Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: Supernerd on June 14, 2020, 10:15:50 pm

Title: Land Wars - Supernerd Edition - Probably Dead
Post by: Supernerd on June 14, 2020, 10:15:50 pm
Introduction

Hello and welcome to Land Wars, the forum based grand strategy game where the GM does as little work as possible! You basically just make shit up in accordance the rules and I'll just be the one who decides how combat scenes play out, and when something is too absurd to be tolerated.

To start things off, you will need to submit a map that is 500x500 pixels in size. The map does not need to be of particularly high quality, but I do need to be able to understand what is going on. When the game is ready to start, these maps will be merged into a single large map.

You will also need to decide on a theme. I'm going to be extremely lenient in regards to what is and is not allowed for this (But not quite as lenient as a certain other person who shall remain nameless); however take note that all players begin the game with the same amount of power. If you want a nation full of dragons, they'll be exceptionally weak dragons; as an example.

Game Mechanics

Troops: In this game you'll be able to design your own Soldiers. From ordinary swordsmen to magical walruses, these are the guys you will be sending to do things such as fighting in wars, maintaining order in your lands and just about everything else that can't be handled diplomatically (And sometimes for that too). Every soldier should have a name, and a description about a paragraph in length explaning what they do.

Soldiers can have a "Value" of more or less than 1. This means that a soldier can be about twice as strong but cost twice as much or that you can have a swarm of really weak guys. At the start of the game however, you are limited to soldiers with a value of no higher than 1. If you want stronger guys you'll need to train them up in game. Furthermore, the max point value of a troop you can research is equal to the amount of territories you own!

Each turn you can recruit a certain amount of troops. (Mentioned in detail below)

Heroes: A hero is a special kind of soldier, which is basically just a much better special version of one. Stuff like dragons etc. Heroes are recruited using projects. You can have a maximum of 3 heroes at any given time, and can only create 6 over the course of the entire game; so it is advised to carefully consider how they should be used.

Strategic Resources: Each map tile will have one special kind of resource. Soldiers designed to use strategic resources will be more powerful than an equivalent one that does not require them. Owning the tile associated with a resource will provide you with 100 of this resource each turn. These resources can be traded, stolen etc.

You get to make up the one on your home tile.

Additional Clarification: You start the game with 0 units of the strategic units and no troops that use it, but you can start the game with projects for troops that use it. Heroes may or may not be designed with strategic resources. Ordinary troops cannot use more units of strategic resources than their point cost. (But they can use less). Projects do not have a maximum strategic resource cost.

Projects: Each turn you can work on a number of projects. This is the way that you will be able to create new weapons, new types of units, recruit heroes, build military encampments and other things. You can build pretty much whatever you want, but the golden rule is that the value of what you make is equal to the amount of points that the project requires.

Each turn, you gain X+1 project points. X is equal to the number of territories you control.

Spoiler: Example Costs (click to show/hide)

How to play
Once the game starts, you will be able to do a number of things each turn. All of which must be specified in your post at the time you make it.

Recruitment: Each turn you can gain a certain amount of troops. The amount of points you can spend is always equal to the following formula. (I expect you to be able to do the math yourself).

(X+1)*100-(Y/50)
X is equal to the number of territories you control.
Y is equal to the point value of your troops at the start of the turn.

So if you have one territory and 2,000 points of troops at turn start, you would be able to recruit up to 160 points of troops on that turn. (Round to the nearest whole number, rounding up if the decimal is exactly .5)

Diplomacy: Other players may be willing to work together with you in order to deal with certain problems. Simple messages take no time to delivery, and should be in the game thread. It is also possible to trade things such as Strategic Resources, share certain kinds of research-like projects, or send non-hostile re-enforcements. "Trade" actions are not instant and will need to be validated in a GM update.

It is possible to betray someone in diplomatic deals, intercept other players deals, and other such shenanigans. It is also possible for them to become hostile as a result of such behavior.

Combat: Your ultimate goal is probably going to be world domination. In order to attack someone, you will need to make a separate post in the game (Separate from your standard update post) and specify the following things.

- Who you are attacking
- What your objectives are
- The troops that you are sending into battle
- Any other important things that need consideration
- The tactics that you intend to use.

On the next turn, the defender will then get an opportunity to prepare a defense strategy with whatever troops they have that are not committed elsewhere. If the defender is too far away, they may have multiple turns to prepare.

Note that the tactics you choose to employ will be the primary factor in who wins the battle, and how many troops will die.

Espionage: Sometimes you'll want to do something a bit more subtle, like interfering with an enemy project or stealing stuff. To do that, you will need to post in the game to announce that you are doing a stealth action and which territory you are doing that action in, and then send the rest of the information (As specified under combat) to the GM. At this time, other players with business in that territory should send the GM a PM with any relevant information about how their defenses are prepared.

A stealth action that takes place outside of your established territory will be MUCH less effective than a non-stealth equivalent action. Like, less than half, and using too many stealth actions will increase the odds of your plots being uncovered.

A "stealth" attack involving your entire military is almost guaranteed to fail. A good rule of thumb is to consider if the group you send can realistically traverse an area without getting spotted.

Territory Annexation: In order to officially gain a new tile, you will need to complete a five point annexation project. This project cannot be started if any hostile forces are present on the tile, and will be halted if you are unable to maintain your military dominance on the tile for the project's full duration. Once you complete the annexation process, you will have all the benefits that come with the territory!

Despicable Neutrals: At game start, there will be several "Neutral" territories that may or may not have a standing army. These can and should be annexed as soon as possible. Diplomacy with these neutral territories is not possible and they are much easier to take than an enemy stronghold.

Other: If you want to do something that isn't really covered by the rules, ask the GM first. If you feel that something has not been adequately explained, please let me know.

The day does not end until the GM makes an "Update Post" that includes the update post of all players. Invalid actions may be changed without warning. Once this update post is made, all actions are finalized and the next turns action can be posted. Turns will generally be once every two real days, but may take a bit longer sometimes. All players are expected to post on time.

Application and action format:

The below code will show the correct format that all of your updates must be sent in. In addition, you will need to include a map with the initial application, but the map does not need to be on every post.

To clarify, the Owned Strategic Resources line is where you specify the resources for territories that you own, which you are getting each turn. The Supplies field is for where you specify the amount of each resource that you have.

The details field should explain everything from your heroes, troops, research projects etc. You start the game with 20 points of projects completed. You will need to use these to design your starting troop types, allocate to any heroes you want to start with, your home defenses, and possibly other things. At the end of each project name, include () brackets along with the number of points the project took as well as current progress if applicable. (1/5) (2/3) etc. The maximum point cost for a troop at the Start of the game is 5.

You also start with 2,000 points worth of troops.

The game begins when I feel that we have enough players.

Code: [Select]
Civilization Name:
Theme:
Day 0:
Home Territory:
Other Territories:
Owned Strategic Resources:

Current Troops:
Heroes:
Supplies:

Recruiting this turn:

[spoiler=Troop Designs]

[/spoiler]
[spoiler=Project Information]

[/spoiler]

If you guys like discord, you can talk about the game here by clicking this link (https://discord.gg/cuZd7dC). Joining the discord is in no way required for playing the game.
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 15, 2020, 03:46:47 pm
Hopefully this will go better than the last time someone other than me tried hosting the game. PTW while I make a shitpost overspecialized kingdom out of boredom. What stops me from having a kingdom which has extremely powerful units (think ~20-25x the power of a normal unit) with ~20-25x the recruitment cost?
Title: Re: Land Wars - Supernerd Edition
Post by: TheFantasticMsFox on June 15, 2020, 04:02:19 pm
PTW, will work on something soonish.
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 15, 2020, 04:04:23 pm
@0cra, The first post does actually. It explicitly states that at the start of game troops cannot have a value of more than 1 point each. That's not to say people can't try making a stupid gimmick application, just that they would need to find a different stupid gimmick thing to do.

Soldiers can have a "Value" of more or less than 1. This means that a soldier can be about twice as strong but cost twice as much or that you can have a swarm of really weak guys. At the start of the game however, you are limited to soldiers with a value of no higher than 1. If you want stronger guys you'll need to train them up in game. Furthermore, the max point value of a troop you can research is equal to the amount of territories you own!
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 15, 2020, 04:17:00 pm
alright fuck it, time to ask the pathetically small LW discord server about which gimmick I should use, from 4 choices
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on June 15, 2020, 07:55:24 pm
Seems like fun. I'll throw in.

Would you prefer we direct message you our submissions or post them here?
Title: Re: Land Wars - Supernerd Edition
Post by: Failbird105 on June 15, 2020, 08:22:18 pm
Well, I am; A. Incredibly excited that there's another land wars, this one by a properly dedicated GM
B. Upset that I only found out about it a few days before I have to move to another state,
And C. Annoyed greatly by the 'only 1 point soldiers' rule because that literally invalidates every single faction I've played so far and almost every single faction idea I've made since, especially the one I had been actively planning on using and had been constantly looking forward to getting to use ever since the second Land Wars game.
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 15, 2020, 08:44:41 pm
Full disclosure: I actually do drop more than my fair share of games. There's worse GMs to be sure, but manage your expectations.

As for your ideas, there may be room for negotiation. If you let me know what you wanted to do that would be invalidated by 1 point troops (PM is fine) then I may be able to do something for you.
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on June 16, 2020, 03:15:10 am
Full disclosure: I actually do drop more than my fair share of games. There's worse GMs to be sure, but manage your expectations.

If it makes you feel any better, I've dropped 100% of the games I've run :^)

Then again 100% of 1 is still only 1.

By the way I'm just going to drop this here so I can edit and refer to it as needed.

Spoiler: Nation Image (click to show/hide)

Civilization Name: Das Königreich der Stahlfestung (The Kingdom of Steelhold)
Theme: Medieval Prussia
Day 0:
Home Territory: Stahlfestung
Other Territories: -
Owned Strategic Resources: Stahlstein - An exceptionally strong and durable stone resistant to damage.

Current Troops:

Stahlspieß: 1000
Herzenssuchende: 600
Eisen Eingeweihter: 500
Leichtflammenballiste: 150


Heroes:
Supplies:

Recruiting this turn (160 points total):
Stahlspieß: 100
Eisen Eingeweihter: 50
Herzenssuchende: 25
Leichtflammenballiste: 10

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 16, 2020, 06:36:50 pm
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 0
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)

Current Troops: (2000 total value)
800 Ancient Impalers
600 Ancient Choppers
100 Ancient Ballistae
1000 Ancient Maintenance Drones

Heroes:
Robotonk Prototype

Stored Strategic Resources: 0 Living Metal

Recruiting this turn (cost: 160 value):
100 Ancient Impalers
60 Ancient Choppers
Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
Information pastebin link (read for non-TL;DR descriptions and fluff): https://pastebin.com/aD2eDzej
Title: Re: Land Wars - Supernerd Edition
Post by: Unlurking Sentinel on June 17, 2020, 01:22:24 am
PTW and express interest.
Title: Re: Land Wars - Supernerd Edition
Post by: chaotick21 on June 17, 2020, 10:08:30 am
Civilization Name: The Scaled
Theme: Primitive Space Reptiles
Day 0:
Home Territory: Reptilia Prime
Map:
Spoiler (click to show/hide)
Other Territories: -
Owned Strategic Resources: Qu'aat Gems- Rare gems imbued with elemental magic.
Current Troops:
Heroes:
Supplies:

Recruiting this turn:
Spoiler: Troop Designs (click to show/hide)
Spoiler:  Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 17, 2020, 03:49:43 pm
There's a few additional clarifications I feel I should make in regards to troops.

Each troop design will require both a troop cost amount, and a project cost amount. If they use strategic resources, then they will also require a strategic resource cost.

The map must also be 500x500 pixels in size.

I am going to assume that Chaoskl21 has thus far only posted a rough draft, like the other players who posted so far. If there is anything that is confusing you, please let me know.
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 18, 2020, 08:38:57 pm
coleslaw35 and 0cra_tr0per have the application properly filled out, so you can use that an example if you find things confusing.
Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on June 18, 2020, 08:41:22 pm
Reserving a spøt
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 18, 2020, 08:59:28 pm
I'd like to provide a note if you're basing your application off of mine: Please do not steal my civilization theme if your strategy will not involve PURGING FLESHBAGS FROM THE FACE OF THIS THREAD.

I'm also going to harvest TRW's civilization first, as a punishment for not letting me and the other LW3 players actually harvest that comet/meteor thing that happened during a random event in august 2019.
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 18, 2020, 10:09:08 pm
Chaoskl21, there are a few things that you will need to do in order to complete your application.

1: The Geck Sorcerer design is invalid because it costs more than 1 recruitment point. One thing you can do is make the design require a Qu'aat gem if you want the unit to be stronger, though units that cost strategic resources cannot be part of your starting troops.

2: You get to start with 2,000 recruitment points worth of troops at game start, which you should list in the Current Troops section.

3: You'll need to allocate your 20 starting project points. Both troops and other projects require at least 1 project point each.

If you have any other questions, let me know.
Title: Re: Land Wars - Supernerd Edition
Post by: chaotick21 on June 19, 2020, 06:11:59 am
Chaoskl21, there are a few things that you will need to do in order to complete your application.

1: The Geck Sorcerer design is invalid because it costs more than 1 recruitment point. One thing you can do is make the design require a Qu'aat gem if you want the unit to be stronger, though units that cost strategic resources cannot be part of your starting troops.

2: You get to start with 2,000 recruitment points worth of troops at game start, which you should list in the Current Troops section.

3: You'll need to allocate your 20 starting project points. Both troops and other projects require at least 1 project point each.

If you have any other questions, let me know.
Thank you, I'll try and update my post today.
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 19, 2020, 07:21:32 pm
Assuming that TheFantasticMsFox, 0cra_tr0per, coleslaw35, Chaoskl21 and TheRedwolf all make an application... We will still need at least one more player before we start.

In other news, I have completed two fifths of the world map. I'll need more player maps to do more.
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 19, 2020, 07:31:46 pm
On the topic of the map; will you take care to make sure that maps blend with eachother (like with the LW2 map in terms of placement), or are you going to pull the "I can't be bothered" card and make something that looks like a high tile size Gridhood with some tiles being player-made?
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 19, 2020, 07:37:31 pm
I'm putting some effort into it, but don't expect any masterpieces.

Also, you of all people have absolutely no business getting on anyone's case about not being able to be bothered to do things.
Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on June 19, 2020, 09:26:56 pm
 

Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month
Day 0:
Home Territory: Pridea
https://imgur.com/a/jtq2IvL (https://imgur.com/a/jtq2IvL)
Other Territories:
Owned Strategic Resources: Hormones: 0 (+100)

Current Troops:
Allies:1000
Bi-barians:250
Gunmen:250
Longboats:250
Heroes:
Supplies:

Recruiting this turn:
400 allies
20 Bi-barians
20 Gunmen
20 Longboats
Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 19, 2020, 11:16:41 pm
More organics to harvest. No one will be free from our harvesting. Except for fellow robots, as long as they're cool enough to not attack us solely because we like doing what we were created to do; harvesting.
Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on June 20, 2020, 03:46:22 pm
alright my submission is done
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 20, 2020, 04:19:57 pm
For an 8 point project, I think you may need to explain what "Trance Rites" does in more detail. I am unclear on what "Transforming into their true selves" is supposed to mean.

Other than that and a few minor formatting things, you should be good to go.
Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on June 20, 2020, 04:30:38 pm
Alright fixed
“Become their true selves” is y’know..
They’re trans people.
Magic Trans people.
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 20, 2020, 05:00:06 pm
No, I get that much. I meant more along the lines of how that would affect actual combat and stuff.
Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on June 20, 2020, 05:06:59 pm
the only combat application is the magical abilities part
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 21, 2020, 03:45:40 pm
Still need at least 2 more players before this game can be an actual thing.
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on June 21, 2020, 03:56:42 pm
Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month

As a Bibarian myself, I endorse this nation concept. Please tell me your next soldier is going to be a "Social Justice Warrior."
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 21, 2020, 04:06:44 pm
On the topic of months, why don't the other six deadly sins get their own months?
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on June 21, 2020, 04:14:52 pm
On the topic of months, why don't the other six deadly sins get their own months?

I, personally, would love to have a month dedicated to sloth. I, personally, would love to have a month dedicated to sloth. I think it's a pretty cool animal even if it is kinda slow, dumb, and stinky. Like you. :^)
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 21, 2020, 04:15:28 pm
On the topic of months, why don't the other six deadly sins get their own months?

I, personally, would love to have a month dedicated to sloth. I think it's a pretty cool animal even if it is kinda slow, dumb, and stinky. Like you. :^)

Shut up, filthy organic lifeform.
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on June 21, 2020, 04:19:16 pm
Shut up, filthy organic lifeform.

Ladies and gentlemen...

We got 'em.
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 21, 2020, 04:25:06 pm
Shut up, filthy organic lifeform.

Ladies and gentlemen...

We got 'em.
I pity you, organic, it must be a shame to not have razor sharp blades accessable with just one thought, and integral fricking laser beams.
Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on June 21, 2020, 04:40:15 pm
Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month

As a Bibarian myself, I endorse this nation concept. Please tell me your next soldier is going to be a "Social Justice Warrior."
Ah damn didn’t think of that. I was just going to call the orders estros and andros for my next troops but that’s damn good too
Title: Re: Land Wars - Supernerd Edition
Post by: Screech9791 on June 21, 2020, 04:43:02 pm
A friendly reminder: The Harvester Nexus treats LGBTQ+ individuals and non-LGBTQ+ individuals equally. All are equally harvestable.
Title: Re: Land Wars - Supernerd Edition
Post by: Supernerd on June 21, 2020, 04:43:17 pm
Please refrain from making any manner of trash talking OOC and save the hostilities for the actual game.
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on June 21, 2020, 04:49:46 pm
A friendly reminder: The Harvester Nexus treats LGBTQ+ individuals and non-LGBTQ+ individuals equally. All are equally harvestable.

We stan a progressive, yet genocidal robot regime.
Title: Re: Land Wars - Supernerd Edition
Post by: Failbird105 on June 21, 2020, 06:50:06 pm
Spoiler: London (click to show/hide)

Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 0:
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:
2000 Bobbies

Heroes:

Stored Resources:
0 Mystery

Recruiting this turn:
160 Bobbies

Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Screech9791 on June 21, 2020, 09:12:42 pm
Another potential harvesting target. We need more people to join if we want the game to start anytime soon, so I'm bumping late at night.

In the mean time: 01101001 01101110 00100000 01110100 01101000 01100101 00100000 01110100 01101001 01101101 01100101 00100000 01101001 01110100 00100000 01110100 01101111 01101111 01101011 00100000 01100110 01101111 01110010 00100000 01111001 01101111 01110101 00100000 01110100 01101111 00100000 01110100 01110010 01100001 01101110 01110011 01101100 01100001 01110100 01100101 00100000 01110100 01101000 01101001 01110011 00100000 01100010 01100001 01100011 01101011 00100000 01110100 01101111 00100000 01000001 01010011 01000011 01001001 01001001 00101100 00100000 01101101 01101111 01110010 01100101 00100000 01101101 01101111 01101110 01100101 01111001 00100000 01110011 01110100 01101111 01101100 01100101 01101110 00100000 01100110 01110010 01101111 01101101 00100000 01110100 01100001 01111000 01110000 01100001 01111001 01100101 01110010 01110011 00100000 01110111 01100001 01110011 00100000 01110111 01100001 01110011 01110100 01100101 01100100 00100000 01101111 01101110 00100000 01100001 01110011 01101001 01101110 01101001 01101110 01100101 00100000 01110011 01101000 01101001 01110100 00100000 01101100 01101001 01101011 01100101 00100000 01100111 01101001 01110110 01101001 01101110 01100111 00100000 01100011 01110010 01100001 01100011 01101011 01101000 01100101 01100001 01100100 01110011 00100000 01100100 01101111 01110011 01101000 00100000 01110100 01101000 01100101 01111001 00100111 01101100 01101100 00100000 01110111 01100001 01110011 01110100 01100101 00100000 01100001 01101110 01111001 01110111 01100001 01111001 01110011 00101100 00100000 01101001 01101110 01110011 01110100 01100101 01100001 01100100 00100000 01101111 01100110 00100000 01110101 01110011 01100101 01100110 01110101 01101100 00100000 01110011 01110100 01110101 01100110 01100110 00100000 01101100 01101001 01101011 01100101 00100000 01110011 01110101 01110000 01100101 01110010 01101001 01101111 01110010 00100000 01100001 01110010 01110100 01101001 01100110 01101001 01100011 01101001 01100001 01101100 00100000 01101001 01101110 01110100 01100101 01101100 01101100 01101001 01100111 01100101 01101110 01100011 01100101 00100000 01110100 01101000 01100001 01110100 00100000 01110111 01101001 01101100 01101100 00100000 01110011 01101111 01101111 01101110 00100000 01110011 01110101 01110010 01110000 01100001 01110011 01110011 00100000 01110000 01100001 01110100 01101000 01100101 01110100 01101001 01100011 00100000 01101111 01110010 01100111 01100001 01101110 01101001 01100011 00100000 01100010 01101111 01100100 01101001 01100101 01110011

Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: chaotick21 on June 22, 2020, 08:20:00 am
Civilization Name: The Scaled
Theme: Primitive Space Reptiles
Day 0:
Home Territory: Reptilia Prime
Map:
Spoiler (click to show/hide)
Other Territories: -

Owned Strategic Resources: Qu'aat Gems- Rare gems imbued with elemental magic.

Current Troops:
1200 Gecks
600 Geck Archers
200 Serpentes
400 Geck Cavalry
500 Gliders

Heroes:
Xolchak

Supplies:

Recruiting this turn (160 Value)
100 Geck Cavalry
60 Gliders
Spoiler: Troop Designs (click to show/hide)
Spoiler:  Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Screech9791 on June 22, 2020, 08:59:16 am
I smell 5 unspent project points.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: chaotick21 on June 22, 2020, 10:09:41 am
Lol, I'll edit my post to use them later.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Unraveller on June 22, 2020, 07:38:29 pm
Hey there! I'm super interested as this seems like it could be a pretty dang fun concept! I'll get started on writing up an application. That is, assuming the title is correct and you do still need another.

Might take me an hour or two, but I'll do my best to whip something up!
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Supernerd on June 22, 2020, 07:41:05 pm
Still have space for you. Don't worry about that!
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: coleslaw35 on June 22, 2020, 07:53:41 pm
Hey there! I'm super interested as this seems like it could be a pretty dang fun concept! I'll get started on writing up an application. That is, assuming the title is correct and you do still need another.

Might take me an hour or two, but I'll do my best to whip something up!

Yep, we still need one more. Even if we didn't, I think you'd still be allowed to join.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Screech9791 on June 22, 2020, 08:01:45 pm
Hey there! I'm super interested as this seems like it could be a pretty dang fun concept! I'll get started on writing up an application. That is, assuming the title is correct and you do still need another.

Might take me an hour or two, but I'll do my best to whip something up!

Protip: If you don't want me to always have a justification for war against you, DON'T MAKE AN ORGANIC CIV.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: coleslaw35 on June 22, 2020, 08:12:48 pm
Protip: If you don't want me to always have a justification for war against you, DON'T MAKE AN ORGANIC CIV.

Or make whatever you want to make and just join us "organics" in a coalition against the robots that oogle here is making.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Unraveller on June 22, 2020, 08:18:39 pm
Sweet! I'm super stoked. About half-way done, then I gotta throw up a half-assed map. Haha.

And sorry friend, I'm just plain organic for life.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: coleslaw35 on June 22, 2020, 08:34:17 pm
And sorry friend, I'm just plain organic for life.

AMEN, down with the robots.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Screech9791 on June 22, 2020, 09:00:03 pm
More targets.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Shadowclaw777 on June 22, 2020, 09:14:13 pm
Civilization Name: The Ancestors
Theme: Eldritch Horrors
Day 0:
Home Territory: Darkest Dungeon
Map: https://imgur.com/a/EF0zqWK
Other Territories: -
Owned Strategic Resources: Crimson Curse
Current Troops:
1100 Bone Defenders
600 Bone Arbalests
300 Undead Horse

Heroes: Necromantic Scholar
Supplies: Crimson Curse (100/Turn)

Recruiting this turn (160 Value)
100 Bone Defenders
50 Bone Arbalests
10 Undead Horses

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Unraveller on June 22, 2020, 09:34:54 pm
Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies
Day 0:
Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge.

The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped.

It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'


Current Troops:
Tribals -- 4,500  (1,125 Value)
Pebble-Slingers -- 1,200 (300 Value)
Trogs -- 350 (350 Value)
Gru'Beks -- 300 (225 Value)

Heroes: None

Supplies: Meteoric Obsidian

Recruiting this turn: (160 Value)
240 - Pebble Slingers (60 Value)
100 - Trogs (100 Value)

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Unraveller on June 22, 2020, 09:45:43 pm
I just need to say sorry in advanced for my piss poor map of the territory. I don't have access to a PC at the moment, so I had to draw on my phone, I hope you can make out the important bits.

Namely, there's a ravine with a big obsidian rock, a little wooden / cement fort on the edge, and it's all surroinded by semi lifeless wasteland. Sorry again. Hope everything else is in order!
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: coleslaw35 on June 22, 2020, 09:57:37 pm
I just need to say sorry in advanced for my piss poor map of the territory. I don't have access to a PC at the moment, so I had to draw on my phone, I hope you can make out the important bits.

Your map is more than fine, in my opinion at least. As I see it, there's nothing to apologize for.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Unraveller on June 22, 2020, 09:59:45 pm
Daaw. Well I appreciate it. Sometimes it's the dumbest things that make me anxious.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Supernerd on June 22, 2020, 10:08:23 pm
Oh dear. I wasn't expecting two more players. Unless one of you doesn't mind starting in a rather precarious position, This will complicate the map design process quite a lot.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Unraveller on June 22, 2020, 10:11:19 pm
Sure, throw me up in the thick of things if it makes it easier on you, I ended up posting mine last after all. It's only fair.
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Supernerd on June 22, 2020, 10:16:26 pm
Very well then.

I have also found an issue with Shadowclaw777's application.

You cannot start with units that cost strategic resources. The Supplicant design and Sycophant design cannot be owned at game start due to the strategic resource cost. (The project itself is okay).

You also have 3 unspent points.

I'll be doing a final review of everything prior to game start, and I still have to finish the map. The game should start within the week.
Title: Re: Land Wars - Supernerd Edition - Applications are now closed!
Post by: Unraveller on June 22, 2020, 11:22:14 pm
Well I'm excited. All of you folks' nations look pretty dang groovy. Hopefully my little guys can make some friends. Thoigh I'm just as open to their wholesale slaughter, such is life. Hehe.
Title: Re: Land Wars - Supernerd Edition - Applications are now closed!
Post by: Screech9791 on June 22, 2020, 11:25:18 pm
You knew what you were signing up for when you looked at my murderbot kingdom sheet, right?
Title: Re: Land Wars - Supernerd Edition - Applications are now closed!
Post by: Supernerd on June 23, 2020, 12:50:54 am
I am going over all the applications again, and have identified more problems. Please review your application even if it is not listed below to make sure everything is correct.

WRONG THINGS:

coleslaw35: Your recruiting this turn section has an invalid total. Please review the formula under the Recruitment section. Or read it here:
(X+1)*100-(Y/50)
X is equal to the number of territories you control.
Y is equal to the point value of your troops at the start of the turn.
So its actually 160 on turn 0.

You also only have 1750 points of troops in your current troops section, I think you changed your mind about costs or something.

Chaoskl21: The Geck Sorcerer project really seems like it should be in the Troop Designs spoiler, and lacks cost information. Xolchak should be in the Heroes section of your application. You have spent a total of 27 points on projects, but only 20 points are allowed.

I was also initially confused by how you had two versions of your application posted. I am assuming the one posted later is the one you are using.

TheRedwolf: The boat unit has multiple different names in different parts of your application. The Gunmen troop cost is not stated (But looks to have a value of 1). You also did not specify what is being recruited for turn 0 in the Recruiting this turn section.

Shadowclaw777: You have only spend 17 project points, and still have 3 left to spend.
Title: Re: Land Wars - Supernerd Edition - Applications are now closed!
Post by: coleslaw35 on June 23, 2020, 05:11:17 am
Fixed. I forgot the Iron Initiates are 0.5 recruitment cost. Also, I was just assuming that we started with 200 recruitment capacity. Forgot about the formula. :P
Title: Re: Land Wars - Supernerd Edition - Applications are now closed!
Post by: chaotick21 on June 23, 2020, 07:48:39 am
My bad I wasn't adding my troop designs to the project design portion. I'm just going to delete the geck sorcerers
Title: Re: Land Wars - Supernerd Edition - Applications are now closed!
Post by: TheRedwolf on June 23, 2020, 10:49:44 am
Fixed my sheet
Title: Re: Land Wars - Supernerd Edition - Applications are now closed!
Post by: Supernerd on June 23, 2020, 08:23:04 pm
Turn 0


And so it came to pass that the seven major powers of the world achieved dominance over their territory. The world prepares to embark on a new era of bloodshed!

Spoiler: Territory Information (click to show/hide)

Tips of the day:
When you send out an army to attack a distant tile, you may engage the enemy forces somewhere around the midway point. You'll be at a disadvantage if you don't have a contingency for that. Also, it will take time for an army to move so the combat phase might not happen on the next turn update. This is especially true for large scale combat. You want to conquer as much territory as possible, but also make sure that your capital is secure.

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.

You may now post your Day 1 update. Remember to add the troops you recruited on turn 1, and use your project points. Please only make one post with all of your Day 1 activities, and use the template provided on the first post for that. Diplomatic discussions with other players may be in separate posts. Please do not edit posts made prior to the turn update. Day 2 will not begin until I say so.

The only exception is for troop movements, which should be in a separate post. If you are making multiple attacks, try to keep them all in the same post.
Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on June 23, 2020, 10:00:35 pm
Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month
Day 1:
Home Territory: Pridea
https://imgur.com/a/jtq2IvL (https://imgur.com/a/jtq2IvL)
Other Territories:
Owned Strategic Resources: Hormones: 100 (+100)

Current Troops:
Allies:2400
Bi-barians:520
Gunmen:520
Longboats:520
Heroes:
Supplies:

Recruiting this turn:
400 allies
20 Bi-barians
20 Gunmen
20 Longboats
Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Unraveller on June 23, 2020, 10:22:29 pm
Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies

Day 1: Emergence of the Crundles
When at last the final beams were erected and Gru'Bek paste dried to the cool air of the wastes, the 'fortress' of Burz'Gaang was complete. It's cavern-like complex within extended as if almost a natural extension of the vast vault below, expected of creatures who dwelt not upon the surface of the world for but a scant handfuls of moons. Certain their prized Gaar'Vul, the black stone, was secure under the watch of the most sharp-eyed sentries amidst the Great Hole and fort, the Daal'Gaks' gaze turned to lands beyond. To the spire-like mountains of the north, to the unfathomable tree and lake, to great marshes and olde cities, to technology fallen in decay. . .

Knowing not the freedom of this open world, the disjointed tribal chieftains of the Daal'Gaks turn to eldest longhorns whom spend their days gazing deep into the mysterious confines of Gaar'Vul. It is there they witness a vision, one that drives the tribes very spirit onward. A red figure, squat and horned, rising to the top of a great spike of stone. They overlook the world before them, parting the clouds and shed tears, for eye to eye is a vast crimson sea that sets itself awash across the land. Swallowing forests, cities, ruins alike. And it was good.

Gaar'Vul holds only truths, and so it shall be.

From every corner a Daal'Gak tribe rises. They blow bleating horns and croak bellowing songs of the world below, off to the lands of light.



Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge. The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped. It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'

Current Troops:
Crundle Tribals -- 4,500  (1,125 Value)
Crundle Pebble-Slingers -- 1,440 (360 Value)
Trogs -- 450 (450 Value)
Gru'Beks -- 300 (225 Value)

Heroes: None

Supplies: Meteoric Obsidian (x100)

Recruiting this turn: (157 Value)
356 - Crundle Tribals (89 Value)
30 - Trogs (30 Value)
50 - Gru'Beks (38 Value)

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Screech9791 on June 23, 2020, 10:24:23 pm
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 1
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)

Current Troops: (2160 total value)
900 Ancient Impalers
660 Ancient Choppers
100 Ancient Ballistae
1000 Ancient Maintenance Drones

Heroes:
Robotonk Prototype

Stored Strategic Resources: 21.5 Living Metal

Recruiting this turn (cost: 157 value, 78.5 living metal):
314 Scout Drone MK2s
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
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Shadowclaw777 on June 23, 2020, 11:01:27 pm
Civilization Name: The Ancestors
Theme: Eldritch Horrors
Day 0:
Home Territory: Darkest Dungeon
Map: https://imgur.com/a/EF0zqWK
Other Territories: -
Owned Strategic Resources: Crimson Curse
Current Troops:
1200 Bone Defenders
650 Bone Arbalests
310 Undead Horse

Heroes: Necromantic Scholar
Supplies: Crimson Curse (100 Stored) (100/Turn)

Recruiting this turn (154 Value)
94 Bone Defenders
50 Bone Arbalests
10 Undead Horses

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

Ancestor's Journal #1 Brave New World:

It has been only months before I have resurfaced my immortality in this dishonorable manor before the antediluvian times of a creature from the stars, an eldritch entity yet abomination that could consume the world into pieces, and have let a piece of itself corrupt me into my new form, much more horrifying visage compared to the humanity I used to have, and now the Darkest Dungeon calls to me to protect it and  to spread its madness to the other realms that are in sight, currently with only my adviser being risen up and the previous militia that guarded the fortress as skeletal emotionless husks, and eventually the more horrifying creatures that live in this domain and other territories will eventually unravel the monster that exist herein, now my scholar is calling and suggesting we make our momentum at once.

The current territories that surround us are another Darkest Dungeon, one with a weaker connection to the eldritch forces in the north, but surely this territory I will claim in the name of all my heritage. Past the cove is land of endless sea that eventually domes into the cold lands with a island that carries a horrifying tree in its central apex.  To the south is home to that Ancient Temple, of the "Light" and all of righteousness and purity, compassion is rarity in the fevered pitch of battle as my forefathers bear for me to teach. Now I must work on growing and cultivating all the regions to work under my servitude on the grandeur of the Ancestors, as all will serve.
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Supernerd on June 23, 2020, 11:41:36 pm
ATTENTION

I feel that the rules regarding combat are not quite clear enough, so I will take the time to explain the proper method of attacking again.

There are two kinds of combat methods. Normal, and Stealth.

For normal attacks, you need to declare the following things:
- Who you are attacking
- What your objectives are
- The troops that you are sending into battle
- Any other important things that need consideration
- The tactics that you intend to use. (Some of the finer tactical details that would not be obvious to enemy scouts may be sent to the GM, such as contingencies for possible enemy counters)

For stealth attacks, you need to declare the following things in thread:
- Which tile your stealth action will be on.

Stealth actions are much less effective than the non-stealth actions. On a stealth attack (outside of your established territory) your action will typically be less than half as good as a normal attack. Because of this, stealth attacks should be reserved for indirect sabotage and espionage. Its a bad idea to send your entire army on a stealth attack unless your whole army has some advanced stealth abilities that would make it possible to conceal a whole army.
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Unraveller on June 23, 2020, 11:52:30 pm
-- Fallen Stars --
The Daal'Gaks march north.
(NM)

Spoiler (click to show/hide)

-- Chaos Reigns --
The Daal'Gaks march west.
(MW)

Spoiler (click to show/hide)

-- Thru Caverns Dark --
The Daal'Gaks march south.
(SM)

Spoiler (click to show/hide)

-- Murk and Mire --
The Daal'Gaks march east.
(SM)

Spoiler (click to show/hide)


-- Back at Home --
Spoiler (click to show/hide)
Title: Re: Land Wars - Supernerd Edition
Post by: Failbird105 on June 24, 2020, 08:01:23 am
Within the center of Clock Tower (https://www.youtube.com/watch?v=odidC4RqdW0), the heads of old Earths greatest Magus families, now crippled in number yet just as great in ability, meet. They discuss their plan of action. Though the harvesting of parts and resources from the monsters within the surrounding lands would be important in the production of greater homunculi and Mystic Codes, potentially even key to the summoning of a Servant, should the Throne of Heroes even hold a place in this world, greater forces would be needed in order to combat them, especially the great constructs and monster that reside there. And so, while the more militarily minded divided up the Bobbies for expeditions, the research oriented delved back into their workshops, working to devise a creation to slay these great threats before they began harvesting in full.

Spoiler: London (click to show/hide)

Civilization Name: Clock Tower
Theme: Nasuverse with some SCP and LobCorp elements
Day 0:
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:
2160 Bobbies

Heroes:

Stored Resources:
0 Mystery(100 gained, all spent)

Recruiting this turn:
154 Bobbies

Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Screech9791 on June 24, 2020, 09:35:53 am
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Shadowclaw777 on June 24, 2020, 11:05:50 am
NWW Annexation:
Objectives: Have forces surround, occupy points of interest such as the Darkest Dungeon #2, and annex the territory, then set up a perimeter.

Deployment: 500 Bone Defenders, 250 Bone Arbalests, 75 Bone Horses, (Hero) Necromancer Scholar

Tactics: Bone Defenders will provide the frontline and infantry protection to the arbalests, and perform hammer and anvil attack as the ghouls focus on the defenders and draw them in while the Undead Horses flank from behind and trample and crush them. The Necromancer will utilize his necromantic energy to command, enthrall, and drain the necromantic energy that the Ghouls are holding up and will confront one of the other advisers, the Rogue Necromancer in a showdown except our Necromancer will make sure have Bone Defenders and Arbalests as backup, as they go and assault the Second Darkest Dungeon.

If Pridea forces approach this territory, stall them and engage in a brawl with the Bone Defender squads while the Bone Arbalests provide ranged support from the back, and the Undead Horses flank them.

SWW Annexation:
Objectives: Pacify and take down the Giant Tortulisk and any other intruders that approach on this land (such as from Old London). Don't engage the Guardian Statue yet.

Deployment: 500 Bone Defenders, 250 Bone Arbalests, 150 Bone Horses

Tactics: Bone Defenders will provide their heavy armor and shields as a defensive force while the arbalests hang back and provide overwhelming crossbow bolts barrages from the back, withering slow but gently on the Giant Tortolisk as it bleeds out as it underside and less armored and not covered by shell bits are poked and penetrated from the bolts, though the power of the arbalests are why they are so powerful. The Undead Horses will perform the same hammer and anvil tactics, as they flank from behind the Giant Tortolisk, trying to bite and rip off any part of the creature’s body it can, and bleeding this creature until it stops moving. Eventually even being the next target of necromantic research if so.

If Old London forces approach this territory, stall them and engage in a brawl with the Bone Defender squads while the Bone Arbalests provide ranged support from the back, and the Undead Horses flank them.
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on June 24, 2020, 12:15:12 pm

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

New project added: Enlist the Geschmiedete Ritter (Forged Knights) of Der Orden der Geschmiedeten (The Order of the Forged.) 
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: coleslaw35 on June 24, 2020, 12:15:51 pm
Spoiler: Steelhold Attacks NEE (click to show/hide)

Spoiler: Steelhold Attacks SEE (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Screech9791 on June 24, 2020, 12:21:12 pm
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Failbird105 on June 24, 2020, 02:35:14 pm
Spoiler: Scouting MW (click to show/hide)
Spoiler: Scouting SM (click to show/hide)
Spoiler: Scouting SWW (click to show/hide)

Remaining Bobbies are to stay within Clock Tower as guards and physical labor.
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Supernerd on June 25, 2020, 03:59:18 pm
Chaoskl21 has not yet submitted an action. I'm going to be lenient as it is the start of the game and they may have failed to notice that, and give them an opportunity to get their action in.

Once things get going, your turn may be missed if you fail to get your action in on time.
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Unraveller on June 25, 2020, 04:01:10 pm
(( I'm rootin' for ya Reptilia! Take hold of your destiny! ))
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Screech9791 on June 25, 2020, 06:49:37 pm
Slaughterfest incoming.
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: chaotick21 on June 26, 2020, 08:32:20 am

Civilization Name: The Scaled
Theme: Primitive Space Reptiles
Day 0:
Home Territory: Reptilia Prime
Map:
Spoiler (click to show/hide)
Other Territories: -

Owned Strategic Resources: Qu'aat Gems- Rare gems imbued with elemental magic.(x100)

Current Troops:
1200 Gecks
600 Geck Archers
200 Serpentes
500 Geck Cavalry
560 Gliders

Heroes:
Xolchak

Supplies:
100 Qu'aat Gems

Recruiting this turn (160 Value)
100 Serpentes
120 Geck archers

Spoiler: Troop Designs (click to show/hide)
Spoiler:  Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: chaotick21 on June 26, 2020, 08:59:09 am
Spoiler: Attacking NEE (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: TamerVirus on June 26, 2020, 10:26:17 am
Postin' to observe
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: TheRedwolf on June 26, 2020, 10:26:58 am
Fixed my troop amount
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Supernerd on June 26, 2020, 03:08:49 pm
Turn 1


The nations of the world set out into the world, intending to expand their territory by any means necessary!

Spoiler: Territory Information (click to show/hide)

Tips of the day:
Always point out any errors that the GM may have made. Combat results usually will not be changed unless the GM clearly neglected something important.

Defeating one of the great monsters will likely enable a special project for the nation that can take control of the territory. Special projects will provide bonus project points for the first time you make it!

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 2 update.
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Supernerd on June 26, 2020, 03:09:12 pm
NWW
The forces from the Darkest Dungeon arrive at NWW. A number of ghouls wander the area, perhaps scouting or foraging. These ones were dealth with easily, and the defenses of the Bone Defenders enabled them to be taken out without casualties.

The Necromancer Scholar quickly deduced that the bulk of the enemy forces were within the Second Darkest Dungeon. With only one obvious entrance, the Hammer and Anvil tactics were not going to work. In order to claim the territory, the place will need to be raided. The perimiter of the entrance to the Second Darkest Dungeon has been surrounded, and there have been no traces of the Pridean military in the area.

Casualties
9 Ghouls

NM
The Crundle from Daal'Gak make their incursion into the NM Territory, moving along the foothills of Mt Nasty, where they had a chance encounter with the Griffin! The majestic beast swooped down from the skies and grabbed one of the Gru'Beks with its talons before taking to the skies. The Black Riders prepare for its second attack, but said attack did not come. The three Crundles riding upon the beast plummeted from the sky shortly after the attack, while the Gru'Bek is missing in action and assumed dead.

Next would be the engagement with the Luminous Horrors. A few of the ones that had strayed from the Site of the Starfall were caught off guard and swarmed. As they got closer however, they found the horrors in much larger groups and the Crundles were ill-prepared to face their blazing light. The crundles made a fighting retreat back to the mountain and faced considerable casualties in the process. The Pebble-Slingers shots rarely inflicted a fatal injury, and the non fatal ones were healed by foul light magic.

When they got to the mountain, several horrors were immobilized by the Gru'Bek spit, while several others ceased their pursuit of their own accord. The crundles were able to defeat their remaining stalkers at this site.

Casualties:
80 Luminous Horrors
241 Crundle Tribals
91 Crudle Pebble-Slingers
6 Trogs
8 Gru'Bek

NEE
From the south, the forces of Steelhold begin their invasion. The first few Satyrs that they found were shot down at range without issue. As they passed by Mount Barton however, the Satyr's sprung an ambush! Dozens of Satyr descended from the higher ground to strike at some of the more vulnerable Herzenssuchende, before falling to Steelhold's superior numbers.

Elsewhere, the Scaled made their own assault on the land from the west. The gliders were sent in first to scout, and within the lightly forested region they were able to get the jump on a Satyr village! The horde of Geck were able to clear the place out before the Cavalry were involved.

Mamut Taipan did not make its appearance known on this day.

By the rising of the run, the Steelhold and Scaled armies encountered eachother at a distance. Steelhold sent a messenger informing them that they are "establishing of control of old Steelhold lands". Tensions are high.

Your armies await orders. You may send some of the finer details to the GM without it counting as a stealth action.

Casualties:
Satyr: 89
Stahlspieß: 6
Herzenssuchende: 35
Eisen Eingeweihter: 14
Glider: 8
Geck: 40

MW
A band of Daal'Gak traverse the ice sheets of MW. Along the way, the ice gives out beneath one of the Trogs, who meets his end in the icy waters, though the Crundle on its back escaped. The Crundles wielded their flint weapons to break away some of the more fragile ice, and this daring maneuver allowed them to traverse the lake! It did not however, allow them to traverse the lake well.

For some reason, the Trogs and Gru'Bek were not inclined to join them, and waited at the water's edge.

The Crundles drifted across the lake with varying degrees of success and a quantity of deaths occurred due to sheer clumsiness. Still, several ice sheets made their way near the island. As they got close to the butterfly swarm, the waters got more treacherous; though there were no observed direct hostilies from the insects. In the end, 87 Tribals and 20 Pebble Slingers made their way to the center island while 132 Tribals and 110 Pebble-Slingers were still drifting on the ice at the break of a new day.

The Crundles hunted 107 Butterflies in the area. Curiously, there has been no encounter with the Mad Dryad.

Meanwhile, a squad of 400 Bobbies observed from the southern shore. It would be reported to Old London that Crundles are not very bright.

Casualties
107 Butterflies
228 Crundle Tribals
98 Crundle Pebble-Slingers
1 Trog

ME
A unit of Gru'Bek and their riders make an incursion on the Dark Swamp of Tears. They had encountered swampy territory before, but this one was comparably less habitable. The murky waters sting to the touch, and the secreted Gru'Bek tar peels off with prolonged exposure. There are also places where the water is too deep for the Gru'Bek to keep their head above the surface, and while they don't drown they cannot swim here either. Further incursion attempts in that particular area have been halted until additional orders are received.

Curiously, it seems that the Green Gunge prefers the other swamplands in the territory, as there has not yet been an encounter with one. It may be possible to gain control of the area before finding a way to traverse the swamp effectively.

Meanwhile, a unit of Crundles and Trogs made an incursion on the Former Metropolitan area and begin to ransack the place. Their presence here has not gone unnoticed however. Strange buzzing sounds unfamiliar with the Daal'Gak permeate the air and multi-colored lights rapidly flash throughout the terrain. As the Trogs smashed, the terrain itself seemed to be fighting back. Several met their end by electrocution upon striking things. An occasional trap door would open on the groud to god knows where, and ancient civilian vehicles charged at amazing speeds. The comparably fragile Crundle Tribals suffered the worst of it.

The worst of the ancient relics in the western section of the metropolitan area have been dealth with, but the casualty rate was significant.

Casualties:
440 Crundle Tribals
21 Trogs

SWW
The Bobbies from Clock Tower move west to scout the SWW territory. Some of them head to the Ancient Temple to encounter the Guardian Statue; standing over 50 feet tall it is a sight to behold. It wields a massive warhammer, made of what appears to be copper or bronze and it moves surprisingly deftly for something of its size. While the Bobbies were pretty tough in their own right, their batons proved all but useless against their rock solid foe and many fell to its crushing attacks!

Meanwhile, the Ancestor's forces marched from the North, giving the Ancient Temple a wide berth on their way to hunt the Tortolisk. A few Stone Horses were turned to stone as they passed through the Cockatrice territory. It seems that without protective footwear, even the corpse of a long dead cockatrice retains its deadly petrifying properties.

The Ancestor army encountered a small contingent of Bobbies as it got near the beast. Vastly outnumbered, the 10 Bobbies were unable to fend off their assault.

Things took a turn for the worst when the Giant Tortolisk was engaged however. The Skeleton Defenders set up a defensive line and the Arbalest squad fired. The bolts were only able to partially piece the beast's shell, though a significant number were able to find their mark on one of its limbs. After that, things went south.

The Giant Tortolisk extended its neck from its shell up into the air and the reason it was willing to expose its weak point became all too clear. Its petrifying gaze has been severely underestimated. Hundreds of Bone Defenders and Bone Arbalests turned to stone in the span of about 20 seconds. Even the metallic weapons and armor they wielded were petrified.

However, it was enough of a disctraction to enable the squad of Bone Horses to get behind the beast. They struck at its tail and hind legs, and the Tortolisk retracted its neck and strated to thrash around wildly! Though quite a few horses were lost to this as well, the beast eventually grew tired. Lacking the dexterity needed to disengage from combat or turn on a dime, the remaining Ancestor forces were able to flank it and only about a dozen more victims were claimed by its petrifying gaze. By the dawn of the new day, the beast was finally slain!

Casualties:
99 Bobbies
38 Bone Horses
296 Bone Defenders
117 Bone Arbalests
Giant Tortolisk

SM
The Harvester Nexus arrived at the ruins of SM in droves, splitting up their forces to more efficiently hunt the Gobborgs. Multiple conflicts broke out in the area. Some of the Gobborgs charged in with an assortment of different improvised melee weapons, which were the easiest to take down by the armored machines. Some of the Gobborgs were armed with ranged weaponry, and with no Ballistae deployed the Harvester Nexus lost a significant number of Maintenance Drones to their assaults before evenutally managing to hunt the buggers down. SE4 suffered heavy damage from a Gobborg's EMP Grenade, which was fortunately an isolated incident and not a weapon that the Gobborgs commonly use.

SE1 along with the Robotonk Prototype suffered the least casualties, as the Gobborgs were more likely to flee than attempt to engage the massive tank. It took down a substantial amount of Gobborgs in spite of this, thanks to its massive cannon.

SE7 was the first to get a positive visual on the War Machine. Upon getting too close to the arcology, The War Machine sprung to life, and opened up one eager eye. SE7 then began its retreat, but it was too late at that point; but at least confirmation was obtained about some of the War Machine's weaponry. An explosive rocket was launched, inflicting terrible damage upon the clustered Ancient Chopper and Ancient Impalers and a sweeping blue laser took down a large number of maintenance drones even from a great distance. 90% of that squad was lost, and while some of the robots might have been possible to repair at the end of the day it was simply not conceivable to do so while they were within the War Machine's effective attack range.

SE8 and SE6 suffered from only minor losses from the War Machine, due to a kinetic weapon with insane range. The War Machine ceased its hostilities shortly after the last Ancient Impaler escaped the boundary of the Acrology. In lighter news, a number of Gobborgs were also fired upon! They seemed to posess knowledge about how close they could safely get to the War Machine before it turned hostile, and no less than a dozen of them were annihilated by it.

The remaining Nexus forces ended the day at the east side of the Scar of the World. The official kill count was 451, not including the War Machine's Gobborg kills.

Meanwhile the Crundles made the journey to the Scar of the World, and arrived at the north tip of it. Unfortunately, it appeared to be a sheer drop from the top to the bottom. The Grubek Riders would begin to make a cement pathway, but it would take time to do; and they soon found that they didn't have the luxury of time! A warband of Gobborgs arrived from the east and attacked! The superior numbers of the Crundles won them the battle without much incidenct, though one Gobborg who the others referred to as "Da Chainsaw Boy" was able to take out an impressive 18 Crundles, and 2 Trogs before being taken down!

Elsewhere, 400 Bobbies came to survey the area from the west. They encountered relatively few Gobborgs and the majority of them were sufficiently intimidated by the rank and file Bobbies. There was a noteworthy exception where a Gobborg threw something incindiary at one of the Bobbies, who was burned to a crisp. That Gobborg was beaten to death. This area appears to have a massive number of enemies soldiers.

Most of the remaining Gobborgs are lurking near the western park, or at the Old World Viaduct.

Casualties:
524 Gobborgs
182 Ancient Impalers
105 Ancient Choppers
168 Maintenance Drones
38 Crundle Tribals
8 Crundle Pebble-Slingers
2 Trogs
1 Gru'Bek
1 Bobby

SEE
Steelhold mounts an assault on SEE. The skilled Herzenssuchende accompanied by a defensive formation of Stahlspieß prove to be highly effective at dealing with the winged menace that is the Harpies, who attacked in droves! As the battle progressed, the harpies began dropping rocks from up high, which the Stahlspieß were unable to effectively defend against.

A loud roar echoed throughout the lands, and the Harpies relented on their assault and fled. The legendary dragon has arrived!

The men of Steelhold arrange into loose formations, which proved well in order as the Dragon did a strafing run while unleashing a torrent of flames from its mouth; which spelt the end of whoever was caught up by it. The archers and Leichtflammenballiste open fired upon it. The arrows seldom were able to pierce through the thick dragon scales however. While the Heißebleipfeile were a very impressive weapon, it was a poor matchup against the Red Dragon. The bolts shattered on impact with the Dragon's Scales, but if it was possible to harm the fire breathing monster with heat it would take something a lot more intense and the incredible heat produced by dragonfire prevented the lead from cooling and weighing it down.

When it became evident that this beast wasn't going to be brought down, the morale of the remaining soldiers was gone and they retreated back to the north. Fortunately, the dragon didn't pursue very far.

Casualties:
120 Harpy
81 Stahlspieß
62 Herzenssuchende
39 Eisen Eingeweihter
26 Leichtflammenballiste

You may now post your Day 2 update!
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Failbird105 on June 26, 2020, 05:21:36 pm
Within the center of Clock Tower (https://www.youtube.com/watch?v=odidC4RqdW0), the heads of old Earths greatest Magus families meet again to discuss the past days results, and the coming days actions. The Slayer Dolls were ready for production, and would likely find significant use in tomorrows assaults, but far less so than they would have prior, as it seems the undead army from the Northeast had succeeded in bringing down the Tortolisk. A success that seemed to have cost them, which would hopefully prevent them from rushing back to the front too quickly. Or, perhaps, they would choose to break yet more of their forces upon the body of the Statue and leave an even larger opening for us to take advantage of.

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:
2217 Bobbies

Heroes:

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

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

Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Unraveller on June 26, 2020, 05:36:07 pm
Spoiler: DAY 1 LOSSES (click to show/hide)

Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies




Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge. The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped. It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'

Heroes: None

Supplies: Meteoric Obsidian (x50)

Recruiting this turn: (161 Value)
300 - Crundle Black-Blades (150 Value | 150 Meteoric Obsidian)
11 - Trogs (11 Value)

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on June 26, 2020, 06:54:16 pm
Spoiler: In der Hauptstadt... (click to show/hide)


Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

New project added: (10 Project Point Cost) Recruit Hero - Drachentöter (Dragon Slayer) - a larger, stronger, more accurate, longer ranged ballista with much more stopping power. While primarily designed as a direct counter to a certain dragon to the south, the weapon excels in every category (except weight and size) when compared to the Leichflammenballiste, and is even able to fire upscaled versions of the Heißebleipfeile as needed. A mighty weapon indeed, and those who man it are renowned as a Hero crew.
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Supernerd on June 26, 2020, 07:12:35 pm
Fresh reminder that max troop value is based on territories owned... And max strategic cost for a unit is equal to its recruitment cost.
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: coleslaw35 on June 26, 2020, 07:43:12 pm
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Screech9791 on June 26, 2020, 08:23:21 pm
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 2
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)

Current Troops: (1789 total value)
718 Ancient Impalers
555 Ancient Choppers
100 Ancient Ballistae
832 Ancient Maintenance Drones
314 Scout Drone MK2s

Heroes:
Robotonk Prototype

Stored Strategic Resources: 46.5 Living Metal

Recruiting this turn (cost: 164 value, 75 living metal):
60 Impalers
60 Choppers
43 Ancient Ballistae
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
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Screech9791 on June 26, 2020, 08:47:33 pm

Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on June 26, 2020, 10:26:39 pm

Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month
Day 1:
Home Territory: Pridea
https://imgur.com/a/jtq2IvL (https://imgur.com/a/jtq2IvL)
Other Territories:
Owned Strategic Resources: Hormones: 100 (+100)

Current Troops:
Allies:2800
Bi-barians:540
Gunmen:540
Longboats:540
Heroes:
Supplies:

Recruiting this turn:
None
Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
[/quote]
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: TheRedwolf on June 26, 2020, 10:54:21 pm
Spoiler: Stealth attack (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Screech9791 on June 26, 2020, 11:14:51 pm
Espionage: Sometimes you'll want to do something a bit more subtle, like interfering with an enemy project or stealing stuff. To do that, you will need to post in the game to announce that you are doing a stealth action and which territory you are doing that action in, and then send the rest of the information (As specified under combat) to the GM. At this time, other players with business in that territory should send the GM a PM with any relevant information about how their defenses are prepared.
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Supernerd on June 26, 2020, 11:15:29 pm
For stealth attacks, you only need to post a declaration that you are attacking, and the location the attack takes place on. Since the point is to be sneaky, if you are willing to post it in the thread it may as well be a normal attack.
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: TheRedwolf on June 26, 2020, 11:18:29 pm
Fixed
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Screech9791 on June 26, 2020, 11:27:53 pm
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Shadowclaw777 on June 27, 2020, 12:53:34 am
Civilization Name: The Ancestors
Theme: Eldritch Horrors
Day 0:
Home Territory: Darkest Dungeon
Map: https://imgur.com/a/EF0zqWK
Other Territories: -
Owned Strategic Resources: Crimson Curse
Current Troops:
998 Bone Defenders
583 Bone Arbalests
298 Undead Horse

Heroes: Necromantic Scholar
Supplies: Crimson Curse (200 Stored) (100/Turn)

Recruiting this turn (162 Value)
162 Supplicants

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

Spoiler: Day 2 Report (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Unraveller on June 27, 2020, 03:27:57 pm
-- Fallen Stars --
The Daal'Gaks Prepare in the North.
(NM)

Spoiler (click to show/hide)


-- Chaos Reigns --
The Stranded Daal'Gaks Explore.
(MW)

Spoiler (click to show/hide)

-- Thru Caverns Dark --
The Daal'Gaks Continue their March.
(SM)

Spoiler (click to show/hide)

-- Murk and Mire --
The Daal'Gaks march east.
(ME)

Spoiler (click to show/hide)

-- Back at Home --
Spoiler (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Screech9791 on June 27, 2020, 03:51:45 pm
We're not fucking relics, you organic filth.
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Failbird105 on June 28, 2020, 09:46:58 am
Withdrawal Order

Spoiler (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Supernerd on June 28, 2020, 11:54:26 am
Chaoskl21 has not yet posted an action. Is there any particular reason why you were unable to post?
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Supernerd on June 28, 2020, 09:30:07 pm
Withdrawal Order

Spoiler (click to show/hide)

In the future, please specify the actual territories of the troops you want to move. (I'll let it slide this time, since I was late to respond to this)
Title: Re: Land Wars - Supernerd Edition - Game has begun!
Post by: Shadowclaw777 on July 01, 2020, 09:29:51 am
SWW Annexation:
Objectives: Pacify the Guardian Statue and occupy the SWW Zone

Deployment: 500 Bone Defenders, 300 Bone Arbalests, 200 Bone Horses, Necromancer Scholar

Tactics: Bone Defenders will provide their heavy armor and shields as a defensive force and setup defensive lines and attempt to create trenches if possible, as they surround the Ancient Temple, in which around 10 Bone Horses will go inside and attempt to agitate the Guardian Statue inside the Temple and attempt to make him/her leave the building and start attacking the multiple squads of Bone Defenders within outside the temple. The Bone Arbalests will be behind the Defenders and attempt to barrage the monstrous unit from multiple sides as bolts keep pummeling it, while the other Bone Horses will go and strike from the back of the beast until the thing crumbles, while the Necromancer Scholar will attempt to utilize its magic to raise down skeletons who fall back into the fight, create hands from the ground and grave to grab and slow down the creature's movement, and rotting and decaying blasts of magic to waste away and brittle down the stone to give it weak spots against the Arbalests bolts. If the creature doesn't attempt to leave its base even after continued irritation from our squads, then setup multiple Bone Defender groups led by the Necromancer Scholar, and attack it inside its home territory, surrounded on its temple by multiple sides with Bone Arbalests providing ranged support from behind the squads on all angles of attack from the creature, while some Bone Horses still try to draw it out of the temple where it can be more easily defeated. The Necromancer Scholar will repeat its magical tricks, if the creature still doesn't try to leave the facility, and keep fighting the Statue until 50%~ of the forces go down, or until the holy abominations falls. Once done, setup defensive zones around the perimeter, to start the Annexation project.

If Old London forces approach this territory, stall them and engage in a brawl with the Bone Defender squads while the Bone Arbalests provide ranged support from the back, and the Undead Horses flank them from behind
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Supernerd on July 01, 2020, 03:35:32 pm
Official Game Announcement:
TheFantasticMsFox is going to be taking over the civilization known as "The Scaled" as the original player does not intend to continue with the game.
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Screech9791 on July 03, 2020, 10:09:03 pm
GM inactivity should be the main cause of forum game death, not player inactivity. Can we just get someone to control The Scaled at this point?
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Supernerd on July 04, 2020, 10:56:40 am
Official Game Announcement:
TheFantasticMsFox is not going to be taking over "The Scaled" after all, and is much less fantastic than their name would imply. If someone else wants to take over, talk to me.

GM inactivity should be the main cause of forum game death, not player inactivity. Can we just get someone to control The Scaled at this point?

Perhaps now would be a good time for you to reflect on all the times that you were the first one to walk out of my other games, and how other people must have felt about that.
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Screech9791 on July 04, 2020, 11:10:18 am
-snip-

bullets Guilt trips don't work, jon
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: TheRedwolf on July 04, 2020, 11:45:26 am
Oh for the god’s sakes both of you. Yes nobody’s perfect. I’m a crappy player and a mediocre GM at best. Despite the past we can still be better. So we should just Try to get along So we can have fun with this game ok?
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Supernerd on July 04, 2020, 03:31:33 pm
Turn 1.5


The Scaled no longer exist, and also never existed. A massive rift is formed in the place that they were/never were and time is stopped completely. The void must be filled with another player, and unless the void is filled then time shall remain stopped forevermore...

Applications for this game are open once again.

Only Day 2 updates may be posted. You may NOT post a Day 3 update.
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Screech9791 on July 04, 2020, 08:53:53 pm
oh cool the map's colors ceased to exist

my day 2 update: already posted, see this link http://www.bay12forums.com/smf/index.php?topic=176688.msg8159726#msg8159726
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Vivalas on July 04, 2020, 11:31:59 pm
Huh, fun, gimme a sec and I'll throw up an app
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Vivalas on July 05, 2020, 12:02:23 am
THE JADED COAST:

Spoiler (click to show/hide)


Spoiler (click to show/hide)
Spoiler: Project Information (click to show/hide)
[/spoiler]
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: coleslaw35 on July 05, 2020, 12:23:20 am
I imagine the pirates along the Jaded Coast are all just super nihilistic.

“Arr... I don’t know, matey, sometimes it be feelin’ like there be no point to the plunderin’ o’ booty...”
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Vivalas on July 05, 2020, 12:38:49 am
Sounds familiar (https://youtu.be/XaWU1CmrJNc)
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Supernerd 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.
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: TricMagic on July 05, 2020, 10:45:08 am
Civilization Name: United Collective of Spore
Theme: Fungi
Day 0:
Home Territory: Underveil
(https://media.discordapp.net/attachments/640911259474329601/729359406537375785/unknown.png?width=427&height=427)
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?
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Supernerd 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.
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: TricMagic on July 05, 2020, 12:30:49 pm
That better?
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Supernerd 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.
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Vivalas 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.  :)
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: TricMagic on July 05, 2020, 04:55:13 pm
Hmm, do I also do an action now or next turn? Also, edits.
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Supernerd 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.
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Supernerd 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.
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: Supernerd 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!
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: TricMagic 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.
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Supernerd 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)
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Screech9791 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
Title: Re: Land Wars - Supernerd Edition - 1 More Player Needed
Post by: TricMagic 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
(https://media.discordapp.net/attachments/640911259474329601/729359406537375785/unknown.png?width=427&height=427)
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)

Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Failbird105 on July 06, 2020, 02:16:09 pm
Within the center of Clock Tower (https://www.youtube.com/watch?v=odidC4RqdW0), 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)
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Unraveller on July 06, 2020, 02:48:23 pm
Spoiler: DAY 1 LOSSES (click to show/hide)

Spoiler: DAY 2 LOSSES (click to show/hide)

Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies





Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge. The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped. It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'


Heroes: None

Supplies: Meteoric Obsidian (x150 - 150 = x0)

Recruiting this turn: (157 Value)
200 - Crundle Black-Blades (100 Value | 100 Meteoric Obsidian)
229 - Crundle Tribals (57 Value)

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)

EDIT: Because math is hard.
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on July 06, 2020, 05:14:06 pm

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: coleslaw35 on July 06, 2020, 05:33:13 pm
Title: Re: Land Wars - Supernerd Edition - One more player needed!
Post by: Shadowclaw777 on July 07, 2020, 09:59:22 am
Civilization Name: The Ancestors
Theme: Eldritch Horrors
Day 3
Home Territory: Darkest Dungeon
Map: https://imgur.com/a/EF0zqWK
Other Territories: -
Owned Strategic Resources: Crimson Curse
Current Troops:
998 Bone Defenders
583 Bone Arbalests
298 Undead Horse
162 Supplicants

Heroes: Necromantic Scholar
Supplies: Crimson Curse (Stored) (138/Turn)

Recruiting this turn (159 Value)
138 Supplicants
21 Bone Defenders

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Supernerd on July 07, 2020, 03:43:31 pm
I noticed at least one person attempted to do a military action without listing the troops that are being used.

All military actions must list the units that are being deployed, even if they were already in the territory on a prior turn. I do not keep track of every individual unit.
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Unraveller on July 07, 2020, 03:49:12 pm
-- Fallen Stars --
The Daal'Gaks Prepare in the North.
(NM)

Spoiler (click to show/hide)


-- Chaos Reigns --
The Stranded Daal'Gaks Explore.
(MW)

Spoiler (click to show/hide)

-- Thru Caverns Dark --
The Daal'Gaks do something sneaky and crafty.
(SM)

Spoiler (click to show/hide)

-- Murk and Mire --
The Daal'Gaks war with colossus.
(ME)

Spoiler (click to show/hide)

-- Back at Home --
Spoiler (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Supernerd on July 07, 2020, 05:38:09 pm
Still waiting on TheRedwolf to post their action...
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Screech9791 on July 07, 2020, 06:39:45 pm
and have pikemen stick their big long shafts in them
( ͡° ͜ʖ ͡°)
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: TricMagic on July 07, 2020, 06:52:37 pm
and have pikemen stick their big long shafts in them
( ͡° ͜ʖ ͡°)

Is it allowed for others to peek in spoilers?
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Supernerd on July 07, 2020, 07:00:27 pm
I think the spoilers are more to made the post size manageable than to make things secret. There is a mechanic for stealth actions that are supposed to be secrets, and players can PM me the finer details of their plans without it counting as a stealth action.
Title: Re: Land Wars - Supernerd Edition
Post by: TheRedwolf on July 08, 2020, 04:09:56 pm

Civilization Name: League of Grand Battleborn Trance-mages and Questors
Theme:Pride Month
Day 3:
Home Territory: Pridea
https://imgur.com/a/jtq2IvL (https://imgur.com/a/jtq2IvL)
Other Territories:
Owned Strategic Resources: Hormones: 300 (+100)

Current Troops:
Allies:2800
Bi-barians:540
Gunmen:540
Longboats:540
Heroes:
Supplies:

Recruiting this turn:
None
Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
[/quote]
[/quote]
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Supernerd on July 12, 2020, 03:57:23 pm
The following players have not posted a combat action. If you do not post a combat action within 24 hours, I will assume that you have no intention of engaging in combat this turn and no combats will be processed for you:

Pridea
Harvester Nexus
Clock Tower
The Ancestors
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Screech9791 on July 12, 2020, 04:05:37 pm
I wasn't going to do any fighting anyways; what the fuck did you think I would do the turn after I take heavy casualties?
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Supernerd on July 13, 2020, 03:49:51 pm
Turn 3


Time moves forward ever slowly...

Spoiler: Territory Information (click to show/hide)

Tips of the day:
If you go fight an enemy hero without thinking, you could lose a whole army!

While diplomacy with NPC nations is impossible, other means of manipulation might not be...

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 4 update.
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: Supernerd on July 13, 2020, 03:50:08 pm
NM:
The Daal'Gak were none too happy about the antics of the Griffon, so they brought in their elite troops and prepared their ambush once again.

In time, the Griffon can be seen in the skies above. It seems perhaps a bit off-balance from the previous cementing, but still quite capable of aerial maneuvers. It looks around, and seems to spot the bait. As the Crundles suspected, it didn't appear that it was going to fall for the same trick so easily.

But then, about five or ten minutes later the Griffon appears again! It appears to be a bit bigger this time. Closer inspection reveals that it is now carrying something, but nobody actually saw the thing land to grab prey...

Shortly afterwards, the sound of what I can only assume are Crundle Explicitives can be heard as the Griffon dropped a boulder on one of the Gru'beks laid out as bait! The ambush Gru'bek take a shot, but the Griffon was just too high up for their attacks to connect!

Casualties
1 Gru'bek

NEE:
The Sporelings advance to the Shadowed Woods by moving along the coast, suffering only minor losses from the wayward Satyr in the area. Things start to get a bit odd as they head deeper into the woods however. Sometimes when a Sporeling takes a certain path, one following behind it will run into an obstacle such as a tree or a rock that the first one did not encounter. Thanks to the United Collective of Spore Hivemind, the Sporelings were able to function reasonably well; but the lack of dedicated sensory organs made it difficult to fully grasp the area.

Fighting the Satyr in the heavily wooded area was mroe difficult, as the Satyr were able to swiftly maneuver around the woodland area, and had a number of traps prepared. When a group of sporeling scouts failed an ambush here, the small groups were unable to take down the much swifter Satyrs.

A few hours after the incursion began, a group of 10 Sporelings were suddenly crushed by something extremely heavy! While the sporelings were resistant to blunt impacts, there was a limit to this; and something capable of applying enough pressure to squash it would also squash the core even without having to aim for it. The collective identified this as the First Mamut Taipan encounter!

The Sporelings began to assemble en masse to prepare to engage the beast. During this time, they learned that Mamut Taipan is fast; another scout group was lost during this time, which wouldn't be too surprising if not for the fact that it was near the opposite side of the forest as the first one!

The giant snake seemed to have a suspicously high level of awareness in this place, and the United Collective of Spore was unable to determine why. Mamut Taipan engaged a large group of sporelings exactly once before the new day, used its body to strike at them a few times, then disengaged by climbing a large tree and escaping across the forest canopy. A few Sporelings were able to cling onto it and while their infection ability was not completely ineffective, Mamut Taipan was pretty resilient. The hive mind noticed that some of the Satyr were actively involved with the removal of the sporelings that clung to it!

Elsewhere, Steelhold fortified the ruined city to prepare for a fungal assault. The Ruined City was now about as secure as it was going to get without actually taking control of the area and rebuilding the place. The humans noticed the sound of pan flutes coming from the west; presumably a Satyr trick, but nobody among them fell for it...

Casualties
291 Sporelings
62 Satyr

MW:
Something that the Crudles did seems to have finally aroused the ire of the Mad Dryad! Unfortunately, very little information could be gleaned about precisely how it fights as the only living witness' testimony has been dubious at best. Something about screaming and the tree hitting things or something to that effect.

Casualties
214 Butterflies
146 Crundle Tribals
67 Crundle Pebble-Slingers

MM:
One of the Crundles from the west somehow got sent flying so far that they landed all the way back in The Great Hole! The landing has proven to be 100% fatal for the poor sucker. One of the now blood-soaked Trogs who happened to be nearby is completely mortified, but physically fine.

ME:
The Daal'Gak sent in a contingent of Crundle Black-Blades to help secure the Former Metropolitan Area. The plan was to break down the Reanimated War Machine using conventional attacks, knowing that there was a non-infinite amount of punishment that it could take.

With great effort, the Gru'Bek and Trogs were able to hold the mechanical monstrosity in place. Its motor controls were clearly not as great as the original machine once was, but still sufficient to cause a lot of harm; and the ancient micro-missile weaponry was still operational enough to be fired even in its current state. Mercifully, only one barrage from that was launched over the course of the battle, but it has proven to be quite devestating.

The Pebble-Slingers took their shots, but the weapon has proven to be seemingly ineffective. The Reanimated War Machine would thrash around wildly, lifting a food above the ground alongside a large chunk of concreate that it was stuck to. The Ghost in the Machine had also sent some remaining minor artifacts to attack as well.

The Crundle Black-Blades weapons proved to be absolutely essential for the plan to take the thing down to work. Quite a few blades had been shattered in the process, but the Meteoric Obsidian was sharp enough to pierce through the rusted alloy joints of the machine and eventually it had been disassembled to the point where it could no longer be animated!

The Ghost in the Machine starts to fade, and moves to the east where the last remaining artifacts are. With any luck, the worst is now over...

Casualties
487 Crundle Tribals
46 Crundle Pebble-Slingers
108 Trogs
24 Gru'Bek
28 Crundle Black-Blades

SM:
The Daal'Gak are going to attempt a stealth action! Its effects will go next turn, so if you have any business in this tile make sure to explain in detail how your troops will conduct their business!

You may now post your Day 4 update!
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Screech9791 on July 13, 2020, 04:32:10 pm
Civilization Name: Harvester Nexus
Theme: Rogue Harvester Robots
Day 4
Home Territory: Nexus Wastes (map: https://pic8.co/sh/BM884n.png)
Other Territories: None
Owned Strategic Resources: Living Metal (+100/turn)

Current Troops: (1291 total value)
291 Ancient Impalers
263 Ancient Choppers
101 Ancient Ballistae
362 Ancient Maintenance Drones
314 Scout Drone MK2s
149 Impalers
149 Choppers

Heroes:
Robotonk Prototype

Stored Strategic Resources: 26 Living Metal

Recruiting this turn (cost: 174 value, 108.25 living metal):
89 Impalers
85 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

Meanwhile; one ancient impaler drone has been destroyed via a considerably long fall. Whoops.
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: TricMagic on July 13, 2020, 05:30:38 pm
Civilization Name: United Collective of Spore
Theme: Fungi
Day 2 Entry, Day 4 in other countries: Collective Assessing. Suggest investigating other technology? Reassess threat.
Threat Assessment: Satyr are noted to be fast creatures, however our numbers still allow us the advantage. There is little reason to be afraid. The giant snake however seems to have their aid, which makes combat against it pointless, we cannot properly wear it down. It's speed is also many times greater.
 There seems to be some sort of illusion over the forest, making Pathing difficult. However, we completely counter this by being able to update our knowledge in real-time. However... Other groups would likely have far more trouble, and it is the Spore's collective opinion that current operations should be aborted for now. Without greater speed battle won't be possible, and the fighting would drag on for far longer. Better to let the other group fight first. The Spore returns home to regroup, for it seems that there is easier prey nearby, and our first Infectors are being grown.

Home Territory: Underveil
(https://media.discordapp.net/attachments/640911259474329601/729359406537375785/unknown.png?width=427&height=427)
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: 200(+100 income)

Research Points: 4(+2 income)

Recruited last turn: 160 Sporelings.
Losses last turn: 291 Sporelings


Current Troops:
x1709 Sporelings:  NEE, location Shadowed Woods.
x 160 Sporelings: NE Home.

Creating This Turn:
x 39 Sporelink Slime Infector:  19.5 Points, 200 Biomass
x 143 Sporelings: 143 Points



Heroes:
Supplies:

Recruiting this turn: 162.62 Points Available. 162.5 spent, 0.12 unused.
[(1+1) * 100-((Sum of troop point costs)/50)]

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



And now for something different.

A brief synopsis of Underveil


Underveil grew beneath the waves, feasting on biomass. From the first sphere, until the many became the one, we grew beneath the waves. Eventually we no longer were content, and our central city of fungal flesh emerged above the waves. So done, we adapted, and our reach grew to the land, before eventually forming the first fungal colonies separate from the main mass.

The first Sphere is a glorious structure strecthing above the waves, the secondary spheres and their reaching tunnels flooded, nutrients extracted from the water. The spheres on land are different, hardier, connected to the water of the land and of different make. The ones underwater do not share a weakness to fire as we on land do, but the Spore colony underwater is adapted to the water, and has not yet gained the ability to move without it.

A Spore's Fortress is one of these large spheres, often placed in or near water-rich environments. They are a home for bodies to rest, and minds to sleep within the Collective. The main benefit is that those who rest near them are far livelier and o not suffer from what weaknesses they have as much. Landwalkers can leave, for Underveil is not the land, but that underwater, and none of you can breath there. We will not be destroyed no matter how much you try. Resistance is futile, so join us instead. We promise a life free of bodily concerns.
Title: Re: Land Wars - Supernerd Edition
Post by: coleslaw35 on July 13, 2020, 08:26:29 pm

I don't really have the creative energy to type anything out for day 4, as I used it all typing out something for day 3 (and even that is unfinished.) Sorry!


Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: coleslaw35 on July 13, 2020, 09:05:08 pm
Spoiler: Steelhold NNE (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - So much for doing little work!
Post by: Failbird105 on July 14, 2020, 11:56:40 am
Within the center of Clock Tower (https://www.youtube.com/watch?v=odidC4RqdW0), the heads of old Earths greatest Magus families ready to mobilize. Not in full force, not yet. The Doubt units had only just entered production, however, they would be best served making their move soon. Instead, they would send a smaller force. A specialized force.

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:
2326 Bobbies
200 Slayer Dolls

Heroes:

Stored Resources:
26 Mystery(100 gained, 74 spent on recruitment.)

Recruiting this turn:
74 Slayer Dolls(costs 74 Mysery)
75 Doubt Automatons

Spoiler: Troop Designs (click to show/hide)
Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Failbird105 on July 14, 2020, 11:58:42 am
Stealth action sent to MW

Stealth action sent to SWW
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Screech9791 on July 14, 2020, 12:15:40 pm
100% top secret i swear.jpg akshun will be done in SW :DDDDDDDDD give me a refund
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Supernerd on July 14, 2020, 03:59:03 pm
In case it was not clear, 0cra_tr0per is declaring a stealth action on SW.
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Unraveller on July 14, 2020, 04:11:42 pm
(( It wasn't super clear, could have just been a comment in regards to the prior post. I see now why you asked me to be extra transparent with it. Lol. Also just to be sure since it's on the other side of the map, that's SW, not  SM? ))
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Screech9791 on July 14, 2020, 04:25:31 pm
Also just to be sure since it's on the other side of the map, that's SW, not  SM? ))

I'm doing the action in SW.
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Unraveller on July 14, 2020, 05:22:18 pm
Spoiler: DAY 1 LOSSES (click to show/hide)
Spoiler: DAY 2 LOSSES (click to show/hide)
Spoiler: DAY 3 LOSSES (click to show/hide)

Civilization Name: Daal'Gak (Great Hole)
Theme: Subterranean Gribblies

Spoiler: Day 4: Honored Ones (click to show/hide)

Home Territory: The Great Hole -- https://imgur.com/a/f3X8UbF (https://imgur.com/a/f3X8UbF)
Other Territories: None
Owned Strategic Resources: Meteoric Obsidian (100/Per Turn) -- Volcanic glass of an unnaturally dark shade. It fell from the heavens above, rupturing the Earth long ago. Thus cracking the olde vaults below the world, by which all manner of detestable beast emerge. The Tribal Daal'Gaks both idolize what is left of the enigmatic glass and have begun to utilize it for its unfathomably sharp edges when knapped. It is said one may see their innermost self in reflection when gazing upon 'Gaar'Vul.'


Heroes: None

Supplies: Meteoric Obsidian (x100 - 50 - 50 = 0)

Recruiting this turn: (160 Value)
100 - Crundle Tribals (25 Value)
100 - Crundle Black-Blades (50 Value | 50 Meteoric Obsidian)
50 - Trogs (50 Value)
47 - Gru'Beks (35 Value)

Spoiler: Troop Designs (click to show/hide)

Spoiler: Project Information (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Unraveller on July 15, 2020, 07:38:17 pm
-- Fallen Stars --
The Daal'Gaks hatch a new plan!
(NM)

Spoiler (click to show/hide)

-- Thru Caverns Dark --
The Daal'Gaks are a quiet sort, amongst the rubble
(SM)
Spoiler (click to show/hide)

-- Of Machine and Crundle --
The Daal'Gaks do not languor about.
(SE)
Spoiler (click to show/hide)

-- Murk and Mire --
The Daal'Gaks clean it up!
(ME)
Spoiler (click to show/hide)

-- Back at Home --
Spoiler (click to show/hide)
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Screech9791 on July 15, 2020, 08:16:44 pm
Title: Re: Land Wars - Supernerd Edition - Sorrypologies for the delay
Post by: TricMagic on July 19, 2020, 12:26:10 pm
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.Aborted: Difficulties in doing so under a short timeframe.
- Enslavement/Death of the Satyr Race. You shall be colonized.Partial Success: Knowledge gained of Satyr combat style, aborting combat.
- End of Mamut Taipan (Hero) Aborted: Limited effectiveness was undone.

Units Sent
- 2000 Sporelings

Units Returning/Lost
- 291 Sporelings lost in combat.
- 1709 returning to Home(NE)

Important things that need consideration
Spoiler: Initial (click to show/hide)
Satyr alone are not a threat despite decent speed, numbers would be sufficient for victory. However they worked to remove our brethren from Mamut Taipan, who caused the most damage with high speed and large size. Casualties would continue to mount, so long as nothing changes.
Spore's Collective Opinion is to leave them for another day.

Tactics
Spoiler: Employed (click to show/hide)
Tactics employed in the Shadowed Woods were partially successful. However a number of advantages are needed to resolve this battlefield swiftly and cleanly.

Current Orders
All Units are to withdraw in an orderly manner in groups of 10-50. If enemies attempt to attack, deal with them before moving on, but withdrawal is the priority.

End of Report
Filed under Sub-process Historical Records, UCS vs NEE Satyr/Mamut Taipan Shadowed Woods, Report 1.




Stealth Action: The United Collective of Spore, NM and ME.

The Spore have been spotted to head towards NM for some purpose. What they number and their purpose is unknown, but there can't be more than 160 of them based upon last reports.

Another report says some have also been spotted heading toward ME as well? What is their plan...
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Supernerd on July 19, 2020, 04:04:05 pm
Not one, but two players have not posted an action even after all this time.

Sorry guys, but this game isn't going to recover from that one.
Title: Re: Land Wars - Supernerd Edition - Still Alive
Post by: Unraveller on July 19, 2020, 04:28:31 pm
(( Don't we have a couple waiting to join in? ))