Day 3 Results
[X] Plan: Reinforcements, Adjustments, and Scouting.
-[X] Of the new units, send 1 Crossbow Battalion and 1 Sword Battalion to Gu Valley. Send 1 Sword Battalion to the Nimer Flats.
All Units arrived at their destinations in time to help fend off the attack of the Celebrants lead by the Champions of the Nek-Ne.
-[X] Detach 1 scout lizard from the Sivaldy Caves and 2 from Nimer Flats.
- [X] Scout - Wastes - (3 Scout Lizards)
Slowly, though not slow by any means, three patrols of scout lizards prepared to set out into the Wastes on a scouting mission. Purple paint and feathers were readied, expertly applied, and retouched in specific patterns, and according to techniques learned at a young age and internalized over years and decades of use. Water, food, medicine, radios, munitions, and more were tallied, checked, re-checked, and counted a third and final time. After an hour, an age for those experienced leaders of the patrols, the three groups set out, ready to follow orders and inform their comrades of what is to come.
--[X] First priority is to detect incoming attacks, identify their composition and warn fortified positions.
As it turned out, a hell of a lot was coming their way. In a mere two days, over 5.400 soldiers would spill into the region, and as could be determined, 3.600 would charge straight into the Sivaldy Caves while 1.800 would be marching onwards into the Gu Valley. Most of those approaching Tribals seemed to be Mutated, though far lesser than the rabid horde that had assaulted each theater a day before. Their main strength seemed to be numbers, as neither equipment nor observed discipline offered any clues to their training. The troublesome part, however, was the walking Machine monstrosities lumbering alongside the great host. Each one was as unique as horrific, an unholy fusion of mismatched machines and sick flesh. Large drills and saw blades were embedded into hands or coupled to large pneumatics and hydraulics leaking pressure or oil. Cables sparked light and often hurt the beings, dubbed "Champions," though this only served to drive them ever further onwards and into an intensified rage.
180 of those monsters accompanied the host, each commanding around 30 "Celebrants." Additionally, the groups slowly clustering together towards Gu Valley were protecting a container in their midsts. An Artifact, no doubt, though what its nature was, was unknown. The Scouts quickly sent a recommendation to have them eliminated by the Longbolts back towards HQ.
Scouting further, another unsettling discovery was made, though lesser in numbers than before. 80 humans were driving approximately 4.000 Mutants with whips, batons, and crossbows in a clear path into the Alali-Pass. 93 Mutants were counted whose bodies exhibited all the signs of several strength-enhancing Mutations, carrying large weapons and bulky armor. However, most alarming were the cumbersome forms of two further Soothsayers, their Mutations held in check, and the excess stored inside tanks carefully kept away from the central mass of bodies. Those would need to be eliminated as soon as possible, the danger they posed to the army too great to ignore.
---[X] Second priority is to evaluate Nek-Ne command structure and coordination.
Despite all attempts to figure out the Nek-Ne command structure's specifics and how they seem to coordinate, nothing could be gleaned. They left even fewer hints after several groups seemed to split up and congregate simultaneously, even when they had no way of visible communication. Either the Nek-Ne have managed to grab several tiny radios, or their leaders have managed to evolve a hive-mind. Radio frequencies are now being scanned around the clock to catch them in the act.
-[X] Daughter of Dawn is to be ready to provide emergency redeployment of forces in the event of a concerted attack on one position. Again, concealment takes priority unless the Nek-Ne have committed their remaining forces. If the opportunity presents itself to do so undetected, destroy more cave entrances.
No concentrated attack hit any part of the defensive line, causing the Daughter of Dawn to focus on trying to see if she could collapse any more entrances. Unfortunately, the required angles would have exposed the weapon fire to any scouts, meaning that the Daughter focused on the latter part of her orders.
--[X] Investigate the possibility of using DoD to ferry in more significant amounts of supplies.
"The Daughter has a lift of over 10.000 tons. If we can't move supplies, there are no more supplies to be ferried." - Captain Kyar.
(All Supply Dice doubled and docked at 20d100 unless the Daughter is assigned another task.)
-[X] Transfer 1 Vanar Longbolt team from the Alali Pass to Gu Valley. Longbolts are to focus on sniping dangerous mutations.
The Longbolts arrived in time to fight within the battle.
-[X] Detach 2 Knights from each Sivaldy Cave entrance in the waste.
--[X] Send 2 of these Knights each to the Gu Valley, Alali Pass, and Nimer Flats. Their job is to deal with dangerous mutations like the Soothsayer and/or provide disruptive flanking attacks.
The Knights have successfully managed to reach their intended destinations.
-[X] Fortify Cave Exits - (3) - (14-15 Knights per Exit, one Scout lizard unit patrolling smaller flanking caves)
-[X] Fortify Position - Alali Pass - (Exit) - (1 Spear, 1 Crossbow, 1 Tribal, 1 Longbolt, 2 Knights)
-[X] Fortify Position - Nimer Flats - (Entrance) - (2 War Lizard, 2 Scout Lizard, 1 Crossbow, 2 Tribal, 2.8 Sword, 1 Grenadiers, 2 Knights)
-[X] Fortify Position - Gu Valley - (Midway) - (2 Crossbow, 1 Sword, 1 Tribal, 1 Longbolt, 1 Coilgun, 2 Knights)
The Troops further fortified all locations with barricades, modular walls, traps, generators, and lights.
-[X] Request More Supplies
604 Supplies were approved.
-Weather: Skyfire
After a hard day of further fortifying their position, most troops stationed within the Alali-Pass wanted nothing more than to eat, relax, and sleep. They would have done so too, but the skies had other plans. It started innocently enough, with only a single lick of fire streaking unseen across the sky, briefly flaring into existence, only to whimper out when no fuel was left to devour. Others followed quickly, and soon, the sky burned. Great tongues of fire squirmed this way and that, seeking fuel, air, and each other to connect, devour, and grow, bathing the world below in a deep red hue. The roar of the fires above prevented any sleep; the heat and winds caused panic, as many desperately prayed to their gods, ancestors, or spirits. The few left with enough sense contacted HQ, telling them of the apocalyptic signs above before even they decided that hiding was more prudent than duty. Their absence left meteorologists in confusion, as none had seen a whisp of any sign telling of the creation of a Skyfire-cloud. But what was more concerning was how quickly and how strongly the phenomenon had grown and endured. The only conclusion they could come to was a disturbing one.
The Nek-Ne had a weather-controlling Artifact.
Battles:
Sivaldy Caves: Wastes:
Weather:
Sandstorm (Speed significantly down, Range significantly down, malus to all Scouting Actions.)
Result:
799 dead Celebrants.
1 dead Champion.
Superficially damaged Knights.
Resounding Victory.
The fight over the Sivaldy Caves could not so much be described as a pitched battle, as anything other than a slaughter of those unprepared and unsuited to combat Knights, while a single champion of their ranks valiantly did what they could to turn the "battle" around. Once forewarned by the scouts, the Knights only had to wade through the gore, cracking bones, bursting Mutated, and killing without care, patiently surrounding the Champion challenging them. Even though the, once, man fought with valor and skill, dodging and weaving between and underneath blows, one mistake was all it took. One swing of a hammer was accepted and attempted to halt, causing three Scouts to step in, striking with spears arcing with electricity. Metal groaned and shattered, giving way for the weapons to hit the raw flesh underneath, the power within cooking, and then burning, the now corpse held aloft by the rider's weaponry.
Nothing more than superficial damage was done, nothing that couldn't be repaired with a fresh coat of paint.
Battle:
Celebrants begin to charge.
Ranged Units open up.
Crossbows fire, killing 109 (2, 56, 72, -21) Celebrants.
752 Celebrants remain.
Knights open fire, killing 0 (35, -75) Celebrants.
Tribals fire, killing 32 (16, 5, 5, 3, 1, 19, 19, 20, -56) Celebrants.
720 Celebrants remain.
Celebrants crash into fortifications, killing 50 (37, 33, -20) Swords (Damaged | 1.045/1.250) and causing 0 (9, -105) damage on the first Knight.
995 Swords remain.
Champion attacks the Knight, causing 768 (178, 181, 148, 98, 79, 141 -50) damage on the second Knight.
Knight #2 at (0/650) Armor, (132/250) Structure.
Vanar Grenadier Outriders open fire, killing 161 (55, 81, +25) Celebrants.
559 Celebrants remain.
War Lizards charge, killing 189 (78, 47, 18, 7, 9, +30) Celebrants.
370 Celebrants remain.
Scout Lizards charge, killing 144 (37, 14, 7, 5, 46, +35) Celebrants.
226 Celebrants remain.
Sword Battalions fight, killing 293 (16, 24, 13, 38, 6, 38, 29, 12, 35, 19, 7, 30, 35, 10, 7, 39, 40, 21, -126) Celebrants.
0 Celebrants remain.
Champion suffers 67 damage, (17/84) structure remains.
Tribals attack, causing 186 (44, 26, 32, 12, 15, 49, 23, 9, -24) Damage to the Champion.
Champion at (0/84) structure and (-98/71) health.
Champion dies.
Result:
861 dead Celebrants.
1 dead Champion.
50 dead Swords.
1 significantly damage Knight, costing 47 supplies in repairs.
Resounding Victory.
Within a fortress of ancient steel and concrete, guarded by thousands and armed with the best the Empire could afford, Crossbowmen readied their weapons. Slowly, they sighted in the enemy charging at them, seeking the perfect elevation and angle, before, with a synchronous snap, they all fired. Simultaneously, the two Knights stationed just behind the barricades constructed inside a great hall added their bolts to the weight of munitions sent the Nek-Ne's way, as several tribals equipped with crossbows or longbows did the same. Simultaneously, their compatriots readied throwing axes and javelins, seeking to add to the coming carnage and kill some of the accursed before they entered the melee.
Disappointingly, the Empire and the Allied Tribes' combined fire could only bring down 16% of those charging, the restrictions the building placed on the ranged units hampering their potential to kill. But where bolt, arrow, and thrown weaponry failed, steel, faith, and discipline held. Impeded by barricades and tunneled into corridors, the Celebrant's first charge could only do so much before being brought to a halt, stopped before the swords sustained any severe damage.
But were mortal men triumphed, immortal machines failed, falling prey to rage and unholy fusions. One of the Knights, called 'Executed Glory' by its Pilot Sukila, fought against the Champion, whose screeching sawblade and unrelenting attacks quickly overcame superior skill and material. Despite the help of his compatriot, Sukila barely avoided being gutted by the saw digging deep into the torso of the Glory, though no less hurt in the soul by the damage done. If he had done the fight one-on-one, there was no doubt in the man's mind over the outcome.
But the fight was not one-on-one. It was a battle, and losing sight of the surroundings was as deadly as the enemy's sword.
Thunderous explosions devastated the rear of the Celebrants; their cohesion shattered with uncompromising force, then ruthlessly exploited by charging Lizards. Killing a whole 38% of the foe, the Lizards of both War and Scout variety caused carnage wherever they stepped, leaving nothing alive to oppose their strides.
Taking the cue from the now disorganized enemy, both the Sword Regiment and the Tribals surged forward, eager for both blood and revenge. The one sought to relieve the ailing symbol of might, the other to take their pound of flesh for all the suffering they had endured. With iron discipline and drilled movements, one slaughtered those below their skill, as the other bashed through shields and defenses with unbound fury, dismissive of any injuries they took.
Once dominating the fight against the Knight, the Champion now found itself on the back foot, unable to defend itself from the dozens of attackers seeking to kill it before succumbing to death by a thousand cuts.
The fight was over with its death, though the aftermath would see many repairs on the Knight, much digging, and more than one drink shared between those who had saved each other's life.
Result:
725 dead Celebrants.
1 vaporized Champion.
The Tribal Shamans have started sacrificing and offering animals and gifts to Myra after the massacre shown by the Vanar.
Effortless Victory.
There are few things which can make an artillerist happy. One among them is a long, open, and ranged killing field with no cover, a charging enemy too dumb to duck and crawl, no pesky weather to ruin shots, and the explicit permission to fire everything.
Which the operators of the Vanar Slingshot Heavy Coilgun had.
So, they did.
They killed everything before them within three minutes.
Satisfied by their carnage, the crew then decided that they had earned the day off and started converting the Tribals towards Myra.
Nobody objected.
Day 3 Planning.
You currently have 668 Supplies and lose 20 Supplies per Day. (-10 due to recent battle.)
[Daughter Of Dawn
Numbers: 1
Size: Dreadnought
Strengths: Big Honking War-Ship (Stats are Yes. Upkeep is No.)
Weaknesses: Big Honking War-Ship (You cannotafford to lose this Unit. It also represents a chance for the enemy to scatter into the countryside, which would be dangerous.)
Attack: Yes
Defense: Yes
Range: Yes
Speed: Yes
Morale: Yes
Supply Cost: No.
Supply Upkeep: No.]
[Knight - Hel
Numbers: 25
Size: Giant
Strengths: Anti-All (Bonus against all enemies), Mecha (immunity against all biological and fire hazards, resistance against chemicals), Punching Above (No mali against enemies one size higher), The Elite (Morale cannot be affected)
Weaknesses: Difficult Logistics (Increased Supply usage), Centerpiece (Will receive the most focus of the enemy)
Attack: 80
Defense: 105
Range: 1-10
Speed: 30
Morale: 1000
Supply Cost: 150
Supply Upkeep: 25]
[War Lizard Squad
Numbers: 6
Size: Large/Giant
Strengths: Anti-Infantry (Bonus against infantry), War-Beast (Reduced Supply Upkeep after battles), The Strong Thrive (No mali for losses)
Weaknesses: Controlled Frenzy (Minor Chance to lose control of this Unit when in combat)
Attack: 55
Defense: 30
Range: 1
Speed: 40
Morale: 120
Supply Cost: 60
Supply Upkeep: 10]
[Scout Lizard Patrol
Numbers: 18
Size: Large
Strengths: Extreme Speed (Can outrun all Units not sporting the same speed), Scout (Enhanced information when used for scouting, no weather attrition), Anti-Infantry (Bonus against infantry)
Weaknesses:
Attack: 25
Defense: 15
Range: 1-5
Speed: 80
Morale: 100
Supply Cost: 40
Supply Upkeep: 6]
[Spear Battalion
Numbers: 1250
Size: Medium
Strengths: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered)
Weaknesses: Weak Attack (Not the best at attacking)
Attack: 6
Defense: 16
Range: 1
Speed: 5
Morale: 60
Supply Cost: 5
Supply Upkeep: 2]
[Sword Battalion
Numbers: 1250
Size: Medium
Strengths: Disciplined (Reduced Morale damage suffered), Versatile (Can fill any role)
Weaknesses: Versatile (Always beat by specialists)
Attack: 12
Defense: 10
Range: 1
Speed: 5
Morale: 60
Supply Cost: 5
Supply Upkeep: 2]
[Vanar Longbolt Launcher Teams
Numbers: 2
Size: Tiny
Strengths: Assasin (Can target individuals reliably), Fury Of The Small (No size restrictions apply), Scout (Enhanced information when used for scouting, no weather attrition)
Weaknesses: Weapon-Team (Size set to smallest size)
Attack: 250
Defense: 1
Range: 1-25
Speed: 12
Morale: 80
Supply Cost: XXX
Supply Upkeep: 5]
[Vanar Grenadier Outriders
Numbers: 18
Size: Large
Strengths: Anti-Infantry (Bonus against infantry), Lizard Synergy (Bonus to attack and defense for any Lizard Units assigned the same tasks)
Weaknesses: Difficult Logistics (Increased Supply usage)
Attack: 35
Defense: 10
Range: 1-5
Speed: 65
Morale: 65
Supply Cost: XXX
Supply Upkeep: 15]
[Tribal Squadrons
Numbers: Medium
Size: 800
Strengths: Mutated Members (Increased Attack and Defense), Our War (Vastly Increased Morale), Tribal (Does not cost any upkeep.)
Weaknesses: Witnessed The Horrors (Increases Morale Damage taken), Unused To Coordination (Mali to all orders)
Attack: 12
Defense: 14
Range: 1-3
Speed: 7
Morale: 95
Supply Cost: No.
Supply Upkeep: No.]
Your forces are currently being stationed everywhere, resting from the last and preparing for the coming fights. Four routes lead to Jokvi: The Alali-Pass, Nimer Flats, Gu Valley, and the Sivaldy Cave-System.
The Alali-Pass does not contain any significant geological dangers except a wide river, slowing down any march between [Midway] and [Exit] by a day and includes two entrances to the [Sivaldy Caves] at its [Entrance] and [Midway].
The Nimer Flats have several [Ancient Structures] scattered about, though mostly picked clean. They would make excellent defensive positions if their supply can be guaranteed or contain a force to fall into the enemy's back. One [Sivaldy Cave] exit is situated [Midway].
Gu Valley is notable for having one Entrance to the [Sivaldy Caves] at its [Exit] and being narrow, unsuited for any cavalry. Two [Villages] lay within, who, if necessary, can be ordered to evacuate, creating a momentary drain on your supplies and defensive liability, or sacrificed for strategic/tactical goals.
The Sivaldy Caves run through the whole northern part of Jokvi, connected to the city itself via a heavily guarded gate. Two One Entrance is within the Alali-Pass, one for the Nimer Flats and Gu Valley, with another three in the [Wastes] themselves. They need to be patrolled and guarded if you wish to secure your rear and Jokiv itself.
Current Strategic Evaluation:
On Day 6, 9 groups of about 580 Nek-Ne Celebrants lead by 180 Champions, 6 will come into the Sivaldy Caves, while 3 are going straight towards Gu Valley. Their strength is estimated to be slightly below that of our Swords; the Champions seem to be enhanced by machines and pose a serious problem to our Knights. The Gu Valley group is clustered around a singular container, guarding it against any closer inspection. On Day 8, 1(one) group consisting of ~4000 Mutants lead by 80 Mutant-Masters and 93 Rare Mutants, most strength type, though at least two confirmed Soothsayers will spill into Alali-Pass. I strongly recommend setting the Longbolts loose onto that last group! Emperor knows how they managed even to get three of those freaks!
The sandstorm is abnormally developing and behaving, something to keep an eye on before it bites us in the back, sir. Something is wrong with the weather, sir; a Skyfire should not be happening here, now, or without weeks of warning! There must be an Artifact behind this, most likely used by the Nek-Ne. We need to find it and either recover or destroy the device. Also, the forces we had been promised to arrive two days ago have finally shown up. Their reasoning is that they had to divert course to fight off several Rare Mutants and being slowed by unusual weather. The last part checks out with what we have observed so far, though whether the former has any connection to the Nek-Ne is unknown.
Weather:
Wastes: Sandstorm (Speed significantly down, Range significantly down, malus to all Scouting Actions.)
Alali-Pass: Skyfire (Morale obliterated. Units in this location will refuse orders until the weather has passed.)
Nimer Flats: Sunny (No effect.)
Gu Valley: Sunny (No effect.)
1x Daughter Of Dawn
4x Knight - Hel - [2x Sivaldy Caves Wastes 1-3 (Scattered | (44/50)), (2/25)x Nimer Flats: Fortified Ancient Structure - (Entrance), (2/25x Alali Pass: Trapped Fortified Position - (Exit), (2/25x Gu Valley: Fortified Position - (Midway)]
6x War Lizard Squads - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
18x Scout Lizard Patrols - [1x Sivaldy Caves: Wastes 1-3, 2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
2x Spear Battalion - [1x Alali Pass: Trapped Fortified Position - (Exit)]
5x Sword Battalions - [3x Nimer Flats: Fortified Ancient Structure - (Entrance) - (1 at 995/1250), 1x Gu Valley: Fortified Position - (Midway)]
6x Crossbow Battalions - [2x Gu Valley: Fortified Position - (Midway), 1x Nimer Flats: Fortified Ancient Structure - (Entrance), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Vanar Longbolt Launcher Teams - [1x Alali Pass: Trapped Fortified Position - (Exit), 1x Gu Valley: Fortified Position - (Midway)]
1x Vanar Grenadier Outriders - [1x Nimer Flats: Fortified Ancient Structure - (Entrance)]
1x Vanar Slingshot Heavy Coilgun - [1x Gu Valley: Fortified Position - (Midway)]
4x Tribal Squadrons - [1x Gu Valley: Fortified Position - (Midway), 2x Nimer Flats: Fortified Ancient Structure - (Entrance) - (1 at 474/800), 1x Alali Pass: Trapped Fortified Position - (Exit)]
[ ] Scout (Forces)
Cost: 20 Supplies
Time: 1 Day
Reward: Information
[ ] Strengthen Ancient Structure - (Entrance/Midway/Exit) - (Forces)
Cost: 40 Supplies
Time: 1 Day
Reward: Massive Defensive Bonus (Stacks with repeated use)
[ ] Camouflage Ancient Structure - (Entrance/Midway/Exit) - (Forces)
Cost: 15 Supplies
Time: 1 Day
Reward: Hidden Forces attack as if rolling critical and deal twice the Morale Damage.
[ ] Guard - (Entrance/Midway/Exit) - (Forces)
Cost: 10 Supplies
Time: 1 Day
Reward: Forces ready within the area.
[ ] Strengthen Position - (Entrance/Midway/Exit) - (Forces)
Cost: 100 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)
[ ] Evacuate Village - (Exit/Midway) - (Forces)
Cost: 70 Supplies
Time: 2 Days
Reward: Civilian lives saved, hurray?
[ ] Guard - (Jokvi/Gu Valley/Nimer Flats/Alali-Pass/Wastes) -(Forces)
Cost: 10 Supplies
Time: 1 Day
Reward: Forces ready within the area.
[ ] Fortify Position - (Jokvi/Gu Valley Exit/Nimer Flats Midway/Alali-Pass Entrance/Alali-Pass Midway/Wastes 1/Wastes 2/Wastes 3) - (Forces)
Cost: 50 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)
[ ] Reinforce Damaged Units - (Sword Battalion)
Cost: 4 Supplies
Time: 1 Day
Reward: Unit reinforced.
[ ] Request More Supplies
Time: 1 Day
Reward: 10d20 Supplies
2x [Acid Troopers
Numbers: 18
Size: Small
Strengths: Acid Attacks (Instantly breaks Morale)
Weaknesses: Acid Attacks (Contanimates an area for 1(one) day, dealing moderate damage to all)
Attack: 30
Defense: 60
Range: 1-4
Speed: 4
Morale: 55
Supply Cost: 35
Supply Upkeep: 15]
1x [War Lizard Squad
Numbers: 6
Size: Large/Giant
Strengths: Anti-Infantry (Bonus against infantry), War-Beast (Reduced Supply Upkeep after battles), The Strong Thrive (No mali for losses)
Weaknesses: Controlled Frenzy (Minor Chance to lose control of this Unit when in combat)
Attack: 55 (3d100 (when attacking infantry, add +30) melee.)
Defense: 30 (Damage reduced by 30 per dice.)
Range: 1
Speed: 40
Morale: 120
Supply Cost: 60
Supply Upkeep: 10]
2x [Spear Battalion
Numbers: 1250
Size: Medium
Strengths: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered)
Weaknesses: Weak Attack (Not the best at attacking)
Attack: 6
Defense: 16
Range: 1
Speed: 5
Morale: 60
Supply Cost: 5
Supply Upkeep: 2]
35x [Militia
Numbers: 1000
Size: Medium
Strengths: Expendable (Casualties do no impact other Units morale)
Weaknesses: Low Morale (Reduced Morale), Milita (Reduced Stats)
Attack: 4
Defense: 4
Range: 1
Speed: 3
Morale: 15
Supply Cost: 1
Supply Upkeep: 10]
3x [Knight - Hel
Numbers: 25
Size: Giant
Strengths: Anti-All (Bonus against all enemies), Mecha (immunity against all biological and fire hazards, resistance against chemicals), Punching Above (No mali against enemies one size higher), The Elite (Morale cannot be affected)
Weaknesses: Difficult Logistics (Increased Supply usage), Centerpiece (Will receive the most focus of the enemy)
Attack: 80
Defense: 105
Range: 1-10
Speed: 30
Morale: 1000
Supply Cost: 150
Supply Upkeep: 25]
A moratorium will be until 20.03.21 at 17:00 CET.
Voting will be closed on 22.03.21 at 17:00 CET.
The update will be online on 26.03.21 at 17:00 CET.
There are few things which can make an artillerist happy. One among them is a long, open, and ranged killing field with no cover, a charging enemy too dumb to duck and crawl, no pesky weather to ruin shots, and the explicit permission to fire everything.
LOL
There is a reason why artillery is the King of the battlefield and Infantry is Queen. I will not be connecting the dots for you.
That artifact is going to be annoying. I would request at the minimum that everyone with weaponry that has sufficient range to be used as support to start marking ranges and have plans to lay accurate fire blindly on key areas. And we need to double check communications on the local level and see what we can do to improve the loss of vision.
ables sparked light and often hurt the beings, dubbed "Champions," though this only served to drive them ever further onwards and into an intenser rage.
-We should remove almost every unit from the Flats and only leave a small garrison
-We can't do anything at Alali save pray to Rngeesus for the weather to clear
-We must destroy cave entrances 1 & 3, let's not give them the option to suddenly change direction.
Hoo boy. Sooo glad we transferred those Knights, those champions are nasty.
Speaking of, given our bounty of new supplies, who's for recruiting 3 more Knight hels? Considering their perfomance so far I think it's well worth the cost.
Supply costs for recruitment: per unit, or for the batch? ( does 150 supply get us 1 hel or 3?)
What's with the negative damage on a number of the rolls?
Speaking of supplies, could you clarify exactly what doubled and docked means? Obviously our supply income has gone up (I mean, good grief), but are you then doubling the roll? And is that taking effect next turn? Because if 600 was doubled on 20d100 that is a stupendously poor roll.
Speaking of, given our bounty of new supplies, who's for recruiting 3 more Knight hels? Considering their perfomance so far I think it's well worth the cost.
That depends, do you want them for this wave or for the main event? If it's the latter then it's better to recruit them on day 7, so they are ready to go but we don't have to pay too much in supply costs.
Keep in mind that we are also going to recruit the acid troops and maybe other battalions to reinforce the lines.
Hoo boy. Sooo glad we transferred those Knights, those champions are nasty.
Speaking of, given our bounty of new supplies, who's for recruiting 3 more Knight hels? Considering their perfomance so far I think it's well worth the cost.
Supply costs for recruitment: per unit, or for the batch? ( does 150 supply get us 1 hel or 3?)
What's with the negative damage on a number of the rolls?
Speaking of supplies, could you clarify exactly what doubled and docked means? Obviously our supply income has gone up (I mean, good grief), but are you then doubling the roll? And is that taking effect next turn? Because if 600 was doubled on 20d100 that is a stupendously poor roll.
Supply cost is per Unit.
The negative damage is the visualized damage reduction. Some was ignored via traits or because of size difference.
The supply rolls are now 20d100 as long as now extra orders are given to the Daughter, do not go down after using, and take effect now (Day 5). The 600 roll was with 10d100.
Could be risky if the tribes do have some form of telepathy. The DoD might be able to shrug off the Skyfire and that could hide her from being seen, but if some of the Rare Mutants can inform their leader about the DoD anyway...
The DoD might be able to shrug off the Skyfire and that could hide her from being seen, but if some of the Rare Mutants can inform their leader about the DoD anyway...
If their group gets wiped out by something their leaders will know, assuming they do have some form of telepathy. Or they will at least know it was something unconventional that killed them.
I think the question is; is killing off that group of 4000 Mutants and 2 Soothsayers deceive enough that revealing the DoD is worth it? The expected forces are around 10.000 Mutants, 6.000 soldier grad Mutants, and 500 elite troops.
I think the question is; is killing off that group of 4000 Mutants and 2 Soothsayers deceive enough that revealing the DoD is worth it? The expected forces are around 10.000 Mutants, 6.000 soldier grad Mutants, and 500 elite troops.
For a total of just about 4000 on day 4, matching up very nicely with DoD's intel.
Our lizard scouts confirm the 5,400 incoming troops DoD detected. The worrying bit about this is that their number includes 180 Champions, which as we've seen, are equal or a little better on a one-on-one basis to our Knights.
60 Champions and 1,800 celebrants will be heading for Gu Valley.
120 Champions and 3,600 celebrants will be heading for the Waste entrances to the Sivaldy caves.
Brining our totals up to
~9000 rabble
400 capable
and 184 elites
Leaving
~1000 rabble
~5600 Capable troops
~300 Elites
Left to attack.
Our scouts, however, indicate that on day 8, we'll be hit by a group of 4000, led by ~170 capable troops, and including 2 soothsayers.
That, unfortunately, indicates that either a) our worst-case scenario was optimistic or b) significantly more than 93 of that group are capable trooops.
(@HeroCooky, if I'm miscounting the numbers somewhere, please let me know, the number of capable troops isn't adding up. Also, can we do multiple diffenrent Jokvi actions in a turn? I'm just now realizing I've seen nothing forbidding it.)
Further, there's the immediate priority of nailing down that weather artifact. It's absolutely critical that when Alali Pass gets hit, we have clear skies for artillery, DoD and general morale. So that needs to be found yesterday. Further, capturing a weather-manipulation artifact could be a huge strategic asset for the empire, especially given whatever the hell is going on with the panopticon.
So. Here's the general proposal:
[X] Plan: LIZARDS!!!
-[X] [Jokvi] [Recruit] 3 Knight hels and 2 Acid units (520 supply)
-[X] [Jokvi] [Request supplies] Use DoD.
-[X] [Jokvi] [Reinforce Unit] Get that damaged sword unit up to full strength.
-[X] Detach all scout lizards and vanar grenadier outriders.
-[X] Send 2 war lizard squads to the Nimer Flats
-[X] Send 2 War Lizards to take over the scout lizard's job patrolling behind the knights at the Waste Cave Entrances.
-[X] Send 1 Spear, 1 Sword and 2 Crossbow battalions to Gu Valley.
-[X] Send 4 Knight Hels to Waste Cave Entrance 2.
-[X] Acid Troopers are to destroy the Wastes Cave Entrances 1 and 3. Make sure the Knights are outof cave-in range while the acid guys work. If they have time, move on to Midway Cave Entrance in Alali Pass, and then to the Nimer Flats Cave Entrance.
--[X] If Waste entrances 1 and/or 3 are destroyed, then move their Knights to entrance 2.
-[X] Scout the Wastes (18 Scout Lizards, 1 Vanar Grenadier Outriders ()
--[X] It is absolutely critical that the artifact controlling the weather above Alali Pass be located. Once found, if the combined scouting force is sufficient, capture or if that fails destroy the artifact. If the scouting forces do not believe they can achieve this, retreat with their info.
---[X] Second priority is to locate and assess any other unknown incoming forces.
----[X] Third priority is to locate and asses the Nek-Ne command/home base.
Alright, I think that's good to go. @HeroCooky, please let me know if there's any problems, and as always, I value any feedback from fellow questers.
[X] Plan: LIZARDS!!!
-[X] [Jokvi] [Recruit] 3 Knight hels and 2 Acid units (520 supply)
-[X] [Jokvi] [Request supplies] Use DoD.
-[X] [Jokvi] [Reinforce Unit] Get that damaged sword unit up to full strength.
-[X] Detach all scout lizards and vanar grenadier outriders.
-[X] Send 2 war lizard squads to the Nimer Flats
-[X] Send 2 War Lizards to take over the scout lizard's job patrolling behind the knights at the Waste Cave Entrances.
-[X] Send 1 Spear, 1 Sword and 2 Crossbow battalions to Gu Valley.
-[X] Send 4 Knight Hels to Waste Cave Entrance 2.
-[X] Acid Troopers are to destroy the Midway Cave Entrance in Alali Pass at all costs. If they have time, move on to the Nimer Flats Cave Entrance.
-[X] Scout the Wastes (18 Scout Lizards, 1 Vanar Grenadier Outriders ()
--[X] It is absolutely critical that the artifact controlling the weather above Alali Pass be located. Once found, if the combined scouting force is sufficient, capture or if that fails destroy the artifact. If the scouting forces do not believe they can achieve this, retreat with their info.
---[X] Second priority is to locate and assess any other unknown incoming forces.
----[X] Third priority is to locate and asses the Nek-Ne command/home base.
@HeroCooky, if I'm miscounting the numbers somewhere, please let me know, the number of capable troops isn't adding up. Also, can we do multiple diffenrent Jokvi actions in a turn? I'm just now realizing I've seen nothing forbidding it.
The number situation is very much a rough estimate done via incomplete information, guesstimates, and some collaboration from the Daugther. They are in no way 100% accurate and should be taken with a grain of salt, as all the numbers could be shifted one way or another. You may have already killed all the Elites, have yet to encounter them, or vastly overestimated their numbers. If you sent the Daughter out again, you would likely get a much more complete picture of what is yet to come, though at the cost of a chance of detection.
Also, any action in any category can be used at the same time, nothing is stopping you. Assume so unless I say otherwise.
Because I don't trust our scouts to catch everything, so I want to maintain strong garrisons at each point. Remember that we've seen evidence of super-mutants who can take on entire battalions. It wouldn't take many of those sneaking through to present a large problem.
Plus, all of our other locations are fortified walls, where war lizards aren't terribly useful.
Also it would be better to destroy all but one of the cave entrances on the wastes rather than the pass, since it would force them to go through a gauntlet.
Also it would be better to destroy all but one of the cave entrances on the wastes rather than the pass, since it would force them to go through a gauntlet.