Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

The situation looks hopeless for our Viking hero. Should I just end the game the next turn?

Yes
- 1 (20%)
No
- 4 (80%)

Total Members Voted: 5

Voting closed: August 15, 2019, 01:31:48 pm


Pages: 1 ... 26 27 [28] 29 30 ... 38

Author Topic: A Viking's Tale (SG)  (Read 49851 times)

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #405 on: August 01, 2019, 09:24:19 am »

Lets examine the areas of the castle that we're allowed to then, we should be looking for choke points, where they store the guards equipment, and anything else that'll be useful when we attack.
+1
Logged

Funk

  • Bay Watcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #406 on: August 01, 2019, 10:53:32 am »

Lets examine the areas of the castle that we're allowed to then, we should be looking for choke points, where they store the guards equipment, and anything else that'll be useful when we attack.
+1
+1
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

CABL

  • Bay Watcher
  • Has a fetish for voring the rich
    • View Profile
Re: A Viking's Tale (SG)
« Reply #407 on: August 02, 2019, 12:05:22 pm »

"(5) The equipment is stored in armory, which is located in the inner yard, along with the lords' hall, well, and jail. (3) You notice that the gates to the inner yard are made of reinforced wood, and it apparently is closed and opened via a key, though you're not entirely sure if it's a keyhole. You also remember that the well's actually connected to the secret passage into the castle, which you could use to escape the castle, but you'll have find a special seal and insert it into a small hole on the well's wall."

It's evening right now, and the soldiers are at their positions. 1 turn till the night.

Spoiler: Current assets (click to show/hide)
Logged
Pounded in the Butt by my own Government... oh wait, that's real life.

Much less active than I used to be on these forums, but I still visit them on occasion. Will probably resume my activity in full once Dwarf Fortress will be released on Steam.

King Zultan

  • Bay Watcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #408 on: August 03, 2019, 09:02:50 am »

There's bound to be more than one way into the inner yard, lets see if we can find it without raising any suspicion, we also should be looking for ways to get onto the walls.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Funk

  • Bay Watcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #409 on: August 03, 2019, 11:05:56 am »

There's bound to be more than one way into the inner yard, lets see if we can find it without raising any suspicion, we also should be looking for ways to get onto the walls.
+1
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #410 on: August 03, 2019, 01:39:58 pm »

There's bound to be more than one way into the inner yard, lets see if we can find it without raising any suspicion, we also should be looking for ways to get onto the walls.
+1
+1
Logged

CABL

  • Bay Watcher
  • Has a fetish for voring the rich
    • View Profile
Re: A Viking's Tale (SG)
« Reply #411 on: August 04, 2019, 01:01:45 pm »

"(5) You see that one of the gate guards runs away from his position, seeking the loo. On his way, he seems to have dropped a few keys, with one of them probably being for the inner yard gates. You tell one of your men to quickly pick them up while no one's looking, and once he gets them, he gives it to you."

"But the night has fallen already, and you're gonna be escorted to a nearby town via a secret passage, that can be accessed through a well in the inner yard. The gate guard that lost his keys gets chewed out and put onto the walls for the defenses. You get escorted inside the inner yard, with the one of the soldiers telling you to wait for Count Garibaldi to arrive with the seal to flush away the water from the well."


6 turns until the morning, when the Sardinian troops will realize that they were been deceived. You have 25 housecarls and 30 heavy axemen with you, disguised as runaway peasants.

Oh, I've forgot to write it in the turn proper, but there are several staircases in the castle, including at least three of them in the inner yard.


Spoiler: Current assets (click to show/hide)
Logged
Pounded in the Butt by my own Government... oh wait, that's real life.

Much less active than I used to be on these forums, but I still visit them on occasion. Will probably resume my activity in full once Dwarf Fortress will be released on Steam.

VoidSlayer

  • Bay Watcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #412 on: August 04, 2019, 08:55:36 pm »

Most castles are designed so that the inner keep has a good vantage to fire on the outer walls. 

If we rush the inner area while everyone is on the outer walls, we can hold the main keep while our forces attack from outside. 

Either they abandon the wall to assault the inner area, which will be mass casualties for them and let our troops over the wall easier, or the keep defending the walls in which case we can use the bows from the armory to pick off everyone on the outer walls.

Our small group of heavy warriors should be able to defend a narrow entrance while the elite infantry fire on and throw weapons at the attackers through murder holes and other such defensive positions.

We can even grab the count and the seal BEFORE he opens the passage so the enemy troops are trapped.

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #413 on: August 04, 2019, 08:58:18 pm »

Most castles are designed so that the inner keep has a good vantage to fire on the outer walls. 

If we rush the inner area while everyone is on the outer walls, we can hold the main keep while our forces attack from outside. 

Either they abandon the wall to assault the inner area, which will be mass casualties for them and let our troops over the wall easier, or the keep defending the walls in which case we can use the bows from the armory to pick off everyone on the outer walls.

Our small group of heavy warriors should be able to defend a narrow entrance while the elite infantry fire on and throw weapons at the attackers through murder holes and other such defensive positions.

We can even grab the count and the seal BEFORE he opens the passage so the enemy troops are trapped.
+1
Logged

King Zultan

  • Bay Watcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #414 on: August 05, 2019, 08:36:49 am »

Most castles are designed so that the inner keep has a good vantage to fire on the outer walls. 

If we rush the inner area while everyone is on the outer walls, we can hold the main keep while our forces attack from outside. 

Either they abandon the wall to assault the inner area, which will be mass casualties for them and let our troops over the wall easier, or the keep defending the walls in which case we can use the bows from the armory to pick off everyone on the outer walls.

Our small group of heavy warriors should be able to defend a narrow entrance while the elite infantry fire on and throw weapons at the attackers through murder holes and other such defensive positions.

We can even grab the count and the seal BEFORE he opens the passage so the enemy troops are trapped.
+1
+1
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

CABL

  • Bay Watcher
  • Has a fetish for voring the rich
    • View Profile
Re: A Viking's Tale (SG)
« Reply #415 on: August 07, 2019, 01:12:14 pm »

"(2+1 for sudden attack vs 5) You've decided that it's the time to drop the disguise and attack. The Norsemen get a slight advantage over the surprised Sardinians, but then count Garibaldi appears and inspires the defenders. Some of your troops get killed in the battle, and you see that some of the Sardinians are trying to open the inner yard gates to warn the rest of the castle. (6 vs 2) You rush and behead five enemies or so, who were trying to open the gates. Then count Garibaldi tried to kill you from behind with his sword, but you quickly parry it with your shield and stun the count with a handle applied to the head."

You're currently dueling the enemy commander. You can either kill him to severely weaken the morale of the regular enemies, or you can knock him out and use him as a diplomatic leverage.

-3 heavy axemen, -1 housecarl. You currently have 24 housecarls and 27 heavy axemen with you. 5 turns till the morning.


Spoiler: Current assets (click to show/hide)
Logged
Pounded in the Butt by my own Government... oh wait, that's real life.

Much less active than I used to be on these forums, but I still visit them on occasion. Will probably resume my activity in full once Dwarf Fortress will be released on Steam.

King Zultan

  • Bay Watcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #416 on: August 08, 2019, 05:17:29 am »

I say we kill the commander, then we need to block the door to the outer yard and loot the armoury.
« Last Edit: August 08, 2019, 05:35:03 am by King Zultan »
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

CABL

  • Bay Watcher
  • Has a fetish for voring the rich
    • View Profile
Re: A Viking's Tale (SG)
« Reply #417 on: August 08, 2019, 05:19:33 am »

I say we kill the commander we have the unconscious count for use a diplomatic leverage, then we need to block the door to the outer yard and loot the armoury.

Umm, the count is the commander...
Logged
Pounded in the Butt by my own Government... oh wait, that's real life.

Much less active than I used to be on these forums, but I still visit them on occasion. Will probably resume my activity in full once Dwarf Fortress will be released on Steam.

King Zultan

  • Bay Watcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #418 on: August 08, 2019, 05:33:55 am »

Oh, I thought they were two people not one, I'll change the action.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Naturegirl1999

  • Bay Watcher
  • Thank you TamerVirus for the avatar switcher
    • View Profile
Re: A Viking's Tale (SG)
« Reply #419 on: August 08, 2019, 07:41:13 am »

Knovk the count out, and keep him alive for leverage
Logged
Pages: 1 ... 26 27 [28] 29 30 ... 38