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Messages - Talion

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211
Quote from: votes
Medium Lift Crystals(extra die to each roll), Save 1 dice: (3) Kashyyk, Rockeater, Doomblade
Medium Lift Crystals, Aether Tunnel, save 1 dice: (3) Jerick, NAV, Talion
-Name it "Crystal Mediae Vitae": (1) NAV

212
Forum Games and Roleplaying / Re: Wizards race - Mozkeria Thread 1401
« on: August 03, 2018, 01:50:53 am »
If we opt to research something new, Golemancy would seem to offer some useful advantages. An enchanted golem maker doesn't put the gems on the front line immediately and we could also pursue golems with enchanted limbs. Of course the golems themselves might be best made with the aid of earth element magic.

Swift Wind Horseshoes
These enchanted horseshoes use the wind to help push the wearer forward. The horse and its rider will feel the wind is at their back carrying them towards their destination. Providing they are shooting forward this can also help an archer's range.

Smooth Earth Horseshoes
These enchanted horseshoes smooth the earth beneath a horse's feet, ensuring that the horse need never be hindered by potholes or uneven ground. The rider of such a horse meanwhile benefits from a smoother ride that makes aiming a bow or other ranged weapon easier.

213
Forum Games and Roleplaying / Re: Wizards race - Mozkeria Thread 1401
« on: August 02, 2018, 07:06:18 pm »
Just some quick ideas while I think of ways to get the most out of enchanting.

Enchanter's Kiln
Inspired by the rod of expel, the kiln is a simple container with a gem set into the ceiling of the internal storage area. In operation, an item of equipment is placed inside the container and the kiln activated. The item is then 'baked' in magical energies released by the gem until until the item has taken on magical properties based on the type of magic released by the gem.

Reinforcement Spell
An earth element spell that makes the target object stronger and more durable. This allows a blade to keep a sharper edge or an armour to better resist damage.

214
Forum Games and Roleplaying / Re: Wizards race - Mozkeria Thread
« on: August 02, 2018, 04:16:23 pm »
Quote
Biomancy: Detoxicated, Tyrant Leviathsn
Fleshmancy: Detoxicated, Tyrant Leviathan

Thaumaturgy: eS, Doomblade, Talion
Enchanting: eS, Doomblade, Talion

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Forum Games and Roleplaying / Re: Wizards race - Mozkeria Thread
« on: August 01, 2018, 12:52:16 pm »
I'll join up as well.

My worry with Geomancy is that flight is an obvious counter. Fleshmancy meanwhile brings with it the spectre of cat people. Of the options not yet discussed, I'd favour Enchanting.

216
It would be useful to send out some goblins to the ramparts at night. We could use them to build stakes hopefully without alerting the fort. We might want to hold off on that until the next night though.

10 Trolls + 10 Orcs is 50 strength in construction. There is a bunch of stuff we need including trebuchets, but getting some construction workers to the south camp will pay off in the long term in spreading our siege equipment out.

217
As no one has really expressed a big change of opinion I suspect the first option has a majority, but let's what the vote box tells us.
Quote from: Votebox
You Must Gather The Horde Before Venturing Forth (1): Talion
Gather Horde + Prep Ground
Gather Horde + Prep Ground 2
Gather Horde + Move

218
Destruction of newly constructed trebuchets is actually fine. It tells us where the rangers are (especially if we get both construction and supporting wood gathering in one hour). When the trebuchets stop being destroyed we'll know they are moving to another camp and we can estimate when they'll arrive and move trebuchets to compensate. Accounting for wood gathering, ideal strength for trebuchet production is actually 48.

219
The issue is the rangers. They presumably can't cover all three camps at the same time, but if we're transporting trebuchets south they don't just risk being destroyed when they get there but also risk being destroyed at the camp they pass through.

The way recruitment works, every reduction in the number of recruiters has a compounding effect. Losing 3 recruiters loses 3 recruits in the first 6 hours, ~6 recruits in the second 6 hours and ~12 recruits in the third 6 hours. Trolls don't help with recruiting (as they would need another unit guiding them, but presumably they don't recruit 2 units) and keeping the Trolls productive means taking out an equal number of recruiters to act as guides so that impacts the figures a bit.

220
Here is an alternate plan: Gather Horde and Prep Ground
18 Goblins + 9 Orcs: Gather Forces (27 units) [6 hours]
6 Orcs + 6 Trolls: Gather Wood (30 strength) [2 hours], Move to W.Staging Area (Carrying 30w) [4 hours]

Every 6 hours is a breakpoint. The ultimate destination for the orcs and trolls is the south staging area to produce trebuchets/stockpile wood. We will ultimately want the capability to bring trebuchets to all the staging areas and the south one is the most difficult to reach so we benefit the most from getting construction going there quickly. The east and west staging areas could potentially live with receiving regular trebuchet shipments from the central camp. The justification for waiting would be that a 36 strength force can produce 1 trebuchet every 1 hour (although a wood stockpile is required). The advantage of going earlier is getting a trebuchet up in the south ~3 hours earlier (Hour 14 vs Hour 17).

We want 80 wood (30 west, 20 east, 30 south) stockpiled for building fascine. We could use a force to essentially turn up at a rampart to build fascine in 1 hour and then retreat back to the relevant staging area to restock wood. This force still has a problem with knight sallying though so we want to actually build the fascine later after we have a better understanding of how many knights are likely to sally. My guess is we'll want to build stakes first with expendable scouting forces.

There is a question of how much of the first day we can afford to dedicate to troop recruitment expansion. We'd be looking at ~40 for the next 6 hours, ~70 for the 6 hours after and ~100 by the end of the first day if we go that route. Assuming we peel off orc and troll teams for trebuchets and wood gathering for each of the staging areas.



221
EDIT - Also, it looks like we can save time travelling between staging areas by going via ramparts (e.g. S.A. West -> Western Rampart (2hr) -> South-west rampart (45 min) -> S.A. South (2 hr, presumably, though technically rampart to staging area movement isn't mentioned) for a total of 4 hours 45 mins, less than the 6 hours of moving directly between the two). Would I be correct in assuming this is a bug?
Traveling via ramparts is dangerous as it exposes the travelers to archery fire and sallies. If the knights are strength 3 and they have 10 of them to spare, they are threatening a 30 strength attack.

222
Is there a limit on the number of stakes we can lay?
I'd like to know how easy/possible it is for the enemy to clear Fascine.
How do Mantlets and Siege Towers work? For example for a force of 1 troll, 1 orc and 4 goblins with 1 siege tower and 4 mantlets, how much archery fire do we need to worry about during an attack?

223
Our first priority is recruiting more forces. With eight ramparts to cover, even a relatively small group of 2 goblins and 2 orcs per rampart would be 16 goblins and 16 orcs. I'm not sure if trolls contribute anything to recruitment as the results don't seem to be affected by the strength of the unit sent recruiting. Consequently it is better to recruit with goblins and gather with orcs and trolls.

Plan:You Must Gather The Horde Before Venturing Forth
18 Goblins + 9 Orcs: Gather Forces (27 units) [6 hours]
6 Orcs + 6 Trolls: Gather Wood (30 strength) [30w per hour]

224
Bovine Pump
Utilising a bovine body and replacing the lungs with additional hearts connected to an umbilical hose, the Bovine Pump can rapidly in take and pressurise water in to a long distance spray. The hose is typically reinforced with additional muscle to help control and direct the water. Originally invented for fire fighting work, the Pump can be repurposed for crowd control. Water is not the most lethal of weapons, but the streams of water act to knock over and wash away undead who stray within range. This makes it ideal for dealing with swarms of lesser undead. Access to water can potentially be an issue, but the Bovine Pumps can be daisy chained where practical.

225
Looks like we have a good set of options.

Quote from: Votebox
OVERWATCH (2): Blood_librarian, Talion
Synergy
Steel Legion
Jackdaw Landship
Temporal Agents
Electro-Boost Ramjet
Malign Revelation

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