No, low=good, high=bad. The -4 shut off the sandstorm, allowing your scouts to get an accurate report.
It's also the only good weather thing this turn. *coughcoughNimerFlatsBlackRaincoughcough*
Day 6 Results
[X]Plan: Consolidation & Confirmation
-[Jovki] [Request supplies] Use DoD
1.179 (39, 65, 92, 98, 27, 86, 33, 73, 72, 54, 56, 10, 68, 58, 68, 11, 66, 30, 79, 94) Supplies were delivered via the Daughter.
-[X]Detach 2 Sword Battalions, the full heath Tribal Squadron, and 1 War lizard squadron from Nimer Flats and send them to the waste cave entrance
--[X]Black Rain Consequences.
Due to the Black rain currently falling onto the Nimer Flats, as well as the lack of any shelter, one War-Lizard Squad succumbed to its toxic effects. The latter was almost entirely wiped out, with only one survivor remaining. All other Units in the Nimer Flats, except the two Knights, perished after the battle.
"The Nek-Ne Invasion of the Tessen Region would be remembered, written down in history books, and taught within the Military Academies, preparing the Empire's future officers and generals. Not for the first use of a military airship, the lessons learned in the Daughters use, or the myriad ways in which logistics had to be re-learned. But because of the importance of making sure that an order given is executed and understood correctly. As the Sub-General and his staff had ordered the supplies and medications needed to treat and shelter the Units within the Nimer Flats, they too had issued an order to reinforce Waste Cave Entrance 2. They intended to build a station near the local Sivaldy Cave Entrance to allow their troops to wash off the worst of the Black Rain while still getting them to the impending battle in time. The troops were more than happy to do so, hoping that they could outrun the Artifact-induced weather, only to realize that it was a fool's hope.
Nonetheless, they marched as black sludge and toxic rain battered their forms, seeping into hair, skin, and bodies alike, knowing that their superiors wouldn't have given them the orders if there wasn't a way to counteract those toxins. Few can imagine the thoughts that had to run through the minds of those men and women as they marched onwards, yet saw nothing of the promised salvation. How they fought with valiant skill and steely discipline, even as more and more began dying around them, knowing that soon they will be dead too. Fewer can imagine the horror of the quartermaster, who had penned the supplies desperately needed to be shipped tomorrow, or what mistake in communication lead to this tragedy."
-Historian Akalre
-[X]The Scout patrols are to split into two groups
--[X]one will track the 4000 big group and confirm they have not changed direction; they will also try to see if the chieftain is within this group
When the Artifact had been rendered inert, new orders prompted the Scouts to once more set out into the Wastes for reconnaissance. One half split off to head farther, to scout what would most likely be the last troops to hit Tessen, as the other had been tasked to confirm once more what they saw. The latter arrived in positions without any irregularities, interruptions, or surprises and confirmed previous sightings and projections. The 4.000-strong group will hit the Alali-Pass on Day 8.
--[X]the other will scout to see if there are any additional troops incoming or if this is the totality of their forces. This is LS-37, I repeat, LS-37. Can you hear me, Lizard-Actual? This is Lizard-Actual, hearing you loud and clear, LS-37. What is your situation? Confirming sighting of 130 Champions, 6 Prophets, and the Nek-Ne Chief within a Knight of unknown pattern. They are accompanied by ~600 Mutants scattered around them. Requesting additional squads to confirm sightings at...
Battles:
Sivaldy Caves:
Weather:
Light Sandstorm (Speed down, Range down.)
The Chapter of the Blue Lance was known by the inhabitants of the Tessen region as valiant protectors, skilled in arms and formation, always ready and almost eager to lay down their lives for Emperor, Duty, and Country. Their duty as a Defense Chapter caused them to see many conflicts all over, having to face foes as varied as they are horrid and dangerous. Having protected an entire Region from the predations of a Necropolis alone for many years had elevated their skills and close bonds to even higher levels. Few outside, and some inside, the Chapter knew the true extent of those skills before the Battle of the Sivaldy Caves. While it was accurate that more Knights were present than Champions, they nonetheless had more than enough numbers and weaponry to cause significant damage. Yet! Yet the Chapter had more than enough skill to break up the Champions charge with well-placed bolts, and the enemies own dead, causing the Champions to stumble, instead of crash, into well-prepared defenses and shield.
All the enemies' stabs, blows, and swings were deflected or met head-on, to only minor cosmetic damage. At this moment, the Nek-Ne's Celebrants made the fatal mistake to charge between the clash of titans happening, attempting to bring down the Knights, somehow. Merely to find themselves be little more than a slipping hazard once our Knights and their Champions had stepped on enough of their numbers and target practice for both the swords and War Lizards charging into those (un-)lucky enough to make to the other side of the clash. And while those soldiers fought with the Celebrants, the Knights towering above them made a mockery of the Champions, evading blows with ease and grace even as they killed the invaders with the same motions.
The, for it cannot be called anything else, slaughter of the Champions continued until they all were dead, having accomplished nothing more than to add to the honors and standard of the Blue Lance. To this day, the Chapter proudly wears the additions to their banner denoting them as one of the few Chapters who had met an equal foe and came out unscathed and unharmed.
-Archivist Möln
Battle:
Vanar Slingshot Heavy Coilgun open fire (4x Vanadium Steel Dart, 2x Solid Shot, 1x Canister), causing 2.221 (124, 89, 101, 78, 47, 41, 115, 24, 56, +900, 75, 18, 148, 7, 18, 81, 42, 39, 11, 39, 49, 5, 15, 12, 49, 38) Damage.
Unknown Artifact at (358/2579) Integrity.
Knights open fire, causing 18 (18) Damage.
Unknown Artifact at (340/2579) Integrity.
Crossbow Battalions open fire, causing 1.241 (161, 222, 29, 32, 242, 199, 150, 19, 187) Damage.
Unknown Artifact at (0/2579) Integrity.
Artifact explodes, causing 1.103 damage to (1) the Celebrants, killing 1.103.
637 Celebrants remain.
Vanar Longbolt Launcher Team open fire, dealing 88 (46, 42) damage.
Champion #1 at (0/75) Structure and (28/41) Health.
Tribals open fire, killing 40 (19, 14, 3, 4) Celebrants.
597 Celebrants remain.
Celebrants smash into the Spears, killing 27 (46,29, -48).
Spears at (1223/1250)
Champions attack, causing 6.221 damage.
Knight #1 and #2, Spears #1, Swords #1, and #2 are destroyed, Tribals at (164/800).
Tribals waver (DC: 82, Rolled: 43) and break, fleeing from the battlefield.
Vanar Slingshot Heavy Coilgun open fire (6x Vanadium Steel Dart, 1x Canister), causing 7.876 damage.
All Champions die, 374 Celebrants remain.
Crossbow Battalions open fire, causing 1.345 (238, 108, 137, 174, 172, 121, 102, 114, 179) Damage.
0 Celebrants remain.
Result:
1x Knight - Hel - (2/25) Destroyed.
1x Spear Battalion killed.
2x Sword Battalions killed.
1x Tribal Squadron at (164/800).
1.740 Dead Celebrants.
60 Dead Champions.
Costly Victory.
"In contrast to the overwhelming success by their brethren and comrades in the Sivaldy Caves, those forces stationed within Gu Valley had the distinct unpleasantness to be shown why attacking Tribals always had been challenging, even when forced into favorable conditions. For when the Vanar Slingshot Heavy Coilgun opened fire, they soon saw that their shots not only didn't connect, something actively deflected them with violent force away from the approaching Nek-Ne. The engineers operating the Heavy Coilgun could only watch with impotent fury as shot after shot was deflected. Even the Knights weaponry seemed unable to overcome the protection of the barrier. The Vanar Longbolt Launcher Team stationed further up wisely held their fire and focused instead on figuring out what exactly produced the effect and how to disable the likely Artifact. And while their caution would have paid off, the Crossbow Battalions shooting onto the oncoming foe managed to do what the Heavy Coilgun and Knights couldn't: overcome the barrier. With an earthshattering explosion amid the charging Celebrants, a good two-thirds of them were wiped out in a mere second. Seeing their chance, the Longbolt immediately sent several shots downrange, hitting a Champion at the front and nearly killing him outright. Had the Lonbolt a few more seconds to line up correctly, such a shot would have been deadly. Unfortunately, they did not have those few seconds, as even while they fired, the Tribals already sent their arrows, javelins, and axes downrange, preparing for the charge.
This turned out to be an ill-fated decision, as when the Celebrants met our lines, the Damage they did was almost negligible in the face of the sheer carnage the Champions caused. The Knights of the Blue Lance, Aster, and Ijak, were overwhelmed and cored before they even managed to recover from the charge. Though the Spear And Sword Battalions desperately tried to hold the line, the sheer difference in size and strength, not to mention momentum, proved too much to overcome. Only due to those brave soldiers holding to their duty to the last second could the day be saved, as the Vanar had had enough time to reload with special munitions, reaping bloody vengeance among the Champions, killing them to a one. The last few Celebrants still alive at that point broke formation and ran for their lives, only to be shot in the back like the cowards they were."
-Lecture from the Royal Academy of Military Arts
Day 7 Planning.
You currently have 1.520 Supplies and lose 290 (-15 due to recent battle) Supplies per Day.
[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 (4d100 ranged, 3d100 melee)
Defense: 105 (Damage reduced by 105 per dice.)
Range: 1-10 (maximum of 8 ranged damage dice.)
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 (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]
[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), Anti-Infantry (Bonus against infantry)
Weaknesses:
Attack: 25 (2d40 ranged, 3d50 (when attacking infantry, add +25) melee)
Defense: 15 (Damage reduced by 15 per dice.)
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 (3d50 melee.)
Defense: 16 (Damage reduced by 16 per dice.)
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 (6d40 melee.)
Defense: 10 (Damage reduced by 10 per dice.)
Range: 1
Speed: 5
Morale: 60
Supply Cost: 5
Supply Upkeep: 2]
[Crossbow Battalion
Numbers: 1500
Size: Medium
Strengths: Disciplined (Reduced Morale damage suffered), Ranged (Can assist Units despite narrow conditions)
Weaknesses: Ranged (Cannot engage within structures(mali to dice if stationed within, or firing into, structures.)), Weak Defense (Has a weak defense)
Attack: 14 (3d250)
Defense: 4 (Damage reduced by 4 per dice.)
Range: 1-8
Speed: 6
Morale: 60
Supply Cost: 8
Supply Upkeep: 3]
[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 (2d60+30 ranged attack, 4d10+5 two round lingering effect)
Defense: 60
Range: 1-4
Speed: 4
Morale: 55
Supply Cost: 35
Supply Upkeep: 15]
[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)
Weaknesses: Weapon-Team (Size set to smallest size)
Attack: 250 (1d10 against formations. 2d50 against individual targets.)
Defense: 1 (Damage reduced by 1 per dice.)
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 (2d100 (when attacking infantry, add +25.) ranged, 1d40-15 melee.)
Defense: 10 (Damage reduced by 10 per dice.)
Range: 1-5
Speed: 65
Morale: 65
Supply Cost: XXX
Supply Upkeep: 15]
[Vanar Slingshot Heavy Coilgun
Numbers: 1 (25)
Size: Medium
Strengths: Fire Modi (Solid Shot, Canister, Vanadium Steel Dart), Extreme-Range Artillery (can fire 6-20 km), Rapid Fire (Drastically increased fire-rate)
Weaknesses: Horrific Defense (Cannot defend itself), Difficult Logistics (Increased Supply usage), Extremely Slow (Massive malus to speed)
Attack: 150/300/450 (3d150/10d50/3d150 (when attacking singular targets, add+300))
Defense: 1 (Damage increased by +10 per dice.)
Range: 1-100
Speed: 1
Morale: 55
Supply Cost: XXX
Supply Upkeep: 30]
[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 (4d20 ranged, 4d50 melee.)
Defense: 14 (Damage reduced by 14 per dice.)
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 one 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 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! 130 Champions, 6 Prophets, and 1 Ascended will arrive on Day 10, accompanied by around 600 scattered Mutants following them around. Their current path sets them to come to Gu Valley, though that could change. They will be the last, as the Ascended has been confirmed to be the Nek-Ne Chief.
[ ] 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)
[ ] Request More Supplies
Time: 1 Day
Reward: 20d100 Supplies
The latter was almost entirely wiped out, with only one survivor remaining. All other Units in the Nimer Flats, except the two Knights, perished after the battle.
It also looks like I can't trust the thread to make well thought out plans anymore since we had 2 instances of lack of discussion costing us a lot. I'll just put my plan here and then copy paste it once voting opens
[] Plan You Shall Not Pass Alali-Pass
- [Jokvi] Request Reinforcements - (4x Spearmen)
- [Alali-Pass] Strengthen Position - (Exit) - (5x Crossbow Battalion)
- [Alali-Pass] Strengthen Position - (Exit) - (8x Scout Lizard Patrols)
- [Alali-Pass] Guard - (Exit) - (4x Knight Hel, 1x Vanar Grenadier Outriders, 1x Vanar Slingshot Heavy Coilgun, 3x Tribal Squadrons)
- [Sivaldy Caves] Fortify Position - (Alali-Pass Midway) - (6x Scout Lizard Patrol)
- [Sivaldy Caves] Fortify Position - (Alali-Pass Midway) - (5x War Lizard Squads)
- [Sivaldy Caves] Guard - (Alali-Pass) -(2x Knights Hel)
- 3x Scout Lizard Patrols keep watch over Nimer Flats, Gu Valley, and Wastes in case of any surprises
- 1x Scout Lizard Patrol keep watch over Ascended's Wave and notify if they change directions or split up
- 2x Vanar Longbolt Launcher Teams Assassinate Soothsayers only then do whatever it takes to stay alive
- Combine Depleted Hel remaining Hel and Combine Depleted War Lizard Squads to other War Lizard Squads
- If the Mutants run past the Cave or the defenders have defeated the Mutants that entered the Cave, have the Lizards and Knights move out and flank the remaining Mutant Army in a Hammer and Anvil formation to encircle them so that DoD can blast with impunity from the storm
Since the Storm reduce Range by a lot I had the Longbolts be at Midway instead of at the Exit with the rest of the army because the Storm should hide them from the Mutants and even if they notice that the Soothsayers are dead, they will have no idea where they came from.
Uhh, do we have a damaged Sword Battalion? Cause the option to reinforce them is still in the Jokvi Tab but the Current Forces Tab doesn't show that we have a Sword Battalion left.
Uhh, do we have a damaged Sword Battalion? Cause the option to reinforce them is still in the Jokvi Tab but the Current Forces Tab doesn't show that we have a Sword Battalion left.
That's an copy and paste error. Also, if you wan't to make sure that something is dead, you can send the Longbolts into the Wastes to assasinate a target.
That's an copy and paste error. Also, if you wan't to make sure that something is dead, you can send the Longbolts into the Wastes to assasinate a target.
Because their damage dice are replaced with kill dice when out and about, as they have time to line up shots without endangering potential friendlies. And there is still one group approaching.
Because their damage dice are replaced with kill dice when out and about, as they have time to line up shots without endangering potential friendlies. And there is still one group approaching.
So I can just send them send them on a Assassination mission? I'll kill the Soothsayers first since they are walking death clouds, then I'll send them on the Ascended once I know what we have to play with after this.
So I can just send them send them on a Assassination mission? I'll kill the Soothsayers first since they are walking death clouds, then I'll send them on the Ascended once I know what we have to play with after this.
This is the planning for day 7, the army will hit on day 8.
Also, I want to use the DoD to gank the chieftain on day 8 while the armies are fighting. This will not allow neither the chieftain nor army to retreat.
So just to confirm but thanks to not taking the 'Emergency Shelters' action for the Nimur flats, every single unit that was on the Nimur Flats, including the ones detached to the Caves, except for the two Knights and a SINGLE War Lizard died?
So just to confirm but thanks to not taking the 'Emergency Shelters' action for the Nimur flats, every single unit that was on the Nimur Flats, including the ones detached to the Caves, except for the two Knights and a SINGLE War Lizard died?