers it seems to me that we've got a formula to lose whatever important people show their faces. Taking out the archer blocks will have to be priority one, I think.
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Re: Darkness Rising

Postby ETheBoyce » Mon Aug 13, 2012 1:36 am

The one thing I'm uncertain about is how leadership/Dance Fighting interact with Mighty Blow et. al.because the archers Defense Score is only 3 meaning they can only use Mighty Blow once out of their base score; in addition at least 3 of them should die each round just From Cupid and Will alone, Factor in Rolf on a Ballista and our own archers and Hobobarbie and we could well take out the entire level 2 stack in the first round; not that I think it's all that likely.
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Re: Darkness Rising

Postby The Colonel » Mon Aug 13, 2012 3:35 am

fuuuuuuuuuuuuuuuuuuuuuuuuuu

LEVEL FIVE!?!?!?!

i don't even..

UNDERESTIMATED US!? IF THIS IS THEM UNDERESTIMATING US, I DON'T WANT THEM TO PIN US!
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Re: Darkness Rising

Postby Werebiscuit » Mon Aug 13, 2012 5:04 am

WaterMonkey314 wrote:
MarbitChow wrote:Dis popping orders
Wandereus can fill in some details about the Breatheairian Chief Warlord. She's a high-level Heavy Archer named Romanaveratnalunda, a fierce leader and dancer and one of the most beautiful creatures in the kingdom. She rides an winged Fryahovar into battle, one of the unique creatures that Breathearia can pop. The wings indicate that the Fryahovar is at least 5th level - the beasts don't pop with flight, but gain it with sufficient experience. Breatheairia actually has two distinct city types, since they chose not to convert several of the Farkistan cities, whose units were similarly align. Former Farkistan cities can pop Gumps, Gumptions, and the dreaded Gump Roast, a fiery death-dealer. Breatheairian cities can pop Faeries, Fryahovar (four-hooved creatures with a sharp horn) and Fae Done-aways, dwagon-like creatures with a number of unique abilities. Wandereus has never seen most of these creatures, so he cannot provide accurate stats.


From this, and the Thinkagram image of a Warlord on an unwinged Fryahovar, I take it that Romana is not leading the attack on us?

OOC: Can she self heal? :P


OOC No, Romana is not leading the attack on us...that would be Armolad, not that we've been able to find that out, or have we Marbit ?...or maybe we will so I don't metagame by omission
see the following interlude for meta information

Berfore I forget... big shout out to you Marbit for the amount of work you're putting into this to keep us all entertained. Much appreciated !


Edited to Note that I posted this before reading page 72 and all the stats on Armolad...at least I know they're not meta info now :D /OOC
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Re: Darkness Rising

Postby MarbitChow » Mon Aug 13, 2012 6:21 am

ETheBoyce wrote:The one thing I'm uncertain about is how leadership/Dance Fighting interact with Mighty Blow et. al.because the archers Defense Score is only 3 meaning they can only use Mighty Blow once out of their base score

Leadership and Dance Fighting do not factor in, but other attack modifiers do. On their own, they'll only be able to use 1 might blow. Pairing them up with a bodyguard, on the other hand...

Werebiscuit wrote:OOC No, Romana is not leading the attack on us...that would be Armolad, not that we've been able to find that out, or have we Marbit ?
As you've noticed, Bill has been able to drop a scout in their hex. Although you don't normally get names by default, Wandereus and Junetta are familiar with most of the high-level commanders in this region. If you can describe them, they can usually figure out who they are. Wandereus assumes that, at some point, they'll probably start pulling units from the front, which he and Junetta won't be able to do much about.

Werebiscuit wrote:Before I forget... big shout out to you Marbit for the amount of work you're putting into this to keep us all entertained. Much appreciated !
Thanks! I'm glad you're enjoying it. :D
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Re: Darkness Rising

Postby Werebiscuit » Mon Aug 13, 2012 6:45 am

ETheBoyce wrote:The one thing I'm uncertain about is how leadership/Dance Fighting interact with Mighty Blow et. al.because the archers Defense Score is only 3 meaning they can only use Mighty Blow once out of their base score; in addition at least 3 of them should die each round just From Cupid and Will alone, Factor in Rolf on a Ballista and our own archers and Hobobarbie and we could well take out the entire level 2 stack in the first round; not that I think it's all that likely.


OOC You've identified a weakness there that we can exploit. The archers must be led and in dance formation/numbers to use their skills to the max. We can target their leadership with Will and use area attacks from Rolf and Coil and the other catapult to thin their numbers so they can only use partial bonuses. On that note I'm assuming Rolf is a "stick-on" for manning one catapult but who will we be using to man the other ? Will would be an obvious choice but he is a glass cannon and I think more useful in the sniper role for taking down leadership. In saying that the walls and ballista DO provide defence and his bonus would be fearsome so he is perhaps a good choice after all. However the ballistas WILL come under heavy fire so a unit with reasonable attack/defence and hits should be chosen. I'm thinking Yuri would be a good choice. With Will targeting leadership and Yuri & Rolf on the catapults targeting archer numbers we can quickly bring their offensive score down to numbers that we can risk exposing the rest of the offensive mancers (Coil & Bill) to bear on them. Once we can intoduce Coil & Bill to removing archer stacks then the battle will turn in our favour.
I'm assuming Yuri can still provide a leadership bonus while manning a catapult but how do Rolf's skill bonuses work, Marbit ? Can he use block & mighty blow or co-ordinate & interpose ?
/OOC
Last edited by Werebiscuit on Mon Aug 13, 2012 6:57 am, edited 2 times in total.
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Re: Darkness Rising

Postby Werebiscuit » Mon Aug 13, 2012 6:49 am

MarbitChow wrote:Leadership and Dance Fighting do not factor in, but other attack modifiers do. On their own, they'll only be able to use 1 might blow. Pairing them up with a bodyguard, on the other hand...


Ah..maybe we can't exploit that weakness in that way, then. However choice of catapult manning still stacks up for tactical reasons.
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Re: Darkness Rising

Postby Werebiscuit » Mon Aug 13, 2012 7:02 am

BTW Marbit. I'm presuming that the Faeries have Fly as a special. It's not mentioned in their stats that I can see...but their wings are a giveaway. ;)
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Re: Darkness Rising

Postby ETheBoyce » Mon Aug 13, 2012 7:32 am

Rolf and Yuri make the most sense to man the Ballistae since I'm pretty sure they can both fire it twice. On that note I think that Tod's Stack should basically be the PCs rather than the Garrison units, he provides a massive bonus and will allow us to one or two shot most enemies on the field as well as giving us a lot more survivability. Against the Archers even me with my normal 1 Defense will have 16 Defense against fire from the Archers (7 From leadership, 4 From Elevation, 4 from Crenelations).

Also Marbit you should update who has which items <_< I gave my strike cloak to...someone, my scrolls to Vinny, and my Healing Potion to Brick
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Re: Darkness Rising

Postby The Colonel » Mon Aug 13, 2012 8:00 am

Also, during the battle, I WANT MY STEEK BACK!

EDIT: Also a fire cloak.
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Re: Darkness Rising

Postby Werebiscuit » Mon Aug 13, 2012 8:11 am

ETheBoyce wrote:Rolf and Yuri make the most sense to man the Ballistae since I'm pretty sure they can both fire it twice. On that note I think that Tod's Stack should basically be the PCs rather than the Garrison units, he provides a massive bonus and will allow us to one or two shot most enemies on the field as well as giving us a lot more survivability. Against the Archers even me with my normal 1 Defense will have 16 Defense against fire from the Archers (7 From leadership, 4 From Elevation, 4 from Crenelations).

Also Marbit you should update who has which items <_< I gave my strike cloak to...someone, my scrolls to Vinny, and my Healing Potion to Brick


The bolded & underlined reason is not as good as it sounds since that twice is on the same target... so if Rolf takes them out 1st shot (which is more than possible) his 2nd shot is wasted. Cupid would be a better choice in this case since he can switch targets for the 2nd shot.

About that 16 defence.. which would normally be good. Consider that the first level archers will have combat 7 + (a possible 4 dancing) + (a possible 9 from mighty blowX3) + (a possible 5 from leadership) giving them a possible max 25 combat score BEFORE they co-ordinate. They could be be doing 9+2d6 on you per shot for an AVERAGE 16 damage. Now I'm not saying they will as Armolad's bonus can't be everywhere but do you really want to expose yourself to that sort of damage ? A couple of arrows will take out your ward and cloak leaving you (and your mount) vulnerable.
Even with Rolf's high def I will be requesting a fire protecting cloak just in case, though I expect to be far down the list in terms of needing one.

No it's far better that you stay out of LOS until the archers have been thinned out enough that their bonus is much reduced.
It's Rolf and Yuri's DEF bonus that makes them candidates for the Catapults...not their attack bonus.

Consider 18 def + 7 (Lead) + 4 (Walls) + 4 (Elevation/catapult) = 33. The archers will have to roll better than average just to damage them.
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Re: Darkness Rising

Postby 0beron » Mon Aug 13, 2012 8:14 am

I think that we should either croak the Altruistic Elves first, or last. If we croak them first, we can rely on the wards and cloaks to soak up some of the extra damage their dying cries will allow for. And of course croaking them last will make the fight a tiny bit trickier, but removes their last cry ability.
Of course we focus the heck out of their leadership first too.
Unless he hears otherwise, Vinny is crafting 6 Fire Cloaks, to be distributed as y'all dictate.
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Re: Darkness Rising

Postby The Colonel » Mon Aug 13, 2012 8:22 am

I think kill the ranged units first, then leadership. LEADERSHIP MUST DIE! NO NO TRYING TO CONVERT Armolad NO! Raise her as an uncroaked, maybe. Turn? NO!
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Re: Darkness Rising

Postby ETheBoyce » Mon Aug 13, 2012 8:24 am

You're forgetting we have brickbats that can negate 7 shots a piece or 28 shots total, and I'll be on a mount and we have some bodyguards, also I'll be stunning 2-3 of them. Further the reason we don't want Cupid or Will manning the Ballistae is that they already have ranged attacks, Using Yuri and Rolf to man the Ballistae gives us 6-8 high damage ranged attacks whereas using Cupid and Will to man them gives us no additional attacks and leaves them not doing anything until they break through the gate/walls.

Archers/Leaders first yes, but then healers!
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Re: Darkness Rising

Postby Werebiscuit » Mon Aug 13, 2012 8:28 am

0beron wrote:I think that we should either croak the Altruistic Elves first, or last. If we croak them first, we can rely on the wards and cloaks to soak up some of the extra damage their dying cries will allow for. And of course croaking them last will make the fight a tiny bit trickier, but removes their last cry ability.
Of course we focus the heck out of their leadership first too.
Unless he hears otherwise, Vinny is crafting 6 Fire Cloaks, to be distributed as y'all dictate.


That depends on how they're distributed. I suspect there will be an altruistic elf (P.S.I called their healing powers right, even if they're not healomancers :P) in each stack surrounded by warriors/archers/etc. I doubt we'll see them as a seperate stack so our area attacks will croak them along with others in the stack. I don't think we'll be targeting them.
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Re: Darkness Rising

Postby Werebiscuit » Mon Aug 13, 2012 8:35 am

ETheBoyce wrote:You're forgetting we have brickbats that can negate 7 shots a piece or 28 shots total, and I'll be on a mount and we have some bodyguards, also I'll be stunning 2-3 of them. Further the reason we don't want Cupid or Will manning the Ballistae is that they already have ranged attacks, Using Yuri and Rolf to man the Ballistae gives us 6-8 high damage ranged attacks whereas using Cupid and Will to man them gives us no additional attacks and leaves them not doing anything until they break through the gate/walls.

Archers/Leaders first yes, but then healers!

I think you'll find that one of the 4 brickbat stacks that Swodaems was talking about consisted of 1 brickbat so although we may have 4 depending on Marbit's ruling we can't count on negating 28 shots.
Yes the brickbats are good for soaking up damage but between the faeries and archers (32 shots in total) I don't expect them to last out the 1st phase of fire. Wards and cloaks will go by the 2nd phase if you're exposed.
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Re: Darkness Rising

Postby Lord of Monies » Mon Aug 13, 2012 9:00 am

If slain by an enemy, every member of the Altruistic Elf's side in the hex gains a +2 Combat / +1 Defense Inspiration Bonus until the start of their next Turn


Ok, based on that, my vote goes to killed the Altruist Elves last if at all possible. Turn is capitalised, so we're not dealing with rounds. This means it will last the entirerity of the combat. The last thing we want is to increase their buffs when they still have the majority of their fighting force. Unfortunately, my guess is this isn't going to be an easy thing to achieve. The view we got of their forces had them in marching formation. When it comes to combat, those altruists are going to be put in the middle of stacks to ensure they get healed. This means are aoe attacks are likely to end up taking down an altruist or two along the way. We don't have the luxury of trying to capture their leadership here. That needs to go down first so we can afford to kill an few altruists as collateral damage. Further food for thought, warlord is holding items that we don't know what they do. Let's not find out until after the battle. Take down leadership first, then the archers.
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