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Author Topic: Land Wars - Supernerd Edition - Probably Dead  (Read 10447 times)

Supernerd

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #120 on: July 05, 2020, 09:14:45 am »

Slight issue with the application. The maximum point value of a starting troop is 1. Its also limited by the number of territories you control. If you really want to start with big boats, you can use a "hero" for that. For some reason, I am allowing fractional point costs, so if you want one of your units to be better than others, you can make one worth like 0.5 or something.

I'll also comment that Rum doesn't make sense to me as a strategic resource. Maybe if it was magical rum? I don't know.
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You arrive at a mysterious castle filled with people whose statements are always false. Which one do you vote for?

TricMagic

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #121 on: July 05, 2020, 10:45:08 am »

Civilization Name: United Collective of Spore
Theme: Fungi
Day 0:
Home Territory: Underveil

Underviel, located on the shoreline, the United Collective have risen from underwater to land, and shall begin their spread.
For that which feeds on death and sups on life shall never end. For the Spore!
Other Territories:
Owned Strategic Resources: Biomass- Used to develop new Spore strains, create troops, covert other races, or restore Spore troops to full health over time. Can be harvested from fallen troops, or local fauna/flora.

Current Troops:
x2000 Sporelings:

Heroes:
Supplies:

Recruiting this turn:
Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)


Anything else I need to do? Do I get more troops than just 1000?
« Last Edit: July 05, 2020, 06:36:15 pm by TricMagic »
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Supernerd

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #122 on: July 05, 2020, 11:41:46 am »

Currently, we were only prepared to accept one new player, but it doesn't necessarily need to be the first one. You get to start with 2,000 points worth of troops. You also need to set up your project point, you get 20 to start with.

You can check out some of the player applications that were already accepted to get an idea of how it works.
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You arrive at a mysterious castle filled with people whose statements are always false. Which one do you vote for?

TricMagic

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #123 on: July 05, 2020, 12:30:49 pm »

That better?
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Supernerd

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #124 on: July 05, 2020, 03:59:45 pm »

There's still something I need to address.

It is not possible to increase the amount of recruitment points you get via projects. The only way to do that is to obtain more territories.

I'll also mention that how many strategic resources you want a unit to cost is entirely your decision (Aside from the limits stated in the first post). Projects can improve units though.
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Vivalas

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #125 on: July 05, 2020, 04:39:25 pm »

If you wanna hop in that's fine, don't think pirates will work well anyways in that context.  :)
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
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TricMagic

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #126 on: July 05, 2020, 04:55:13 pm »

Hmm, do I also do an action now or next turn? Also, edits.
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Supernerd

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #127 on: July 05, 2020, 05:19:02 pm »

In the interest of getting things moving again, I'm going to say next turn. I'm also going to finish up turn 2 because frankly its been too long already.
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You arrive at a mysterious castle filled with people whose statements are always false. Which one do you vote for?

Supernerd

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #128 on: July 05, 2020, 05:33:03 pm »

Turn 2


Massive flooding has occurred at NEE due to a time-space abnormality. This will hopefully never happen again. The United Collective of Spore exists, and always has existed.

Spoiler: Territory Information (click to show/hide)

Tips of the day:
Consider your situation carefully before you act, lest you suffer a pyrrhic victory.

It is strongly recommended to make a journal post along with your turn update. The story is going to be run mostly by the players and its more interesting that way.

The combat results will be in a separate post. After that post is made, you may post your Day 3 update.
« Last Edit: July 05, 2020, 06:09:58 pm by Supernerd »
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You arrive at a mysterious castle filled with people whose statements are always false. Which one do you vote for?

Supernerd

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #129 on: July 05, 2020, 05:33:28 pm »

NWW
The Prideans mobilize a very large army to the NWW territory, travelling along the coast of the Sea of no Cares. Their travels are mostly uneventful. While they may have wanted to fly under the radar, the army was simply too large to elude the notice of enemy scouts.

The following forces have been seen in the area (This is NOT a casualty list)

2800 allies
540 gunmen
540 bi-barians
540 longships

NM
The Daal'Gak fortify themselves around the base of Mt Nasty as best as they can and await the return of the Griffin. It took until the afternoon, but the beast eventually showed its face once again. It did a semi-circle around the mountain before diving to sieze one of the Gru'bek laid out as bait!

A couple dozen Gru'bek fired their spit from their hiding place, striking the side of the Griffin! Not entirely sure what was going on, the Griffin landed. There was a substantial amount of cement on its left wing. The Pebble-Slingers then unleashed a volley of stones! Though a substantial amount of shots connected, it didn't seem to do much more than make the beast angry!

It lets out a ear-piercingly loud screetch, lifts its wings up and flaps them furiously, knocking loose some of the not yet fully hardened Gru'bek spit; but more alarmingly it also causes an intense gust of wind! The first wave of Crundle Tribals was sent into a state of disarray with some even having been sent flying hard enough to expire! Undeterred, the Crundles kept on their assault. While the Daal'Gak weapons weren't completely useless against it, the Crundles struggled to land a meaningful hit against the much larger beast.

Quite a few more Crundles and at least one Trog were slain by the Griffin's sharp talons, but the Griffin had difficulty with killing such a sheer quantity of enemies and the Crundle's started to flank it. Realizing its predicament, the Griffin revealed another one of its abilities: The beast could actually run pretty darn fast! It charged through a contingement of Crundles and a couple of Trogs who were not strong or heavy enough to stop the charging beast! Lacking the speed necessary to keep up, the Griffin escaped on foot to the Northwest!

Casualties
1 Gru'bek
1 Trog
46 Crundle Tribals

NEE
The soldiers of Steelhold advanced to the Ruined City, and find that it is currently unoccupied. They can only speculate on why the Satyrs do not reside there...

Elsewhere there have been some flash flooding due to a time-space anomaly. The amount of Satyrs that drowned is coincidentally identical to the amount that would have been killed by hypothetical Scaled Lizards last turn!

ME
The Daal'Gak regroup and prepare to assault the center of the Former Metropolitan Area. Being much more organized this time, the Crundle's and their servants were able to progress with much fewer issues despite the moderately increased density of hostile relics.

While there were some losses, things were going fairly smoothly at first... But as they reached a major landmark they saw something disconcerting! A constantly shifting translucent apparation was floating in the air, depicting some kind of entity which seems as though it never should have existed in the first place. It was the Ghost in the Machine! It produces a loud gutteral noise and the ground begins to quake!

A large construct reminiscent of the War Machine to the south emerges from behind some of the larger ruined skyscraper buildings. This one is different however. This one is much older, heavily rusted, and missing entire segments of its body; like some kind of cross between a robot and a zombie! If the Daal'Gak knew the first thing about technology they would be able to tell at a mere glance that this thing quite simply should not be able to function, let alone walk around and fight. This was a paranormal threat, not a technological one...

Casualties
60 Crundle Tribals
13 Crundle Pebble-Slingers
4 Trogs
3 Gru'Bek

MWW
The Ancestors plot to lay siege to the Statue in the south. To that end, they intend to dispatch a large army lead by the Necromancer Scholar. Their travels begin, and the new day comes before they can reach their destination.

Their forces retreat from the NWW territory to re-focus their attentions.

(It is recommended to re-post your desired attack on the next turn when your troops are in transit to ensure that the GM does not miss it)

MW
The dfiting Crundles continued on their misguided travels, as a wave of frigid water sent their ice floats to the mainland. The remaining Crundles stranded on the waters are now either back at the mainland, or dead.

The ones at the island begin to faff about with the Tree of Chaos. Surprisingly enough, everything turned out alright with no sign of the Mad Dryad doing anything. Well okay, ONE crundle tribal lost its grip while climbing and split his head, but that's just another day for the crundles of this particular tribe.

Meanwhile, the smarter Gru'bek, Trogs, and Bobbies take their leave of MW and returnt o their respective homelands.

Casualties
72 Crundle Tribals
63 Crundle Pebble-Slingers

SWW
The Bobbies head back to return to New London
It is NOT a GM error that the Ancestors have not fought here this turn.

SM
The Harvester Nexus prepares for its assault against the War Machine, moving in Ballistae from the capital and sending the Robotonk Prototype north. Their forces begin to amass outside of the Ruined Arcology. As the redpaints were scattered around the territory as part of their prior extermination campaign, they do not all arrive at the same time.

As SE5 approaches a single Gobborg can be seen in front of it, running frantically for dear life. It ran for cover in the Ruined Arcology; and the War Machine lights up. Panic bells, its red alert! There's something here from somewhere else. A high caliber shot from the War Machine quickly converts the Gobborg's head into a red paste. Normally the Harvester Nexus wouldn't care about this, but because of its intrusion the War Machine was active before all of their robots could get into position!

The Ancient Ballistae take their first round of shots. Its not clear what the War Machine's armor is made of, but it was sturdy enough to withstand the ballistae bolts! The ballistae reload to prepare a second volley. The Impalers and Choppers begin to charge towards it! The War Machine responds by launching another one of its missiles, putting a significant amount of Imaplers offline! The maintenance drones move to fix the salvageable Impalers that were at the peripheral of the explosion.

The Robotonk moves within firing range and calibrates its aim, and the Ballistae take another shot. This time, a few ballistae bolts are sticking out of the War Machine but the damage is mostly superficial. The Impalers draw closer with the Choppers close behind them. The War Machine unleashes its Blue Laser again, in an arc at ground level! The nearest Ancient Impalers and Choppers suffer critical damage, but most of the ones behind them survive to keep up the charge.

The Robotonk gets its first shot off with one of its massive Steel Cannonballs, striking the midsection of the War Machine! The monstrous machine is still standing, but not unharmed this time. A large segment of its rusted durantium alloy plating gives way and falls to the ground below revealing an array of insulated wires. The War Machine's eye glows an intense red.

The first group of still functional Ancient Impalers begin to strike at the War Machine with their pneumatic picks and the Ballistae fire their third volley. It seems like the War Machine is finally taking significant damage. It seems to recognize this and reacts accordingly, and haphazardly launches its weapons simultaneously! Its kinetic weapon takes out close to two dozen Ballistae, the Blue Laser takes another two sweeps, going above the Impalers and Choppers at melee range but causing significant damages to the ones behind them, and hundreds of tiny missiles are fired from a launcher on the War Machine's back. The Nexus' losses are substantial, but not to the point of satisfying their retreat conditions.

Some of the scattered micro-missiles had gone in the directions of the Crundles lying in wait to the west, spelling the doom of over forty of them!

The Robotonk Prototype takes another shot. The War Machine reacts, and only takes a glancing blow. The remaining Ballistae take their fourth volley, and make a decisive hit to the spot exposed by the first cannonball! The temperature begins to rise as whatever it was that powered the War Machine is ruptured.

The War Machine explodes in a massive burst of fiery death! Along with it, 99 Nexus Drones are also fried. As there are no "infinite recovery drones", the site of the War Machine's wreckage will need to be claimed prior to reverse engineering.

Though the celebration didn't last for long, partly because they are machines that do not partake in such pointless organic behaviours such as partying, but mostly because a Daal'Gak army had been watching from afar waiting for the opportunity to strike at the weakened victor of the mechanical scuffle!

The Crundles charged into battle with their Gru'Bek and Troggy steeds, while the Harvester Nexus moved to try to harvest them. The Ballistae were able to fire from outside of the range of the Crundle Pebble-Slingers and Gru'Bek, and drew first blood in the conflict. The Trogs charged in to meet the Impalers and Choppers head on, and there were many causalties on both sides. The Pebble-Slingers focused their fire on the maintenance drones. The Gru'Bek bile, while not ineffective, could be cleared up by the maintenance drones and didn't hold the Impalers and Choppers for long. The Robotonk fired a few cannonballs and squashed quite a few Crundles, but there wasn't an obvious strategic target in this battle.

Eventually after a substantial amount of Maintenance Drones were felled, the Harvester Nexus decided it was time to make a strategic retreat...

Elsewhere, the Bobbies returned to Old London.

Casualties:
War Machine (Hero)
1 Gobborg
426 Ancient Impalers
292 Ancient Choppers
470 Ancient Maintenance Drones
42 Ancient Ballistae
531 Crundle Tribals
121 Crundle Pebble-Slingers
45 Trogs
36 Gru'Bek

You may now post your Day 3 update!
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TricMagic

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Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
« Reply #130 on: July 05, 2020, 06:58:35 pm »

Combat: The United Collective of Spore vs NEE.

Objectives:
- Annexation, starting with seizing control of the Shadowed Forest, and the Strategic Resource. Moving on to the Ruined City and Mt Barton in that order.
- Enslavement/Death of the Satyr Race. You shall be colonized.
- End of Mamut Taipan (Hero)

Units Sent
- 2000 Sporelings

Important things that need consideration
Mt Barton is not a place we should assault at the start. Lines of sight from above are too long to make any progress but in full force
The Ruined City likely has greenery, but may be fairly mazelike. Limited Scouts should be used to determine locations of any resistance before overruning the enemy.
Mamut Taipan is a priority target. If engaged, kite them as we gather a mass to engulf them. Surround and crush.

Tactics
Swarm Tactics are to be employed against the enemy. Avoid fire if possible, if not, sacrifice oneself to quench it for the others to swarm the one using it. Against the Hero all forces are to be employed, with a minimum of 500 needed for engagement.
Scouting groups of 10, stick to the Shadowed Woods and use ambush tactics where applicable, with lure tactics being used as needed.  Run a circle search pattern around nearby allies.
If Hero does not appear in currently location being cleared and secured, do not search out. Numbers are to be used against them.

Ruined City will have scouts as preliminary, followed by mass swarm. Use sewers, climb walls, gather in the city, and crush resistance.

Mt Barton requires are units gathered as the final point to be annexed. Climb to the top en mass then surge down on any stranglers our efforts did not defeat.
« Last Edit: July 05, 2020, 07:04:21 pm by TricMagic »
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Supernerd

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Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
« Reply #131 on: July 05, 2020, 07:06:25 pm »

(I should re-iterate that you should post your "Update" using the template on the first post. This should probably be done prior to making attacks on your turn, but I'll let it slide this time at the very least)
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Screech9791

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Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
« Reply #132 on: July 05, 2020, 07:16:03 pm »

Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 3
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)

Current Troops: (1114 total value)
292 Ancient Impalers
263 Ancient Choppers
101 Ancient Ballistae
362 Ancient Maintenance Drones
314 Scout Drone MK2s
60 Impalers
60 Choppers

Heroes:
Robotonk Prototype

Stored Strategic Resources: 34.25 Living Metal

Recruiting this turn (cost: 178 value, 111.25 living metal):
89 Impalers
89 Choppers

Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
Information pastebin link (read for non-TL;DR descriptions, log entries, and fluff): https://pastebin.com/aD2eDzej
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TricMagic

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Re: Land Wars - Supernerd Edition - 1 More Player Needed
« Reply #133 on: July 06, 2020, 08:49:26 am »

Civilization Name: United Collective of Spore
Theme: Fungi
Day 1 Entry, Day 3 in other countries: The Spore rise and go to the east, crossing the waves en mass. Soon, we shall have another colony. To the south we find the acidic slimes, a perfect counter, and to the west light demons. They shall be colonized in time. For the Spore.
Additional Entry: It seems another Hive rests to the far south. Inorganic, but similar. Contact recommended.

Home Territory: Underveil

Underviel, located on the shoreline, the United Collective have risen from underwater to land, and shall begin their spread.
For that which feeds on death and sups on life shall never end. For the Spore!
Other Territories:
Owned Strategic Resources: Biomass- Used to develop new Spore strains, create troops, covert other races, or restore Spore troops to full health over time. Can be harvested from fallen troops, or local fauna/flora.
SR Amounts
Biomass: 100(+100 income)

Research Points: 4(+2 income)

Current Troops:
x2000 Sporelings: Heading to NEE

Heroes:
Supplies:

Recruiting this turn: 160 Sporelings.

Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)

« Last Edit: July 06, 2020, 03:58:25 pm by TricMagic »
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Failbird105

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Re: Land Wars - Supernerd Edition - So much for doing little work!
« Reply #134 on: July 06, 2020, 02:16:09 pm »

Within the center of Clock Tower, the heads of old Earths greatest Magus families discuss their plans. The construct army to the East had left an opening for them to potentially claim land, but this would not only invite conflict between the two sides, conflict they would likely not win without a greater power at their side, but it would certainly allow the undead army to the northwest to claim the vital catalyst to the West. The greatest problem was almost certainly the statue guarding the temple. The Bobbies would do little to harm it, and there were even doubts about the effectiveness of the Slayer Dolls against it, they had, after all, been meant for the Tortolisk. Theoretically, Magi could themselves be deployed to the field, but none where willing to do so until the major project had been completed, the project that could not be started until more territory was claimed.

And so, plans for a new construct were devised, plans revolving around mysterious occurrences that the Mages Association had been forced to step in and halt several times before


Spoiler: London (click to show/hide)

Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 2:
Home Territory: Old London
Other Territories: -
Owned Strategic Resources:
Mystery- The Supernatural, boiled down to a science. Magecraft, Phantasmal Beasts, Abnormalities, True Magic, all of this is 'Mystery'. Each individual spell, magical species, or magical being of individual renown, has its own amount of 'Mystery'. More Mystery trumps less Mystery. And most importantly of all, the more commonly understood any individual Mystery gets, the weaker it gets, and the more legendary something is, the stronger. This is what makes Mystery so 'limited' of a resource, and the Mages of the Clock Tower so important due to their understanding of the general principals behind Mystery as a whole. Anything that can be considered 'supernatural' can be achieved with Mystery, but the greater the power, the more Mystery involved, and thus the more secrets to guard. (+100/turn)

Current Troops:
2273 Bobbies
100 Slayer Dolls

Heroes:

Stored Resources:
0 Mystery(100 gained, 100 spent on recruitment.)

Recruiting this turn:
100 Slayer Dolls(costs 100 Mysery)
? Bobbies

Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
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