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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 39806 times)

NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 1
« Reply #105 on: November 24, 2019, 12:59:59 pm »

Demon Team: Revision Phase T1
TURNTURNTURN
Demonic Heraldry v2
After a pair of imps argued for a while about the differences between painting the Language of Inception upon shields versus clothing, and the drawbacks of doing so depending on the content of the runes, Magoc got bored and ate them both. It was then quickly declared that either option was just fine so long as the standard selection of corruption runes were used rather than the set reserved for invoking thoughts of mayhem in the readers. Thus some plans for painting runes upon shields and adding it to a tabard designed to go over armour were quickly drawn up.
Demonic Heraldry: Easy: (3+4)+1=8: Unexpected Boon
Who knows what brought on the stroke of inspiration. Was it really the combination of Bootlegger's, three different psychotropic mushrooms, Noraganian moon sugar, and a pinch of what a salesman had claimed was powdered manticore horn- but which later analysis proved to be chalk dust? Maybe, maybe. Either way, the cultist who imbibed the brew is dead now, and the exact proportions of the ingredients are unknown. But before he died, frothing at the mouth while turning a most unusual shade of purple, he was struck by an insight into the inscription of the Language of Inception- an insight that was, to your mind, so obvious that it hadn't occurred to you to share it with the cultists struggling to reproduce the cursed characters, yet apparently had eluded them until the words of the intrepid drugsmith brought it to their attention. Thanks to this insight, the prior difficulties with LoI inscription have been greatly reduced. Some practice is still required, and the runes still need empowering, limiting the amount a scribe can write before passing out, but they should much more plentiful now.

This insight is particularly useful when it comes to the creation of the new Demonic Heraldry. Featuring a variety of messages extolling your favourite sins, urging the reader to submit to temptation, and demanding worship of Magoc, the shield & tabard combo are made available to all your forces. In addition to the powerful effect that seeing the same messages repeated again and again is predicted to have on the enemy, the uniformity of appearance instils a sense of unity amongst your troops, improving unit cohesion. It also makes it easier to distinguish friend from foe in a chaotic melee.

Demonic Heraldry is available to all your forces, at no extra cost. In addition, Language of Inception Graffiti is now Common, and Teachers of Magoc are Uncommon.



Bootleg Barrel Bombs: Bootlegger Barrel Bombs are thin-walled wooden kegs of Bootlegger's Bounty that come in a wide variety of sizes. These barrels can be struck and breached by a spell as simple as the magic missile. The barrels are thin enough that a magic missile should be able to breach it and ignite the Bootlegger's Bounty within. While they don't provide much in the way of explosive force, even the smaller sizes are capable of unleashing quite a fireball.

Bootlegger Barrels themselves can also be sold to tavern owners or particularly affluent individuals.
Bootlegger Barrel Bombs: Trivial: (1+1)+2=4: Below Average
It all seemed so simple. And it was. Yet somehow you feel like this should've gone better.
Bootlegger Barrel Bombs are simply barrels of Bootlegger's. The "thin-walled" requirement was received a little late, and as a result you now have vast stockpiles of barrels with walls of varying thickness. It's actually amazing how many barrels they managed to churn out in a short period- even though they now know to produce thin-walled ones only, the stockpile you have could last for years, and it seems a waste to throw them all away. As a result, there are some kegs out there that will not explode unless struck by a 'full power' magic missile from an Acolyte, and some that won't explode even then. These 'duds' are unfortunately indistinguishable from regular BBBs, making their use slightly unreliable.
Nevertheless, a little gambling never hurt anyone- at least not the house, and when you gamble you are always the house-, so BBBs will be deployed in combat as makeshift traps.
They will also be sold to affluent individuals. Unfortunately, your cultists had heard of the concept of a 'bulk discount', and not being experienced merchants, managed to price the barrels such that you don't really make any more money off of their sale than you do off of regular bottles. Still, it can't hurt to offer a wider range of products.

Bootlegger Barrel Bombs will be deployed in ambushes and maybe sieges. They are more expensive than regular bottles, but since regular bottles are pretty cheap they may be considered Uncommon



Our forces have secured an unguarded route into the Mountain Passes, but ran into an issue before making it through to the Dry Plains. We advanced past two more abandoned forts before scouts brought the news: unknown forces, bearing banners of blue and white emblazoned with a pair of multicoloured wings, had been spotted moving towards our position. These were almost certainly the Angel's forces.
We've sent some troops to garrison the closest abandoned fort, but getting caught in a siege would not be good for us; the forts are old and crumbling, not to mention small, and the Angelic forces could cut us off from supplies and reinforcements easily. The fort should be a fallback; ideally, we should defeat the enemy in the field. There are plenty of places suitable for an ambush, so we need to be careful- even as we look for opportunities to ambush our rival. If we avoid ambushes, combat is likely to occur in the narrow passes, limiting opportunities to manoeuvre- at least, for conventional forces.

A similar story arrives from the River Crossings. Our forces are far too small to contest the more well-guarded bridges, so detours are necessary to find crossings where we will go unopposed- by the queen's armies, at least. The terrain is more open in this region, making it harder to spring an ambush, so victory will be determined by who can cross the rivers. Quick, decisive action to secure a beachhead will be key.

Meanwhile, our missionaries continue to infiltrate the kingdoms of Lesimor and Dolgoth, with the most intrepid travelling as far as the Fortified Frontier and the Trade City. It will be hard to operate so far from friendly territory, however, so most of our efforts will be focused on the Scholarly Towers, Lawless Capital, Wartorn Wastes, and the Ostentatious Capital. Undoubtedly the Angelic cultists have similar plans, and though we have no real way of directly interfering with their efforts at present, it is possible that they have developed ways of interfering with ours; we should be on guard.

With the war set to start any day now, the only question remaining is this: where will you, our illustrious dark master, make your presence felt this month? 



It is now the Strategy Phase! How exciting.
Spoiler: Strategy Primer (click to show/hide)
TLDR: This turn, all you have to do is choose where to send Magoc, from the following: Mountain Passes, River Crossings, Scholarly Towers, Lawless Capital, Fortified Frontier, Trade City, Ostentatious Capital, Wartorn Wastes.



Spoiler: Equipment (click to show/hide)


Spoiler: Map (click to show/hide)
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
« Reply #106 on: November 24, 2019, 04:26:48 pm »

We've got a fair few solid options for infiltration, but I feel we are lacking in combat.

Quote from: Deploy Magoc?
Combat Lanes
(1) Mountain Passes: Kashyyk
() River Crossings:

Influence Lanes
() Scholarly Towers (1/5):
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
« Reply #107 on: November 24, 2019, 04:31:15 pm »

We've got a fair few solid options for infiltration, but I feel we are lacking in combat.

Quote from: Deploy Magoc?
Combat Lanes
(1) Mountain Passes: Kashyyk
() River Crossings:

Influence Lanes
(1) Scholarly Towers (1/5): TricMagic
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:

By that same manner, sending Magoc to Influence the scholars with knowledge and secrets might prove more beneficial. We don't have the magical or summoning skills for Magoc to use, so it would simply become a case of brute force, and getting weakened this early is not ideal. We'll know more about them after this combat though.
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Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
« Reply #108 on: November 24, 2019, 05:00:27 pm »

So here's my full analysis of our better options:

In order to do well at the Crossings we'll need to dedicate some work to crossing the bitches. Our dudes could fare alright in the mountains, but we'll need some specialized equipment or units (perhaps flying?) to make sufficient impact. At this time I think assigning Magoc to combat without more magical support or really solid military will put It at too much risk of losing power for now, so I'm going to push for deploying him in Influence lanes this turn.

Both Influence Capitals and the Trade City are ripe for picking, and all three could provide solid potent boosts for our cult. The Wastes and Frontier may prove less susceptible to our current Influence methods, but I'm really looking at those Towers. If we can lock those down before the Angels infiltrate then I figure we'll get either cheaper magic-capable units or have an easier time creating magical crap. We lock that down and it should provide us with a leg up everywhere else. It rests in an Influence Lane, meaning the Angels can contest it immediately, and so I think it's best for us to wrap it in our very, very warm embrace sooner rather than later. As a result, I think Magoc should go there and aid in corrupting it's denizens.

Quote from: Deploy !!Magoc!!
Combat Lanes
(1) Mountain Passes: Kashyyk
() River Crossings:

Influence Lanes
(2) Scholarly Towers (1/5): TricMagic, MoP
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:
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Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
« Reply #109 on: November 24, 2019, 05:16:51 pm »

Quote from: Deploy !!Magoc!!
Combat Lanes
(1) Mountain Passes: Kashyyk
() River Crossings:

Influence Lanes
(3) Scholarly Towers (1/5): TricMagic, MoP, Jerick
() Lawless Capital:
() Fortified Frontier:
() Wartorn Wastes (1/5):
() Ostentatious Capital:
() Trade City:
I was going back an forth on if we should deploy Magoc in an influence lane or a combat lane. Combat would help cover our weaknesses but we're good at converting and with demonic help it won't take long to get 5/5.

It was the point about losing power that sold me. I don't want to deploy him to combat lane at least till we have some idea of what they have.
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NUKE9.13

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Re: Demon Team - Chiaroscuro Arms Race: Strategy Phase 1
« Reply #110 on: November 26, 2019, 01:23:48 pm »

Demon Team: Battle Phase T1
TURNTURNTURN
Link to Battle Report



Lesimor Infiltration Report
Our efforts to infiltrate the Lawless Capital were successful; we secured contracts with the local criminal syndicates, allowing us to sell our products through them, earning us some friends in low places while still making a decent amount of money. Our missionaries were able to convert a good number of the inhabitants, both directly and through the Bootlegger Club. A few notable criminals have also joined the cult, although not enough to make significant inroads into control over the underworld, future efforts may succeed in this regard. 0/5-->1/5
   
In the Scholarly Towers, many of our efforts attracted the watchful eyes of the local scholars, forcing us to abort them to avoid detection. However, thanks to your personal intervention, we were able to expand our operations gradually, recruiting some of the students and lower staff in the various academies (amongst others), which gives us access- albeit low-level access- to their repositories of knowledge. 1/5-->2/5
   
The Fortified Frontier was unlikely to yield results this month, and indeed it did not. We simply didn't have enough agents in the province to make a significant impact.


Dolgoth Infiltration Report
We earn a fair amount selling Bootlegger's to the nobilty in the Ostentatious Capital, but amongst the common people, the drinks market is heavily regulated, and sales are lacklustre. After a few close calls with the guard, our missionaries give up on trying to spread their graffiti in the city- which is unnecessary anyway, as there is plenty of dissent to exploit regardless. We manage to expand the cult's presence in the city considerably. 0/5-->1/5
   
In the Wartorn Wastes, sales of Bootlegger's are booming, even if we have had to lower the price slightly to accomodate this. The Bootlegger Club has brought in many new converts, including some of the rank-and-file soldiers, enabling us to begin infiltrating the military itself (Note that this does not include the King's favoured mercenaries, whose loyalty is beyond reproach). 1/5-->2/5
   
Attempts to spread into the Trade City were utterly hopeless. Almost every bottle of Bootlegger's we brought into the city was seized and destroyed, and the handful of missionaries could find no takers amongst the 'loyal' citizens.



It is now the Design Phase. You have two designs.



Spoiler: Equipment (click to show/hide)


Spoiler: Map (click to show/hide)
« Last Edit: November 26, 2019, 01:57:10 pm by NUKE9.13 »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #111 on: November 26, 2019, 01:51:14 pm »

Vortex Missile

The next step up from Magic Missile, rather than pure Magic/Good/Evil, the Vortex Missile has the energy spinning around a focal point. When launched, it has greater speed and far greater piercing power over the Magic Missile. This is mostly due to the rotating energy grinding into and through targets, and continuing on into enemy ranks.


Warsheep

Warsheep have been infused with evil, and gradually mutated with Alchemy and spiders to make their wool as strong as spidersilk. Indeed, their wool is in fact like spidersilk in every way, other than stickiness, which cover's their entire body to protect them with the strength of steel, while being quite thick.

Likewise, they have grown other mutations. Sharp curved horns with which to eviscerate a target, and two additional legs sprouting on each side to help with quick movement, sharp and pointed, quite like spiders.

They make a very strong attacking force, able to shrug off bladed attacks with their wool.


High Effort: Hell Spiders

Hell Spiders have been upsized with evil and alchemy over multiple generations, bred for strength and speed. Thanks to their short life cycles, this can be done over multiple generations of the spider's life cycle, breeding for what we want. They've also been indoctrinated over the course of this so their instinct is to follow Evil and attack Good-aligned foes. They are about 4 to 8 times the size of a human, depending on age and gender, with the females being bigger. Once directed, they will be able to set up nests in the mountains and forests, and brought to battle the forces of good.
« Last Edit: November 29, 2019, 03:36:44 pm by TricMagic »
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Happerry

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #112 on: November 26, 2019, 02:10:26 pm »

Here's a repost of something I want to once more advocate.

Cultist Training Program
While our cultists are willing and armed, the plain fact is what they aren't is experienced. Few of them actually know how to use the weapons they have, being little more then townsfolk, general civilians, and maybe some hunters as a whole. As such, the thing to do is to actually teach them how to kill people for the greater glory of ourselves. By selecting the physically superior and giving them several weeks of training in the arts of acting in formation, stabbing people, not being stabbed, firing in a volley (for the ones with bows), making a shield wall, and other such combat arts they will become noticeably superior combatants then the baseline cultist. They'll also be superior physical specimens for any more mutative work we should choose to do later on, coming pre-trained and pre-exercised to any such programs.
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Doomblade187

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #113 on: November 26, 2019, 02:11:51 pm »

But what about.

BEEG

A cultist that is much (about 2x) larger than normal, with big. Big muscles and thick skin. Also claws. Very angry.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #114 on: November 26, 2019, 02:15:39 pm »

Forgive me for being a bit quick with the votebox, but.

Note I'm technically fine with any of my three, though I want spidersilk somehow. That can be used as a trade product as well as for armor.

Quote from: Voting with Training Montages(and Sheep)
()Vortex Missile
(1)Warsheep: TricMagic
()Demonic Spiders
(1)Cultist Training Program: TricMagic



Also very dead. Bigger target without any armor? Though if we have spidersilk, we can easily clad him in that and give a spear so those giants can sweep through the battlefield.



Here is the other thing.

boom!

Another day, another explosive accident from the Draughtsmiths. What are they up to?


Design: Stems of Life

The Draughtsmiths looked at the growth of mutations. It was wild, uncontrolled. However, where did those growths come from?

After many explosions and ruined test subjects, they succeeded in refining a plant to produce a medicine. This plant, infused with Evil, was mutated to produce stems that healed under their guidance. Their stems moved, looking for prey, and once latched on, hijacked the body's healing to produce cancerous growths, However, when a stem was cut off from it's core, it could be handled safely. These were then mixed into a concoction, a potion that could be drunk. Instead of killing, it accelerated the body's healing immensely, wounds closing over and flesh regrowing to the body's natural state in under a minute.

This potion can also burn out diseases from the body during this process, in small amounts. Overall, it's a great success of Alchemy and Evil that can be spread as a miracle medicine, and keep our cultists alive on the battlefield. Of course, being evil, it's effects on Good-aligned beings are likely to be... Unknown to us, but it likely won't be pretty.
« Last Edit: November 26, 2019, 02:31:02 pm by TricMagic »
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Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #115 on: November 26, 2019, 03:22:21 pm »

Wraiths
Wraiths are summoned creatures created from the souls of people killed while being tortured and tormented. They are infused with Evil and a hunger that can only be sated with souls tainted with good. Devouring such souls grants them temporary relief from the pain of torture. A pain they carried with them from their last moments into the afterlife. They consume souls by coming into contact with them but the process is not instantaneous. It takes time and effort for them to pull the soul from a living vessel so they can eat it. However free floating souls such as the ghosts the angel is using for scouting are much easier prey. Similar to the enemy's ghosts the Wraiths are intangible but they are not invisible and can be seen by even mundane humans. They appear like a surging shadow that floats through the air. The promise of momentary relief keeps them obedient to Magoc.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #116 on: November 26, 2019, 05:23:04 pm »

Quote from: Magoc's Chosen
There are those who know how to fight. There are those who have a natural talent for blood. There are those who have both, and revel in the slaughter. Those elite warriors who can beat all challengers will receive a special blessing from Magic; an infusion of Evil that enhances their strength, speed, bloodlust and size. Whilst definitely not classified as "Champions" in a mechanical sense, they are able to hold key locations, force beachheads and work together to take down champions and other big monsters.

I definitely think we need a boost to our combat, and two solid combat designs are how to help there.

Quote from: Voting with Training Montages(and Sheep)
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk
(1) Magoc's Chosen: Kashyyk
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Jerick

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #117 on: November 26, 2019, 05:46:54 pm »

Inception Combat training
Our infiltration in the Wartorn Wastes has yielded us some recruits from their military. We have set to work using their knowledge to create a series of instructions in demonic that will drill into our cultists minds proper form, technique and battlefield discipline. We have coupled this with combat drills and active training to build up the muscle memory needed. By using the language of Inception for this we can ensure uniformity of the training received and can more easily train large numbers.

Pretty similar to CTP but uses the LoI to try and improve the results.

Quote from: Voting with Training Montages(and Sheep)
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick

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dgr11897

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #118 on: November 26, 2019, 05:49:04 pm »

Quote from: Alchemical Artillery ritual
A long range artillery ritual that only requires a single caster a properly set up ritual circle, and up to 8 normal cultists to direct the firepower. The key of this ritual is the way it uses alchemy, most of the raw power is stored in an alchemical draught, the ritual when performed, merely throws blobs of the draught on an arcing trajectory towards a target, with the elixir exploding into toxic, acidic, or flaming goop on impact, depending on the mix used. Up to eight normal cultists take the role of fire controllers, directing the blobs from different draught containers to different targets, and adding their mental power to the spellcaster's own, increasing the range of the spell, in addition to allowing several smaller blobs of draught to be thrown at once.
Quote from: Normal artillery ritual
A ritual that allows a number of mages and non magic using cultists to concentrate their willpower into a long range ball of evil magic via a ritual circle. This should give us a range and power advantage over our foes, as long as we prepare the ritual circles in time.
Quote from: Cartridge system
A mechanism and ritual which allows us to infuse small canisters with a stored version of magic missile. These canisters can be loaded into a staff or gauntlet with a slot and the right mechanisms, to either enhance an acolyte's ability to cast the magic missile spell, adding the stored power to their own, or to allow non magic using cultists access to a limited number of magic missile spell uses. Unfortunately the current version of the mechanisms used to release the magic can only store one canister, with the user needing to eject the current one and plug in another once it is exhausted.
Quote from: Mk1 Device
An enchanted staff with a quasi intelligent summoned spirit in it, this piece of magical equipment is the beginning of a new paradigm. This staff, known as a Mk1 Device is a mildly intelligent magical device, allowing it to add some more mental might to the user's spells and defense, in addition, it can also store and remember the procedures for more complex spells, store up a limited stockpile of magic energy, detect incorporeal beings, and fold up into a storage form. In the future similar devices could be upgraded to be able to cast spells automatically in response to enemy action, I.E. Activating a magical shield during an ambush.
Quote from: Mage's armor
A magical ritual which allows mages to imbue magical energy into the runes on their heraldry. This magic is released when an attack is sustained, acting like reactive armor, counteracting physical and magical attacks, though each rune will expend all it's magic in a single blast when activated.
Quote from: Voting with Training Montages(and Sheep)
()Vortex Missile
(1) Warsheep: TricMagic
() Demonic Spiders:
(2) Cultist Training Program: TricMagic, Kashyyk,
(1) Magoc's Chosen: Kashyyk
(1)Inception Combat training: Jerick
()Alchemic artillery ritual:
()Artillery ritual:
()Cartridge system:
(1)Mk1 Device: DGR
(1)Mage's Armor: DGR
« Last Edit: November 26, 2019, 07:04:10 pm by dgr11897 »
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #119 on: November 26, 2019, 06:39:01 pm »

Quote from: Cartridge system
A mechanism and ritual which allows us to infuse small canisters with a stored version of magic missile. These canisters can be loaded into a staff or gauntlet with a slot and the right mechanisms, to either enhance an acolyte's ability to cast the magic missile spell, adding the stored power to their own, or to allow non magic using cultists access to a limited number of magic missile spell uses. Unfortunately the current version of the mechanisms used to release the magic can only store one canister, with the user needing to eject the current one and plug in another once it is exhausted.

Cartridge Load

A small canister not larger than a thumb, made up of alchemical metal treated to prevent magical leakage, filled with a single gemstone cut to fit. These Cartridges can be charged by a magic user to store magical energy ahead of time. When it needs to be used, the energy can be injected into the body directly to fuel a spell then and there, without any buildup needed. While the amount each stores is small, it is sufficient to fire many Magic Missiles in a row. Note that overuse of these Cartridges can lead to magical exhaustion, destruction of magical potential, and in the long term death. It is not prescribed to use more than six in a 10 minute time frame.
« Last Edit: November 27, 2019, 10:57:50 am by TricMagic »
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