
0beron wrote:Nnelg wrote:{I know, it feels strange to be using towers against a level 1.)
I guarantee you, it's not a lvl 1 anymore.
ETheBoyce wrote:Why would we create towers when we can just knock down their gate with ballista/catapults?

MarbitChow wrote:That was prior to Nnelg's suggestion that ballista & catapult get limber/unlimber actions to transition between move & fire. Now, a catapult / ballista would need to move into range (I'm assuming 24 squares plus 6 squares per elevation, and giving Fire attacks 18 squares plus 4 squares/elevation), and limber, then load, then fire.

Nnelg wrote:Because even if we could, that would take more time than Assault Towers. Assault towers breach the walls the instant they make contact.

Nnelg wrote:Right then, since Marbit isn't rebalancing the siege, the only thing that's really going to be useful is Assault Towers.
Nemo will take Baffle, and keep any enemy ranged siege smoked. We roll up the towers, and storm the walls.
And that's pretty much it. (I know, it feels strange to be using towers against a level 1.)
ETheBoyce wrote:Why spend all that time getting moving up to a wall with 4 units on a Tower when you can just knock the Gate down and have all the units you want get inside the walls?

Baffle actually changes the battlefield terrain. Spot checks would have no effect on it; all units immediately see it, and know that it's foolamancy, but can't really do anything about it.Swodaems wrote: Would they see thru it and be able to shoot units that the baffle was mean to protect? And the rules still don't define exactly when and how often a warlord or caster gets a spot check or what information the other units on their side get upon success.
I'm assuming Assault Towers have ladders on the section away from the wall. Changing elevation upwards requires 2 squares. Odds are that there will be units on the wall adjacent to the towers, so normal enemy adjacency rules would prevent movement to the walls directly until enough space is cleared.Swodaems wrote: (Can they? And what is the movement cost for doing so?)
No. Transport only carries units, not structures.Nnelg wrote:(Marbit, could we transport Siege equipment with Balrugs? Maybe not Towers, but possibly Ballistae?)

MarbitChow as King Creperum wrote:Queen Maude Dibs, may I formally present to you my Chief Diplomat, Yuri. As our side is unconventional, so too is our Negotiator. Know that he has my full support, and speaks as the voice of our side.
Diplomacy TimeMarbitChow as Queen Maude Dibs wrote:A pleasure to meet you, Yuri. Your King speaks highly of you. Be at ease, for I already see common ground between our sides. My people are a practical lot, and I dislike the foolery of the typical courts. Speak your mind freely, and plainly, and I will never take offense.
I bet it would help you keep that promise if I was able to get through these conversations faster. Sorry for the delay, all.MarbitChow wrote:I promise we'll get to the action soon
Speaking of this, how exactly are we deploying Bill's attention here? We have dozens of corpses from the battle, and bill has 60 juice- enough that if I read the rules correctly he could make 20 Minor Uncroaked per turn if he's aggressive about it, or maintain twice that many on Extended Decay; halve those numbers for skeletons. The logistics of bringing them all into battle aren't exactly friendly, but the corpses are only going to rot if we don't use them so we might as well. Where is the balance between spamming units and keeping them from dusting on their own?Swodaems wrote:Finally, Bill's current batch of skele archers was created on turn 9, so they should suffer extended decay on turns 12, 15, and 18. Turn 18 is when their Def hits 0, (the new rules don't say it, but uncraked decay away when a stat hits 0). That is 9 units we lose if we wait until the assault tower can arrive.


Queen Dibs responds, "We've already agreed to a cease-fire while we discuss a longer-term peace. I don't believe for a moment that they'll keep the peace any longer than it takes to crush you and redistribute their forces, but we need the breathing room as well. We've lost a number of cities in the past few dozen turns, and if we can get them to surrender even one of them without a fight, we'll be in much better shape.Exate wrote:"So how is talkings with elfs going?"

Exate wrote:Side note, I've been doing a little mathamancy, and if we assume that Gumps are equal to Naughty Kitties in popping difficulty we're looking at having wiped out 352 UP of units during the most recent assault on Dis City.


Dark Archons, as well as Bad Asses, Lesser Bone Dagrons, Naughty Kitties, Heck Pups, Imps, and Balrugs, are not available as PC characters. Nor are gobwins available as PC characters. They are simply special units that can be popped by the side. You're limited to the options under "Character Creation" in the rule set.BLANDCorporatio wrote:In other news, I am getting tempted to take on a Dark Archon PC (isn't everyone?).

BLANDCorporatio wrote:1) It's very hard to raise an army, if it takes Breatharia 7 turns to come up with a not-decent siege force.
2) It's very easy to lose an army- especially during a siege.
BLANDCorporatio wrote:In other news, I am getting tempted to take on a Dark Archon PC (isn't everyone?). So when do those nasty, dangerous, suicide mercenary missions start?

Nnelg wrote:BLANDCorporatio wrote:1) It's very hard to raise an army, if it takes Breatharia 7 turns to come up with a not-decent siege force.
2) It's very easy to lose an army- especially during a siege.
Natural truths of warfare.


BLANDCorporatio wrote:In "real warfare", it wasn't unheard of for sieges to last years. A lot of warfare was mostly about raiding villages and skirmishes. I simplify and exaggerate of course, but the thing is, the massive, land-grabbing, city-conquering campaigns that are typical fare of RP campaigns and fantasy games like Heroes, AoW etc were somewhat rare.

Nnelg wrote:BLANDCorporatio wrote:In "real warfare", it wasn't unheard of for sieges to last years. A lot of warfare was mostly about raiding villages and skirmishes. I simplify and exaggerate of course, but the thing is, the massive, land-grabbing, city-conquering campaigns that are typical fare of RP campaigns and fantasy games like Heroes, AoW etc were somewhat rare.
You'd be surprised.


MarbitChow wrote:A side gets a spot check for each leadership / caster on the battlefield the moment the side is exposed to a veil (it enters RLOS of any unit). All rolls occur simultaneously. The unit(s) that succeed in the roll can react based on that information on the same phase. All other units on the side can react on the next phase. A side gets 1 additional roll if they determine that something is amiss (like Rolf veiled as a sapper, but not dropping after a solid hit).

Do we have concrete rules for how these are produced? The Fabrication ability says that the unit can create equipment, but doesn't give any kind of guidelines as to limitations on how much equipment, how quickly, and so forth. Nor do any of the equipment items seem to indicate any kind of resources consumed or time required to make them. Is this just "if you have at least one unit with Fabrication, you can have as much of any of the equipment list as you want"?MarbitChow wrote:Re: Bill's Attention, please note the stealth update to the Equipment section that occurred a few days ago
Yuri, Master Diplomat, Speaks Once MoreMarbitChow wrote:Queen Dibs responds, "We've already agreed to a cease-fire while we discuss a longer-term peace. I don't believe for a moment that they'll keep the peace any longer than it takes to crush you and redistribute their forces, but we need the breathing room as well. We've lost a number of cities in the past few dozen turns, and if we can get them to surrender even one of them without a fight, we'll be in much better shape.
I've taken the liberty of dispatching a diplomatic envoy to your area. We've got a rough idea where the Elven rearguard cities are, but we've never sent units very far into the region. Can you send us coordinates for a rendez-vous, and, if possible, spare an escort to help see them safely to one of your cities?"

If I ever get around to coding this as a computer game, I'll keep that in mind. Until then, since I have to do this all by hand, I'll do it this way.Nnelg wrote:That feels a little severe. I would be happier if the odds of succeeding with the Spot Check were higher, but the entire Side didn't automatically get it as soon as they saw it. Instead, say that all Command Units get a Spot Check whenever something "odd" happens (like the rolf-as-sapper thing you said) to a Veiled unit within 18 Squares. If they succeed, they realize that what they see is Foolamancy, but not what the true nature behind the veil is.
For Crypsis, there should be a recheck every round the enemy unit is within 8-12 Squares or so, with success telling unit(s) roughly where the invisible guys are.
I think that would be a better system. If there's no reason to suspect anything, nobody should realize that there's a veil. But if there is, it shouldn't be too difficult to put two-and-two together.

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