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Messages - Powder Miner

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271
Quote from: DesignBox
Masters of Rites (Wealth Token) (3): Twinwolf, MoP, Powder Miner
Hateful Bows:
Soul Magi (Wealth Token) (4): Twinwolf, C2M, MoP, Powder Miner
Ritual of the Sun Murderer(1): C2M
Suneater Circle (High Effort):
Ratmen Skirmishers (Wealth Token):
Mind Crush:
da mume

272
:"Oh, okay, it's just a, uh..."
Fer stared.
:"Whatever in the world this is, even."
:"What do you think the chances are that it's like... a hundred years old... and contains a bunch of small pieces of historical evidence about Xos in the last century... or something like that?"

Cringing, Fer followed that sentence up by immediately dropping a giant flaming piece of rock down onto the skeletons and ship.
P13, Meteor Ghost Archer A.

273
…..

They have tentacle zombies and mind control worms. I think we are outclassed.
they have SLOWBITCH tentacle zombies, we have chad murder-suicide skellies and stabby zealot rats 8)
also we have fucking greek dracula

274
Asuna made somewhat of a despairing face and tangled a hand in her hair.
:"Oh man... I just finished figuring out the previous conspiracy, is there, like, another one...?"

275
After taking into account that influence "moves" more along adjacent provinces in Chiaroscuro 2 (or that I just didn't notice it doing so in Chiaroscuro 1 if it did lmao):

I think we can reasonably assume, given the effectiveness of and support for our Dark Seduction spell, that we are going to get 1 influence in both of the capitals next turn (I would maybe be slightly more worried about the Schism'd Capital than the Grid-Locked Polis, incidentally, but I think we are probably fine, we have very effective basic conversion). Accordingly, I think we should be seeking either to try to get something that we wouldn't otherwise be getting from 0 to 1 to 1 (aka one of the further provinces), or get something we wouldn't be getting from 1 to 2 to 2 (in other words, one of the nearer provinces). Now, if we do that, that also benefits us by making getting the accompanying capital to 2 easier next turn, so that seems like the better option, so I want to go for that. Between the Satrapy and the Raider's Roost, I want to address the Roost next turn anyway with mercs, so I'd like to send Nar-Carok to the Satrapy

Quote from: what da champs doin
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (1) Rockeater
Grid-Locked Polis: (1) C2M
Restless Satrapy: (1) Powder Miner

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Vampire Lord Goes In:
Chegitha/Rolling Hills: (3) Powder Miner, Rockeater, C2M
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

276
Part of the advantage of the Vamp Lord is that he allows having a champ on both combat and influence, so I'd like to act accordingly (and he also actually works better on influence once we've got some basic bitch influence built up and he can start to influence the elites; I don't think there's much of a point in trying to send him out to perform influence on peasants)

Also, as they're going to get info on what he does in combat whether or not he actually fights, as he will be getting described as a design along with all our other equipment, I would like to have him in combat (and therefore Narry-boi on influence) on Turn 1, so as to have one turn of combat guaranteed without a response from them

Vampyman will be most effective in capitals and the satrapy, and I want to make cultist mercs as a revision to target the Xyranian lane writ large (sounds like a good opportunity for influence 2 over there), so I'd like to put Nar-Carok in the quarries, where I reckon we don't have anything targeted in the immediate future

Between the two combat lanes, even with his speed bonus the Vast Steppe seems just a bit big to use the vamp to his FULLEST potential for murdering mans, since though the thralls help, he'd either have to use some of his rampage time just hauling ass across plains or spend a lot of the night traveling
Quote from: what da champs doin
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (1) Powder Miner
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

Vampire Lord Goes In:
Chegitha/Rolling Hills: (1) Powder Miner
Western Protectorate/Vast Steppe: (0)

Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)

Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)

277
Quote from: vote
Skitterpriests (5): Rockeater, MoP, Twinwolf, Lightforger, Powder Miner
Rats in the night (0):
Undead Spears (1): MoP
Ratmen Witherbrains (1): Knightwing64
Brand of the Murdered Sun (1): C2M
Rat-Packs (3): C2M, Rockeater, Lightforger
Vampiric Thralls (2): Twinwolf, Powder Miner

278
Asuna, with some effort, restrained herself from adding onto Yliss' statement about the whole wish thing. There was really no need to interrupt all of THIS just for the matter of her wish, really, there were some very important things going on and all... but... uh, yeah, she was DEFINITELY going to get to it once... the important bits had been gone over?
:"Uh, we are a team of adventurers and all, Team F that is, which is us, but basically we've been going around figuring out what sounds like a really old conspiracy that... ended up getting you killed...? ...er, and basically we've been going around talking to the various goddesses who aren't about that, which is like most of them, and the Demon Generals and we teamed up with them to figure out and stop the conspiracy and stop everyone fighting (because adventurers and Goddesses have been fighting with Demon Generals since) and now bring you back to life to do that."
:"Uh, I finally figured it out, right? I have this correct?"
:"Oh, uh, and I'm Rio- eeeEEEEEehhh- uh- I'm Asuna Ito."

279
Making up yet another spot on the gamut of Revivian reactions to the ubergoddess of this whole crazy Generia world, Asuna's most immediate reaction was a slightly confused blink, although all of the converging auras of power did at least get her to straighten herself up rather than the more "leaning on one of her other swords" posture she'd adopted after the brief battle.
:"I dunno Yliss, I feel like Serena can speak for herself. Probably should, too. You know, she just did all of that, and she's a dragon right now, so... I don't know, that might be what counts as impressive."
...but, really, having an opportunity like this to actually confront a parent? Yeah, felt that was something Serena should take hold of. She never had.




:"Wait, is this going to be my opportunity to see about the whole wish thin- ah, uh, no, I'll wait."

280
Quote from: lazybox
Ratmen: (3) MoP, Taricus, Powder Miner
Everpriest Acolytes (Mummy Snowball Edition): (1) MoP
Vampire Lord (no thrall version)(3): Rockeater, Taricus, Powder Miner
Explosive Fury (1): Rockeater

281
I'm not incredibly interested in either, but the Seraphim are probably a bit more flavor-appropriate for the Aurans.

Quote
Order Plane Vote:
Seraphim: (4) Taricus, ConscriptFive, Happerry, Powder Miner
Swarm: (1) TricMagic

Kupros Location:
Mountains: (0)
What are you doing in my Swamp: (1) Powder Miner

Enclave:
Elven Enclave in Desert: (0)
Avian Enclave in Desert: (1) Powder Miner
Infernal Enclave in Desert: (0)
torn between elven and avian but logically i think if we put the elven enclave in a contested area, it will imply the need the creation of a tech tree (ha ha) to be all that useful for the enemies if they get their hands on it, while not completely fucking us if we lose it since unlike the orcs we dont NEED that shit to do nature shit

282
Quote from: Votebox
Hateful Retribution (0):
Cultist Mercenaries (0):
Acidic Retribution (0):
Those Who Recall (2): Twinwolf, Powder Miner
Warding Arrows (0):
Cultist Criers (0):
Dark Empathy (2): Twinwolf, Powder Miner
Seductive Charm (0):
Seduced Thralls (0):
Those Who Rally (0):

283
Cultist Mercenaries

There are many parts of the world where plenty of opportunity exists for armed men to run around loose wreaking havoc, whether it be the pirate gangs reaving the north of Xyrania, the mobs fighting in the streets in the capital of that country, the raiders and treasure hunters roaming across the same country's South (really, Xyrania in general) and into the wastelands - and, as a bonus, quite likely the southern satrapy conquered by the phalanxes of Thpenos, should its rebellion pick up steam.

There also, if the talks among the inner circles of mages in Nar-Carok's cult are any indication, is likely to be rather a surplus of mortal manpower among the cult of Nar-Carok's manpower in the near future. Even now, the most promising sources of combatants seem to be in the depths of the Buried City rather than among the ranks of those in Nar-Carok's hopeful followers without magical talent. There is a coincidence of interest here.

Some of the more physically and martially talented of the Cultist Archers and Cultist Spears are pulled from the battlefield and redirected to the lands of mortal kingdoms that require a more subtle touch - instead of serving as front-line warriors, they are to act as mercenaries, raiders, recruits for pirate organizations, members of religious mob fighting, potential rebels, and in general try to get themselves positions within the armed groups around Xyrania and Thpenos. The more successful of them are instructed to attempt to use money to make to survive, improve their skills, and improve their equipment (since we can't exactly afford to equip them well) so they can live to get into higher positions and eventually begin to help us influence these armed groups and the battles they wage from inside.

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