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Author Topic: Gods Race Rebirth: Dark (Turn 3, Design)  (Read 13837 times)

zomara0292

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #240 on: July 21, 2018, 04:14:01 pm »

RAM. We don't really need that many fire sticks an a plane made of fire. heck, it may not be wise to have any, but i am not sure if the attacks will be canceled out, boost/heal, the fire based entities, or do just minimum damage... it would probably do us much better in earth, where we have the least amount of troops.
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RAM

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Re: Gods Race Rebirth: Dark (Turn 2, Production)
« Reply #241 on: July 21, 2018, 08:49:23 pm »

RAM. We don't really need that many fire sticks an a plane made of fire. heck, it may not be wise to have any, but i am not sure if the attacks will be canceled out, boost/heal, the fire based entities, or do just minimum damage... it would probably do us much better in earth, where we have the least amount of troops.
I didn't buy any new fire sticks, I "added" them because I was a derp and forgot to include them on the troops that already had them. The Earth plane has, thus far, been mostly enclosed spaces, which seem to lack good opportunities for ranged combat. They might be effective against fire creatures, we have yet to test that : (. If you want to post a competing new or modified plan with the casters shifted elsewhere than that is fine, but we can't have fewer casters.
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Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #242 on: August 12, 2018, 01:36:28 am »

Combat Results:

 Fire:
  001 Bolter
  400 Ravens
  500 Imps + Adamant blunt weapons(-500=0) + adamant light chain(-500=300).
  100 Imps+ Shadow Blades+ Flame Casters + Adamant Light Chain(-100=200)
  020 Blackscales+ Bronze Blunt Weapons+ Adamant Light Chain

You appear as a pantheon before your legions as the first incursion begins, a bold step forward unto conquest. The Ravens and Imps lead the way through, setting up a guard perimeter around the portal island, at home in their element. The blackscale force follows, moving to the front with a grouping of imps to prepare a scouting party. It's hot for them, but they should be fine so long as the supply line holds and they find some forage.

Finally, the Bolter steps through. Its massive figure sends gentle tremors through the massive pillar the portal sits atop, and it stands by, ready to rain death upon the land beyond.

The scouting parties advance, picking their way through the scattered flames and across the landbridge towards the settlments sighted by your wraiths. The first party consists of the blackscales and the flame caster armed imps, overseen by a set of Ravens. As they take their first step into the mainland, a great cry echoes from a nearby rock crater, and a group of smoldering creatures emerges, each resting on 6 legs and with two primary grasping arms, their slender bodies shifting back and forth at a frentic pace as they advance towards your men.

You’ve been spotted.

The glowing creatures hiss back and forth with one another as they close in, each syllable washing over your men as waves of heat and ash. They carry weapons, too: unusually smooth stone weapons seemingly constructed out of one piece. As they approach, the lead imp cries out in the mother tongue, singing a war order. The imps close ranks, aim their staves, and release a cluster of magical fire at the natives.

Unfortunately, it doesn't do much. The beings writhe in what seems to be pain when struck, but suffer what appears to be a scattering of ash across the spots the blasts hit. The group numbers approximately twenty, so this slows them considerably, but they're close enough that your imps have already drawn their blades. At a second note from the commander, the imps charge, swarming the natives. The battle is bloody and swift, the natives stepping expertly through groups of imps while they swing their smooth stone war clubs with practised ease. The sharp edges make short work of imp hide, and can even cut through chainmail. Several go down, but the imps themselves use their numbers to their advantage, working with the blackscales to help box in the larger natives and land solid blows. The shadowcrystal blades that the imps wield slice through the creatures like butter, cutting in easily but only sliding through with intense force applied. The blackscales have a somewhat rougher time. As strong as the heat wave was at distance, the blast at melee range is tremendous, forcing back the unprepared lizards. Those that recover enough to swing run into another issue- the blunt weapons they wield are causing damage, but a good swing seems to need two arms to bypass the natural fluidity possessed by the flamescuttlers. Despite the good fight the scuttlers put up, they are outnumbered 6 to 1, and soon go down, the imp commander themselves leaping in to fight one of the last survivors and personally disemboweling it, dodging the burning blood as the glowing organs fell from the beast.

The party regroups after the initial conflict, licking their wounds and organizing their dead. The blackscales bore much of the loss, with only 5 surviving. The imps, by comparison, only lost 20 members, with the rest singed or lightly wounded. The ravens didn't get a chance to do much, due to the ambush.

The main force moves to reinforce, while the bokter remains at the portal for the time being. The dead scuttlers bleed over the rocks, covering the scorched rock with their glowing, thick, blood, internal organs literally glowing in the heat. As it cools, it appears to solidify to a sludgelike material with a light grey color. A single (severely wounded) survivor of the group remains, and the force restrains it before it can flee. What you plan to do with it is up to you.

With the initial gains secured, the force moves onward towards the main habitat. The bokter follows, descending down the narrow land bridge. As the bolter prepares to winch back the first of its bolts to fire at the small encampment in the distance, a force emerges, beating percussion instruments made from strange leathers and at least 100 strong. In addition, many of the warriors present seem to be wearing armor crafted in a similar manner to the warclubs used by the ambushers. The melee weapons look similar, but there is an additional group of scuttlers off to each side manning what appear to be siege weapons with stone bolts. These crews actually take potshots at the circling ravens, but summarily miss. A warrior in the main group manages to throw a stone dart through the body of one as it returns, to little effect. Now returned and armed, the ravens circle above the force as it awaits the final deliberations of the division leaders. The blackscale leader had died in the earlier ambush, so his second in command has taken his place. Unfortunately, the enemy sees this meeting and you hear sizzling whispers before a siege crew arcs a shot over towards them.

Had the ravens not seen this happening, they would have been slain on the spot. However, as the bolter was nearby, the warning was passed on, and it went to work. The massive gears turned and dark oils hissed at the elevations adjusted abruptly, before the deep thrum of the adamant bolt flying through the air. The first bolt smashed the incoming shot, destroying it and sending chips of stone raining down on your army. The second flew to the source of the shot, destroying the machine in question and sending orange sinew and stone shrapnel flying. The commanders quickly nodded, broke, and the warsong began.

As your imps charged the scuttler force, further flame caster bolts flew, as did darts. The former were primarily aimed at the dart throwers, as even though the stone darts have some difficulty breaking through the chainmail, lucky shots could easily take down an imp. As such, disruption of the skirmishing force was life-saving in more than one instance, and a scutter was believed to have been blinded by a direct hit to the head. Further bolter shots land within the enemy ranks, sending scuttlers flying, slicing them with shattered stone, and pinning them to the stone with bolts. Further shots are intercepted by your champion, with only one slipping by due to a misfire on the scuttler’s part. It lands among your bronze-armored imps, and impales one, spattering black blood on the grey stone before fragmenting and slicing the unarmored portions of those nearby. Before the armies even meet, the bolter has already claimed almost a fifth of the enemy force, with the siege engine crews routed and the dart throwers slain with large bolts. The only factor holding back the bolter from entirely massacring the enemy is the ability of the enemy to resist shrapnel.

Finally, the armies clash, the imps meeting the surviving scuttlers as bolts continue to rain down overhead. Unfortunately, the combatants are mismatched, and it shows. The low number of imps armed with slashing weapons limited the damage a group could do when they had a scuttler covered, and the weaker imps can't do as much damage as the stronger blackscales with heavier weapons. The ravens can do some damage, but the wounds they make clot quickly due to the viscous blood. They make a good showing in harassing groups of scuttlers, though some are lost to friendly bolt fire and warclubs. Given the mismatch, your forces focus on tying down groups of scuttlers for the bolter to shread with artillery fire. The tactic is slow, but between the bolts and the shadow blade armed imps, the enemy is routed after a relatively short battle.

Following along the heels of the retreating army with bolts flying overhead, the surviving imps (Only one blackscale emerged alive, rather singed) regroup and march on the settlement. By the time your troops arrive, the locale is deserted, as scouts can be seen scuttling into the distance as you approach. The natives have ceded you this much ground, and you have a strong foothold in the Fire Plane. In the distance, you see your next goal- a large pillar in the distance, above your current position and, from what you can tell, rife with activity.

Losses:
19 Blackscales (1 suvivor, notable)
30 Sword Imps (1 notable leader)
100 Blunt Weapon Imps
10 Ravens

 Earth:
  100 Ravens
  180 Blackscales+ Bronze Blunt Weapons+ Adamant Light Chain
  200 Imps+ Shadow Blades+ Flame Casters + Adamant Light Chain(-200=0)
  375 Imps+ Shadow Blades+ Bronze Light Chain

The forces of The Catalyst step into the plane of Earth, certain of their victory. The blackscales take up perimeter duty in the plane, quickly and efficiently clearing the area around the portal in the first cavern. No obstacles are encountered in this intial stage- while some imps do run into issues with bugs attempting to swarm lit flame casters, the bugs themselves are easily dispersed by simply firing the staff at them.

Delving into the cavern systems, the blackscales split into three main scouting parties, with 20 ravens and 40 blackscales in each group. The rest stay at the portal, on guard for intrusions. The scouts map out a large amount of ground, not running into any contact with anything more notable than a fungal colony that made the blackscales sneeze a bit. The parties eventually return when they start running low on provisions, though after reporting their progress and general location, a patrol group did have half its number go missing.

While the absence and loss of an entire patrol group is concerning, the returning parties run into a more concerning sight: while they were gone, the portal itself had been attacked. A group of hulking grey creatures had emerged from one of the paths a patrol group had left through. Equipped with the dull metal armor and weapons that the scouts had mentioned, these creatures quickly set themselves upon the defending imps. While the initial ambush resulted in the loss of an easy 20 imps, the quick eyes of the defenders located the intrusion quickly and descended upon the tunnel the creatures had emerged from.

The creatures themselves weren't overly tall, instead being comprised of thick muscle and fat, with pebbly skin and dull eyes that somehow took in the entire landscape. They possessed four large arms and we're bipedal, and had what appeared to be cillia along the sides of their nonexistent necks. They exhimited moderate movement speed in the cavern itself, closing with quick, leaping strides to swing disturbingly heavy maces and axes upon the defending imps.

As soon as the response came, however, the tide of battle turned quickly. The blasts from flame casters heated the creature’s armor to a glowing red, and the resulting head resulted in rumblings of pain from those struck. While the armor the attackers wore was resistant to shadow blades, and fractured several in failed strikes, the blades could still get through in several crucial areas, spilling darkly glowing green blood to the cavern floor. The blackscales added further damage, swinging their heavy weapons and moving nimbly around the Rocky caverns to deal several fatal and crippling blows, though it was noted that the armor worn by the Maln was harder than bronze, as shown by the dented and bent weapons. Ravens proved themselves useful once again, swooping in to aim at eyes and cillia, though many missed their mark due to the poor lighting.

Despite its initial fury, the incursion was quickly squashed, and the survivors fled to the tunnels. Investigation of the tunnels the Maln had fled to showed little other than some patches of disturbed earth that they had likely dug through to escape. With few lost beyond the initial few, the fighters re-established the perimeter and settled in to wait for the scouts to return.

With the scouting parties returned, a brief meeting is convened to discuss the direction of attack. The escape tunnels appeared to have been dug towards the general direction of the missing scouts, so the direction of attack was decided, with a lead arm of blackscales and ravens. Descending into the caverns, with a defending force of 20 blackscales and 50 imps, the army marches onwards. Following a good several days march, the force runs into signs of life: disturbed earth and unusually hesitant insect life. The front lance was reinforced at this point, the commanders excercising extra caution and the ravens summoning their claws.

This caution proved wise shortly afterwards, with a group of ten Maln dropping into the tunnel with weapons raised. Initial strikes cut right through the armor and weapons of the blackscales, but the beefed up scout group was able to hold out until reinforcements arrived, swiftly dispatching the remaining enemies. The reason for the ambush quickly became clear, as a short half day’s expedition later, the assault party came across a wide bore tunnel lined with glowing crystals and dug out habitats. The arrival wasn't unexpected, however- as soon as the first blackscale stepped into the cavern, a hail of dense metal projectiles came raining down. While the solid metal arrows had little trouble felling the first few soldiers, massed ranks of flame caster fire quickly eliminated the nearby archers the army advanced in, crowding to provide cover to the imps with flame casters, while blackscales made dashes for the elevated perches the archers were firing from to engage them in melee combat. Ravens joined in on this effort, screeching high and fast to claw out the eyes of archers, the simple metal bolts passing through their incoporeal forms with little impact.

As the army broke into the cavern, a group of Maln advanced on the leading edge as the ravens screeched out a warning of an impending rear ambush as they detected movement on the back wall. The surprise thwarted, the elevated blackscales moved to flank the oncoming force while the imps poured massed flame caster fire onto the incoming front wave to buy time to deal with the back ambush. The pincer was bloody, but the imps pulled through, slaying the last of the ambushers as the front line descended on the Army of the Catalyst.

With all breathing room gone, the battle descends to a bloody melee, the front rank of imps dying so that the row behind them could fire another wave of flame at the hulking Maln. The flanking blackscales proved their worth, as they assisted in kills on the edges of the battle, preventing an encirclement and slowly collapsing the edges of the fight on the Maln to encircle them and bring them down. The blackscales not flanking continue hunting archers with the aid of ravens, and soon the tunnel is coated with green blood up to the midway point. Notably, not only are there no survivors, but there are no civilians. It's concluded that the Maln must have evacuated the settlement in advance of the attack, but with the strong hold you now have in the Earth Plane, you're set to advance further into the realm.

Losses:
½ scouting party (20 Blackscales, 10 Ravens)
45 Blackscales
195 Shadow Blade Imps
75 Flame Caster Imps
5 Ravens

 Dark:
  2 forges
  650 forgebound + nudity

The newly created forgebound look longingly out towards the portals leading to the new realms. Their wanderlust doesn't last long, however. They have work to do.

The spreadsheet has been updated. Take a peek, let me know if you can see the updated deployment and forge numbers.

Design Phase for turn 3! Make three designs, feel free to to do them all at once.
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Taricus

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #243 on: August 12, 2018, 02:12:04 am »

All things considered, that was a particularly good showing. Though I think it really does highlight the unsuitability for imps to be in melee.
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Failbird105

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #244 on: August 12, 2018, 06:57:10 am »

That captured Scuttler will be a major help towards making lava creatures, and they seem to know some rather capable fire magic of their own based on the heat waves they were causing with their voices. I feel like it would be pertinent to do research into replicating their various capabilities so we can make our own, potentially better versions. It also shows that having fire resistant unit will be quite necessary for the Fire plain, so we should probably try to use what we learn from them to make a superior frontline unit, and then potentially specialize the Blackscales more towards stealth and assassination.

Research: Scuttlers
Just our skirmishes with these creatures have found them to be quite the interesting beings. Their very words cause waves of potentially devastating heat, and the materials that make up their body are like magma. Even their weapons seem rather capably made. The goal of this research, is to look into these beings using our captured specimen, and learn about them, learn how their bodies work so we can replicate its composition, and learn how its vocal magics work so we can replicate these abilities. At the very least we would seek to learn how to make these creatures ourselves.
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dgr11897

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #245 on: August 12, 2018, 08:01:06 am »

Remember the evolver?  :)
Quote from: design
Evolver
The evolver is a wolf like organism, with the general shape of a wolf, but having feathers, spikes instead of fur and slitted eyes.
The evolver has a unique ability, the ability to drain the life force and memories of a target, rather than consuming the flesh, this makes them smarter and gathers energy/data for their next big ability. You see, the evolver can enter a chrysalis at which point they begin stealing adaptations and abilities from the things they killed, as well as creating new adaptations to help it confront the challenges it has experienced since the last time it entered this state. The adaptations it gains from this can be almost anything, from minor changes, to completely new forms and limbs. This lets them grow ever stronger and more efficient. Which nicely ties in with their final ability, the ability to reproduce asexually. They do this by simply laying a small clutch of eggs.
The offspring retain the adaptations of their parent, but not its size or strength. Eventually, groups can grow large enough to create entire new subspecies.
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crazyabe

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #246 on: August 12, 2018, 09:33:53 am »

I've got several designs in mind
Quote from: Design: Blazecaster
An improved and heavily modified form of Flamecaster, Specifically this version technically has no cool down time between shots as it produces a constant beam of fire.
Quote from: Design: Shadowminds
We have seen That although we provided some tactical knowledge to our troops- but found their strategy wanting, These are the Solution- Bulbous and squid like The Shadowminds sacrifice physical strength in exchange for mental strength, a great sense of tactics- and the Gift of Tongues, the Ability to understand many languages- which will allow us to gain knowledge from our captives and organize our attacks to a greater degree.
Quote from: Design: Manytool-Blade
A Combination of Spear, Axe, Shovel, and Pickaxe- this is meant to be the only tool our men will need in the field, allowing them to quickly and effectively construct some simple fortifications, and to control the battle field to a better degree.

Also- Great update Doom, I can see why this turn took so long with all the effort you put into it.
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Failbird105

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #247 on: August 12, 2018, 10:59:03 am »

bringing this design back up

Ballistae
Ballistae, theoretically we already have experience making these. They are after all the main weapons used by Bolter. In practice however, making versions that can be utilized by our armies soldiers is trickier then just changing the size and adding on a set of wheels. The primary reason is that Bolters ballistae are parts of its body, controlled by the gears and machinery that comprise it. This means that the primary challenge will be removing some of the mechanical components, and adding methods of manual aiming and firing. Once we have a manually usable ballista, then we can attach it to a basic metal cart(or set of wheels) to make it mobile. Optionally, they can have a pair of large metal plates like tower shields on either side of the place where the bolt fires from, these make it a bit harder to aim, but help to defend the crew from ranged attacks.
In the end, these ballistae will likely be less effective than an automated ballista of a similar size due to requiring a crew to load them, aim them, fire them, and move them. Each ballistas effectiveness will depend on the capability of its crew. The other side of this is that they will have less moving parts to break down, likely take up less space, and will almost certainly cost less than a ballista that can do all those things by itself.

Alright here's this thing, I'm voting for researching the Scuttlers because it will give us a good opportunity to learn things like elementals, as well as what seems to be some more advanced fire magic, and I want to save designing until the research is actually done.
Quote from: vote
Research
Scuttlers (1): Failbird


Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():
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crazyabe

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #248 on: August 18, 2018, 01:19:40 am »

We should really vote on these,
Quote from: vote
Research
Scuttlers (2): Failbird, Crazyabe


Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():
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zomara0292

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #249 on: August 18, 2018, 08:58:28 pm »

Quote from: vote
Research
Scuttlers (3): Failbird, Crazyabe, Zomara


Designs
Blazecaster ():
Shadowminds ():
Manytool-Blade ():
Evolver ():
Ballistae ():
[/quote]
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

zomara0292

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #250 on: January 23, 2019, 08:06:36 pm »

Looks like we already have a fine plan. Research these scuttlers. My next plan does depend on what we find. Also, for my sake, can we get a detailed description of them? My design depends on it and our fire retardant imps. A new breed for the forges. One that would make old ironhands proud.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Doomblade187

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Re: Gods Race Rebirth: Dark (Turn 3, Design)
« Reply #251 on: January 30, 2019, 11:38:40 pm »

Research vote locked.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Failbird105

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Re: Gods Race Rebirth: Dark (Turn 2, Design Phase 2)
« Reply #252 on: March 01, 2019, 04:53:40 pm »

Spoiler: previous god (click to show/hide)
Decided to change my god to something else, more in line with my current interests.

I am a god of Creativity, and Truth. I have had many names over time, and will likely have more, but currently I go by Z'Gord. My creations are intended not to deceive, but to puzzle. To make our foes think twice, even thrice, about their actions before they act, to inspire them to think outside the box.

I do not have a land of my own within our realm, but I strive to improve the lands around me as I go, bringing color to the bleak sands, spires of glass, bastions of figurative warmth within the largely barren landscape. One particular fascination I have taken is with mortal fiction. The act of expressing ones self, making ones own truth, by creating a thing, or a land, or a world that they can never reach. It is inspiring, and I often times spend myself spending much of my time exploring these mortal made worlds, thinking over what inspired any given detail. To see those who would not accept their ideas being false, and would make them true in their own way is something I cannot help but find wonderful.
« Last Edit: March 01, 2019, 04:55:24 pm by Failbird105 »
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