GLORY TO THE EMPIRE! GLORY TO THE EMPEROR! GLORY TO HOUSE DALL!
It seemed like a fantasy, a dream, as the titanic airship roared over our heads the last season, displaying the defiance of humanity over the Mutants and Machines which prowl the world. After House Dall had been granted the boon of an ARO in exchange for their world-shattering discovery of Suspendium, the House seemed unsatisfied with its assigned lot of being a mere supplier of such a, soon to be, vital resource, seeking to serve the Empire further! With help from the experienced scouts and scavengers of the Pilgrims, ventured deep into the Forest of Rust, into the Berths whose purpose had recently been revealed for what they indeed are, and uncovered one of the ancient dreadnoughts which undoubtedly had ruled the skies before the Collapse. Wasting no time at all, House Dall restored the venerable machine and set course towards friendly lands, greeted by cheers and impromptu celebrations all across the northern territories. Once those same people awakened from their hangovers and festivals, they were happily surprised to see that an entire regiment of Royal Guardians had appeared overnight, sent by the Emperor Himself once word had made it to him of this monumental find. Wasting no time, the Rabbitaur Regiment settled inside the nearby village Norqod, and within the, now revealed to be called, Daughter of Dawn, setting up banners of the Empire, the Emperor, and House Dall across the whole of the ship.
As word traveled from traders and visitors about the Daughter, a grumbling started to shake the Region, as a massive caravan consisting of Artisans, Forge-Clan Members, and vast amounts of machines, both stationary and drones, made towards Norqod, intent on studying, repairing and soothing the Machine-Mind of the ancient Dreadnought. None dared to stand in the way of such an awe-inspiring sight of expertise and seniority, either intimidated by the large amount of technology on display or the ever-present complaints about shoddy craftsmanship seemingly everywhere. One can only shudder at the horror those venerable Elders must have felt to see the Daughter, to know that her Machine-Mind had waited dutifully for a Millenium, only to fall ever closer towards disrepair and madness without any proper administration and maintenance. Having settled down, the Elders soon set upon to explore and identify any faults within the Daughter, giving the okay to the already impatient House Dall for a proposed victory tour across the Region, to appear over every settlement larger than a thousand inhabitants.
And such it did, soaring across the sky in majestic ease, defying binding gravity and laws of reality with impunity, showing all that even now, as old Horrors appear from ruins, the Empire does not lack in defenses or the will to brave danger to see it's own safe and secure. And, honestly, what else can be said? Glory to the Empire, to the Emperor, and House Dall! Mutated Opinion Decrease due to Invasion: DC50: 72+15=87 Pass, no decrease. Corrupted Tribe To Attack From The North, Near Jokvi
In slightly less fantastic news, it seems that one tribe from the Wastes up north has decided that being human and sane is overrated and boring, disfiguring both mind and body with an ancient weapon to kill all before them. While some already accuse the other Tribes who had fought a losing war against the Nek-Ne of hiding this to weaken Tessen, others are more interested in securing all the refugees to examine the capabilities and methods of warfare the Nek-Ne possess. While at least a fair amount of troops are present near Jokvi for training purposes, and the Daughter has anchored near the city as the last stop, many are worried that if such a situation is not expertly handled, many of the tribe's warriors will splitter into independent bands, ravaging the Region for years to come. One can only hope that the Sub-General knows what he does.
[Event Turns Incoming]
Shield-Belt-Alliance Diplomats Make Overtures About Possible Alliance
In a surprising twist of fate and diplomatic stance, the SBA has now made Overtures to the Emperor about the possible idea of maybe entering talks of a defensive pact and deepened trade-ties. While a few are suspicious about the timing, the recent discovery of the Daughter fresh in everyone's mind, the distances and travel-time involved wouldn't have impacted such a decision by the SBA's Leadership, who couldn't have heard about such a thing, even if they had spies in the area. InSec would have been more than alert enough to catch them after the recent troubles with the COE and the Tribes. Only time will tell why they had such a turn-about of their diplomatic stance or what they intend to achieve.
***
Battle Report:
Turn 0: Pilgrim Approach Vs. Machine Notice
284 (78,93,11,73+29(Training, Equipment and Traits)) Vs. 63 (26,4,33) = Pilgrim Success. All Units in position, Caretakers, and Sentinels near THE WALL and Martyris.
Turn 1 Ranged Stealth: Pilgrim TS+TU Vs. MBLT
95 (27,45+23(Training, Equipment and Traits)) Vs. 8 (8) = Pilgrim Success.
TS 1d6+2(3AP) = 3 Armor, 3 Structure (Rolled 4+2)
TU 1d12+2(3AP) = 8 Armor, 3 Structure (Rolled 9+2)
MBLT reduced to -12 Structure, destroyed.
TS+TU exhaust War Lessons.
Turn 1 Melee Stealth: Pilgrim TW+M Vs. C, S
92 (42,92-42(Equipment and Traits)) Vs. 128 (59,69) = Pilgrim Failure, Attack Commences Immediatly.
Turn 1 Combat: TW+M Vs. C, S Initiative: TW: -02 (-6 Training, Traits, and Equipment), M: 98 (+4 Traits), C: 92, S: 67 (+40 Trait)
Free Attack: Firebomb 1d4-1 = 3 (Rolled 4-1). Hits: Caretakers (Rolled 1)
Caretakers now at 5.
M 1+1d4+3(2AP) = 4 Armor, 2 Structure (Rolled 2+4). Hits: Sentinels (Rolled 2)
Sentinels now at 3.
C attacks M (Rolled 2, No allied Units to repair). 9 Armor (Rolled: 2,2,2,1,2)
M at (47/56) Armor.
S attack M (Rolled 2). 13 Armor (1,4,2+6)
M at (34/56) Armor.
TW 1d6+1d4+3(2AP) = 3 Armor, 2 Structure (Rolled 1, 1+3). Hits: Sentinels
Sentinels now at 2.
Turn 2 Combat: TS, TU, TW, M Vs. C, S Initiative: TS: 21 , TU: 74 (+5 Training), TW: 8 (-10 Training and Equipment), M: 96, C: 62, S: 112 (+20 Trait)
S continue attacking M (TW poses no significant threat, TS and TU have yet to join). 7 (Rolled 1,2+4)
M at (27/56) Armor.
M attacks Sentinels (Greatest Danger). 1+1d4+3(2AP) = 5 Armor, 2 Structure (Rolled 3+4)
Sentinels now at 1 (S: 2/2 A: 5/6)
TU attack C in Ranged (Rolled 1, 2). 1d12+2(3AP) = 5 Armor, 3 Structure (Rolled 6+2)
Caretakers now at 2. 1 at (1/2 Armor)
C attack TU (Greatest Danger). 2 Armor (Rolled 1, 1)
TU at (7/9) Armor
TS attack Sentinels in Ranged (Rolled 2, 2). 1d6+2(3AP) = 3 Structure (Rolled 1+2).
Sentinels Destroyed.
TW attacks Caretakers (Only Enemies Left). 1d6+1d4+3(2AP) = 8 Armor, 2 Structrue (Rolled 5, 2+3)
Caretakers Destroyed.
Combat ends.
Result: Pilgrim Success.
Casualties: None.
Cost: 0.03 Materials (Firebomb).
Gained: 2 Damaged, 2 Destroyed Sentinel Remains, 4 Damaged, 2 Destroyed Caretaker Remains, 1 Destroyed Minor Bright-Lance Turret. Access to TOP-03 and a choice.
Recommendation: Re-Training of THE WALL due to lacking battlefield performance.
***
Internal Report:
Our efforts to welcome the Royal Guardians, the Elder Forge-Clan Engineers, and their respective families and support staff were a resounding success. Even though some Elders had to be physically nagged or dragged away by their spouses and/or families, and some Guardians had to rotate for the welcoming, all proceeded smoothly. Tensions between the Elders and our more headstrong members have abated as both are now arguing about how to improve things instead of how shoddy or not things are. Their families, that of the Royal Guard, said Guard, and their artificers have responded positively to the initiative to welcome them, enjoying the hospitality and lack of ill-will many had expected. Several relationships have inadvertently resulted from the mingling, with Phan, our Engineering Student, having been married to one Savi by her family to "officialize" her studies in the Elders' eyes, having taken the surname of Rivet. Both approved of the marriage wholeheartedly.
On an unrelated note, our silphium supplier wishes to discuss loaning a space in our warehouse due to our steadily increasing use of the herb, saying that...
***
Spy-Network:
The Military is busy up north. [Event Turns Incoming]
The Church Of Eden is drinking heavily. Aside from that, they are intimidated like hell while questioning if they even can hurt you right now, or ever, due to the DoD.
The Criminal Organizations are not making any move right now; being under the control of InSec will do that.
The Common People are in awe of the Daugther, though wary of the news from up north. Militias are already sharpening their skill for potential fights, with the Weapon-sellers quite excited about that.
The Mutated are feeling vindicated about their arming, though not for the reasons they did so. They are cautiously optimistic about the continuation of their better treatment.
Sub-General Aiden Gracia currently stared up above into the sky, wondering which god he had insulted so much. 'It must be all of them,' he eventually concluded, heading back into his tent, desperately wishing that he was inept enough so he would have packed alcohol with his equipment and staff. He hadn't. Fortunate for his liver, as in his opinion, a drunk general was one who killed their soldiers, made bad strategic decisions, and was lousy overall. Unfortunate, as his mind was adamantly refusing to cease screaming in abject horror and jubilant ecstasy about the 'asset' placed under his command for the duration of the Nek-Ne Invasion. The 'Daughter Of Dawn,' as the gargantuan ship was called, currently floated above Jokvi, visible to all, massive banners showing the Imperial Family and House Dall's crest alongside the Empires Flag, fluttering in the wind. In any other situation, he would have been happy to have such power under his command, but now? Now, it made him want to scream.
He was fighting a Tribe, not a conventional force, one that would meet in open battle or close to it as it could come. The game's name would be to hide and strike, ambush and deceive, not crash with an iron fist. If he wasn't careful, the Nek-Ne might decide to avoid the might of the Daughter, splinter into a massive amount of tiny groups, plunder the Region for as long as they could while drawing together within a day or two to kill every force he ordered to kill a smaller target, only to be crushed in detail himself. A nightmare scenario for any planner, and one which his instructors had extensively warned him against producing when he had studied at the academy. Worse was, InSec was unable to give him a concrete answer on the number of foes he would encounter, or their composition, only guesswork. That terrifying information safely secured in his mind, he began to gather the last odds and ends for the upcoming strategy meeting, calming his mind by repeating something his mother had said to him before his first battle.
"Lives Are In Your Hands. Spend Them Well."
***
Imperial Historians would remember the Tessen Region's defense as one riddled with logistical problems caused by the nobility's interference. If the aristocracy hadn't ordered the coming Invasion to be hushed up to prevent a panic, and if they had supported the Military with the needed resources, many argued that the whole affair would have ended remarkably differently. Some say that revealing such an attack would have caused more damage than merely leaving the Military slightly unprepared, but others objected to such thinking. However, for those men and women receiving orders near Jokvi to sally forth, such future intellectual debates were of no concern; only the enemies in front were. And those responsible for leading them could only order the sons and daughters of the Empire to certain death and pain, knowing that they had a duty to fulfill, as they themselves fought with their own leaders and suppliers.
Captain Kyar pilots the Daughter of Dawn above Jokvi.
[Asset Gained: Daughter Of Dawn]
Chapter-Master Alson Dulhne,Leader of the Knights, currently has 2 Hel's (50 Knights) ready for action, with another 2 Hel racing to reach their position and expected to arrive tomorrow. Rampant Machines, unfortunately, bound 2 Hel near Mirn, with another Hel on stand-by in case either the Machines broke through or were needed here.
[Asset Gained: 50 Knights. 50 Arrive Tomorrow.]
Champion of the Cavalry, Ariala Sheperd, has 2 Squads of War Lizards and 6 Patrols of Scout Lizards present. 4 War Lizards Squads and another 12 Scout Lizard Patrols are expected to arrive in two days.
[Asset Gained: 2 War Lizard Squads, 6 Scout Lizard Patrols. 4 War Lizard Squads, and 12 Scout Lizard Patrols arrive in 2(two) days.]
Leader of the Infantry, Sulu Zuln, reports that the 7 Battalions under her command are ready for action; another 2 are being mustered from Jokvi, expected to arrive tomorrow. Their composition is such: 2 Spear, 2 Sword, 3 Crossbow, with 1 Spear and 1 Crossbow being the reinforcements. The question if the Militia is to be raised beyond alert is on the table.
Viam, Leader of the Auxilia, reports that several weapon-teams have been sent from the Vanar-Feer to bolster the ranks against the upcoming Invasion. Tribal Warriors from the defeated Tribes have demanded to be allowed to participate.
You currently have 500 Supplies and gain 150 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
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 battle)
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), 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)
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 all stationed at your H.Q. and cost no supplies due to their closeness to Jokvi. 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 entrances are within the Alali-Pass, one each 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: N/A
Recent Tactical Evaluations: N/A
1x Daughter Of Dawn
2x Knight - Hel
2x War Lizard Squads
6x Scout Lizard Patrols
2x Spear Battalions
2x Sword Battalions
3x Crossbow Battalions
2x Vanar Longbolt Launcher Teams
1x Vanar Grenadier Outriders
1x Vanar Slingshot Heavy Coilgun
4x Tribal Squadrons
[ ] Scout (Forces)
Cost: 20 Supplies
Time: 1 Day
Reward: Information
[ ] Fortify Ancient Structure - (Entrance/Midway/Exit) - (Forces)
Cost: 20 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.
[ ] Fortify Position - (Entrance/Midway/Exit) - (Forces)
Cost: 50 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)
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]
20x [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]
5x [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]
AN: Something completely unexpected appeared! If you have questions, feel free to ask! But yeah, you will be stepping into the the role of Aiden Gracia, tasked with the destruction of the Nek-Ne Invasion for the next several weeks/months. I hope that this short intermission will be fun for all involved, though if people don't or hate it, then normal updates will return.
Also regarding my health: got tested due to symptoms, and no Covid-19! While I still felt like shit the past week, it has mostly gone by.
Also: have an early update I finished at 2am! Rejoice while I sleep.
A moratorium will be until 23.02.21 at 17:00 CET.
Voting will be closed on 25.02.21 at 17:00 CET.
The update will be online on the 28.02.02 at 17:00 CET.
Day 1 Results
[X] Plan Ackbar
-[X] DoD will begin by performing what flight maneuvers needed to gain vision of the wastes while remaining hidden in the sun from said wastes. Plotting course... course plotted. Recommended height: 7.342 km. ETA: 2 Hours, 32 Minutes, 02 Seconds. The optimal path for visual camouflage via the sun is set, Captain. Please acknowledge. The cold, mechanical voice droned over the speakers, almost devoid of inflection or any other signs of being spoken by a person. All except the hint of excitement and eagerness that was that little bit too desperate to be comfortable to Kyar. "Acknowledged," he spoke clearly to the air, trusting in the hidden microphones to pick up the command, instantly verified by the dull roar of the engines and shifting view from the 'windows' adorning the bridge. He still marveled at the clear and crisp pictures they delivered, overlaid with information and analysis, seemingly without any delay. Though that had been disproven by an Elder specializing in electronic-whatchacallit, saying there was a delay of 0.012 microseconds from the cameras to the screens. "Elder Ledar, what is the status of PD and Aria? "He asked the man skulking around him since he had been elected as the 'captain' by the others to have a clear hierarchy. The chance to get insight, even via second-hand interaction, into such an old Machine-Mind as the Daughter had been too tempting for him, resulting in the Elder trading several favors and doodads to be assigned permanently as his 'assistant.'. "The venerable Perpetual Defiance is still connected to the Core of the Daughter of Dawn, having requested not to be disturbed while working. Aria has likewise not moved much from her side, as is proper." Kyar nodded in thought, slowly using the motions thought to him by the Daughter to skim through several reports written by either the Royal Guard, Elders, or the Daughter herself. In truth, he was nervous, seeking to distract himself with idle chatter. It was not every day that one would go to war for the Empire, even as safe and secure as in the Daugther. He hoped that he would not be found lacking.
--[X] They will perform as thorough an assessment of the enemy as they can without risking detection and then return stealthily.
"What do you think?" Seargent Li asked, gesturing towards the green hololith dominating the center of the room. A few other people were in the room with him, two Elders and three other Royal Guardian staring at the display with interest and some slight concern. "A lot of people, though not enough to account for nine tribes and their mercenaries. Especially when you take into account that six of the tribes vanished shortly before all this," one of the Elders spoke up, rapidly tapping into a tablet in his hands, without looking at anyone else. "We are assuming that all have been converted?" One of Li's sergeants spoke up, looking in the round with some worry in his eyes. "Since InSec said so, yes," was all the answer he received from the Elder who had spoken before. "Okay, great. So, at worst, we are looking at, what? 35-40 thousand enemy combatants? More?" Li asked, rubbing his eyes in annoyance and hidden anger towards the Nek-Ne. "Correction," the second Elder piped up, his voice having a slight mechanical tint to it, probably thanks to the silvery throat visible to all. "We are expecting around six-thousand capable enemy soldiers, five-hundred elite troops, and ten-thousand crazed Mutants from the conversion process in the worst case. All others have likely perished or died due to a lack of food and water on the march here."
"Huh. Daugther?" Li intoned in contemplation before lifting his head slightly to look upwards. "What is our count as of now, and when will they arrive?" He didn't have to wait long for an answer, as the three distinctly marked waves now fielded estimates as to their sizes. The first group consists of roughly 1.600 individuals, ETA: 2 days. The second is numbering in the 2.400's in three distinct groups, ETA: 3 days, while the last known group has around 5.400 members organized into nine groups of 600 each, with an ETA of 5 days. "Thank you," Li remarked, returning to staring at the hololith in front of him. "Well, that's a lot of enemies. Let's radio it back and see if we can't figure out where they will go before we leave." A chorus of 'Yes Sir's' echoed after his statement.
---[X] At this point, DoD and crew will make a judgment call on whether they can use their weapons to destroy the cave entrances in the pass, flats, and valley without alerting the Nek-Ne to the presence of our superweapon (I.e., NN scouts seeing a dust cloud is probably OK, seeing weird flares of blue light is probably not)
The Daughter destroyed the [Entrance] access to the [Sivaldy Caves] in [Alali-Pass], although proved unable to find a firing position upon the [Midway] entrance due to concerns for being spotted. Similar circumstances prevented the Daughter from firing onto the [Midway] entrance in the [Nimer Flats]. [Gu Valley's] [Exit] was reduced to so much rubble, however, due to the cover of the rainclouds.
-[X] Wastes: Fortify Cave Exit - 3) - (2 Hel Knights, 2 Scout Lizard Patrols) - (1/2 Days)
--[X] Knights will divide into three equal groups and rush underground to the Wastes cave entrances. They will fortify these and prevent Nek-Ne incursion. Scout lizards will patrol behind the knight lines to prevent Nek-Ne from sneaking in around the Knight's flanks.
Rafeeda nervously glanced to the side, slightly adjusting her seating to remain inconspicuous. A slight murring below her alerted the rider as to her lizard's curiosity and nervousness itself. "It alright, Mran," she said, affectionately patting the neck of her friend, "those big machines are on our side. Stay out of their way, and you'll be right as sand." Mran continued running forwards but lowered his call, still suspicious and uncomfortable next to the giant machines running alongside him and Rafeeda's Patrol. Not that she could blame him, she felt tiny and weak next to these dreadnoughts of human might, a situation she only felt when accompanied by War-Lizards, and even then rarely. Shaking her head, Rafeeda bound her reins around her saddle and took out a piece of jerky from a pouch, trying to relax and calm her mind. That the Knight next to her ever so often looked at her did not help any.
Pilot Khalim, stop staring at our allies; you are making them nervous.Sorry, Sir, but the feathers on the scout's uniform are beautiful!Oogle when we are resting, not when we are moving into hostile territory. Eyes forwards, and don't let me catch you looking again! And make that an order!YES, SIR!
-[X] Gu Valley: Fortify Position - (Midway) - (1 spear battalion, 1 crossbow battalion, 1 tribal battalion, 1 Vanar Coilgun.)
Two children looked at the mass of people camping a few hours away from their homes, pointing excitedly at a small tent flying the colors of a Forge-Clan, while joking about the dumb tribals who had chaotically pitched tents, unlike the orderly fashion of the good soldiers. When called by their father to return home, they swiftly climbed down the watchtower, brimming with energy and telling tall tales about the soldiers and what their purpose was, eliciting a smile from their father. With practiced motions and words, he herded them inside to eat, smiling with ease. Once they were inside, he worriedly looked in the direction of the soldiers and gave a short prayer to the Emperor that they were only here for training.
-[X] Nimer Flats: Fortify Ancient Structure - (Entrance) - (Two sword battalions, two tribal battalions, 2 war lizards, four scout lizards, 1 crossbow battalions, and the Vanar grenadiers)
--[X] Fortified infantry and ranged units act as anvils/safe retreats for war lizard hammers. Preparations for fortifying and subsequent construction have finished and commenced without any significant issues. Entrances have either been collapsed, barred, guarded, or sealed shut, as scouts are setting up to range the lands to supply advanced warning for any incursion. There was no considerable friction with the Tribal warriors, though their unfamiliarity with Empire protocol and ranks has caused some confusion among them.
-Report to Headquarters.
-[X] Alali Pass: Fortify Position - (Exit) - (One spear battalion, one tribal battalion, and one crossbow battalion, Vanar Longboltd)
--[X] Start to fortify at the valley exit, but they make a point of being slow and not completing the fortifications. We want the Nek-Ne scouts to see a poorly fortified, weakly defended passage.
"Okay, but what is it?" Kul asked, staring in complete confusion at the mass of wires, plating, metal, and spirits-know-what currently being set up a few dozen meters beyond the man preventing access. "Like I said a dozen times and will do so for as long as needed: Not. Your. Concern. Now sod off, you fucking goat!" The Forge-Claner said, anger and distrust clear on his face, hand on his ax, while some nearby soldiers following the exchange with little mirth and mostly suspicion. "Kul! What are you doing?" A voice shouted behind the two, causing said man to lose color in his face. "Chief! I was only asking-," "If you have the energy to ask stupid questions, you have the energy to dig another trench! Get to it!" He interrupted, shoving a shovel into his hands, causing the younger man to nod frantically before rushing off. The Chief only grunted in annoyance, giving a nod to a now much more relaxed Claner before walking off to shout at more people.
---[X] Have Pilgrim colored smoke grenades ready to use as a 'send in the DoD' signal if/when the Nek-Ne commit their forces to attack the valley.
Instead of relying on smoke-signals, the commanders of each sector have been issued rare radios for efficient communication with headquarters and to request fire support from the Daughter when necessary.
--[X] Request More Supplies
An additional 118 Supplies have been assigned to your use.
Day 2 Planning.
You currently have 558 Supplies and lose 23 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
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 battle)
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), 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)
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, 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: Probing forces are on the way towards all positions, ETA: 1(one) day (Day 3), consisting of no more than ~400 people per sector. They will only threaten the Village in [Gu Valley], representing an opportunity to capture prisoners for interrogation. Additional forces consisting of 3 unidentified groups of about ~800 per are 1(one) day behind (Day 4). On Day 6, 9 groups of about ~600 will arrive.
Wastes: Caves 1-3: Level 1 Fortifications (1/2 Days).
Alali-Pass: Exit: Level 1 Fortifications.
Nimer Flats: Entrance: Level 1 Fortified Structure.
Gu Valley: Midway: Level 1 Fortifications.
Recent Tactical Evaluations: Scouting with the Daughter was successful, though it has yielded far less on-the-ground information than hoped. While she allows for grandiose oversight and superior counting, we could glean no information about plans, leaders, possible dangerous armaments, artifacts, or other small items.
Weather:
Wastes: Windy (Speed up.)
Alali-Pass: Sunny (No effect.)
Nimer Flats: Sunny (No effect.)
Gu Valley: Moderate Rain (Speed and Range down, Morale up.)
1x Daughter Of Dawn
2x Knight - Hel - [2x Heading towards Sivaldy Caves Wastes 1-3 (Scattered)(Arrives tomorrow)]
2x War Lizard Squads - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
6x Scout Lizard Patrols - [2x Heading towards Sivaldy Caves: Wastes 1-3 (Arrives tomorrow), 4x Nimer Flats: Fortified Ancient Structure - (Entrance)]
2x Spear Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Sword Battalions - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
3x Crossbow Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Nimer Flats: Fortified Ancient Structure - (Entrance), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Vanar Longbolt Launcher Teams - [2x Alali Pass: Trapped Fortified Position - (Exit)]
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), 1x Alali Pass: Trapped Fortified Position - (Exit)]
[ ] Scout (Forces)
Cost: 20 Supplies
Time: 1 Day
Reward: Information
[ ] Fortify Ancient Structure - (Entrance/Midway/Exit) - (Forces)
Cost: 20 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.
[ ] Fortify Position - (Entrance/Midway/Exit) - (Forces)
Cost: 50 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: 6d20 Supplies
1x [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]
24x [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]
4x [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 02.03.21 at 17:00 CET.
Voting will be closed on 04.03.21 at 17:00 CET.
The update will be online on the 07.03.21 at 17:00 CET.
Day 2 Results
[X] Plan No Plan
-[X] Wastes: Fortify Cave Exit - 3) - (2 Hel Knights, 2 Scout Lizard Patrols) - (2/2 Days)
--[X] Knights will divide into three equal groups and rush underground to the Wastes cave entrances. They will fortify these and prevent Nek-Ne incursion. Scout lizards will patrol behind the knight lines to prevent Nek-Ne from sneaking in around the Knight's flanks.
The cave-entrances yawned wide open, maws into the world topside while descending deep into the black abyss of the caves below. If one were mad enough to wander around here, they would hear the wind shrieking past into the void below, the dripping of water down ancient pillars formed after eons, and the flicker of bioluminescence from insects and plants clinging to life below. The latter hid, frightened by unknown interlopers rushing into their domains, upsetting the balance delicately kept.
However, the towering machines did not care about the feelings of those so far below them, neither did their Pilots. They had been ordered to defend these entrances; thus, they would die to see it done. Behind them, hidden in side-tunnels and smaller passages, camps awaited for those whose duty it was to keep the guardians themselves safe. Quick excursions and mapping efforts brought all paths into the light, no route the enemy could take uncharted, barricades and warning systems ready to hinder and expose those which wished to venture deeper.
Now, all that was left was to wait.
Day 3 Planning.
You currently have 535 Supplies and lose 23 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
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 battle)
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), 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)
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, 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: Probing forces are on the way towards all positions, ETA: 1(one) day (Day 3), consisting of no more than ~400 people per sector. They will only threaten the Village in [Gu Valley], representing an opportunity to capture prisoners for interrogation. Additional forces consisting of 3 unidentified groups of about ~800 per are 1(one) day behind (Day 4). On (Day 6), 9 groups of about ~600 will arrive.
Wastes: Caves 1-3: Level 1 Fortifications
Alali-Pass: Exit: Level 1 Fortifications.
Nimer Flats: Entrance: Level 1 Fortified Structure.
Gu Valley: Midway: Level 1 Fortifications.
Recent Tactical Evaluations: All Units await further orders while preparing for the coming fights.
Weather:
Wastes: Light Sandstorm (Speed down, Range down.)
Alali-Pass: Sunny (No effect.)
Nimer Flats: Sunny (No effect.)
Gu Valley: Storm (Speed and Range harshlydown, Morale down.)
1x Daughter Of Dawn
2x Knight - Hel - [2x Sivaldy Caves Wastes 1-3 (Scattered)]
2x War Lizard Squads - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
6x Scout Lizard Patrols - [2x Sivaldy Caves: Wastes 1-3, 4x Nimer Flats: Fortified Ancient Structure - (Entrance)]
2x Spear Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Sword Battalions - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
3x Crossbow Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Nimer Flats: Fortified Ancient Structure - (Entrance), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Vanar Longbolt Launcher Teams - [2x Alali Pass: Trapped Fortified Position - (Exit)]
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), 1x Alali Pass: Trapped Fortified Position - (Exit)]
[ ] Scout (Forces)
Cost: 20 Supplies
Time: 1 Day
Reward: Information
[ ] Fortify Ancient Structure - (Entrance/Midway/Exit) - (Forces)
Cost: 20 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.
[ ] Fortify Position - (Entrance/Midway/Exit) - (Forces)
Cost: 50 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: 10d20 Supplies
28x [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]
2x [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 06.03.21 at 17:00 CET.
Voting will be closed on 08.03.21 at 17:00 CET.
The update will be online on 12.03.21 at 17:00 CET.
Day 3 Results
[X] Plan: get more bodies
- [X] Request Reinforcements - 1x [Crossbow Battalion], 2x [Sword Battalion]
The requested reinforcements have arrived and stand ready for any orders, sir.
Battles:
Sivaldy Caves: Wastes:
Weather:
Light Sandstorm (Speed down, Range down.)
Battle:
Knights open fire, killing 255 (45,24,97,19,5,5,56,4) Mutants.
47 Mutants remain.
Mutant Rabble scratched on the Knights paint. No effect.
Knights used [Squish]! It is super useful!
Result:
302 Mutant Rabble killed.
Light scratches on several Knight's cosmetics. Effortless Victory!
The sands began to rage once more outside, the winds swiftly carrying them around the Wastes. Though not at speeds where one had to fear being flayed alive, the sand and winds still held plenty of danger to the unwary and foolish caught in the open without shelter and supplies. It was a good thing then that the Hel of the Blue Lance and the Scout Lizards were safely within the confines of the Sivaldy Caves, sheltered by the earth and stone around them. What was less pleasant was the howling horde of Mutants charging towards the various entrances topside, guarded by the Knights who, in turn, were shielded by the scouts dutifully guarding the giant machines. All over, the massive robots readied crossbows, Cores readied ballistic-calculations, overlaying arcs, expected spread, and shared information among themselves, before, with a single pulse from each leader, the Knights opened fire upon the horde.
Within minutes, over 200 Mutants fell to their bolts. Truthfully, a low number, but the size and unpredictability of the charging Mutants meant that some managed to reach melee with the Knights.
For all the good it did.
Sir?Yes?There appear to be Mutants scratching my paint. Permission to commence squish, sir?Permission granted.
The Knight lifted his foot, shifted, and, like an overripe watermelon dropped from a skyscraper, the Mutants popped.
Battle:
Mutants do not detect your forces, smashing through empty barricades and half-dug trenches.
Ranged Units open up.
Vanar Longbolt Launcher Teams assassinate 76 (20, 12, 19, 7, 18) Mutants.
326 Mutants remain.
Crossbows open fire, killing 383 (137, 203, 43) Mutants.
0 Mutants remain.
Result:
402 Mutant Rabble killed.
Many graves need to be dug, and the Tribals are grumbling about not getting into the thick of it. Grand Victory!
"Steady, gentlemen," the sergeant called out in a stage-whisper, holding a hand up, as another two cracks echoed through the pass, rebounding from the walls to add yet another echo to the toll being taken since a few minutes. None among the hidden crossbows were dumb enough to utter or murmur their dissatisfaction with being shown up like that by the Longbolts but trusted their superior. They would shoot when she told them to, and not a moment sooner, even if it grated at them to leave the killing to, allies they may be, loaned troops. A howling and a cacophony of sounds reached everyone's ears as the Mutant horde had reached the barricades, trenches, and traps below, only to find no living soul down there. "NOW!" The sergeant cried out, chopping her hand down. A volley of bolts hurled out not even half a second later, soon followed by another and another, as they bombarded pre-sighted spots. The horde never stood a chance to make it through.
Battle:
Mutants begin to charge.
Ranged Units open up.
Crossbows open fire, killing 14 (1, 13) Mutants.
369 Mutants remain.
Hidden Trait revealed: [Chitin-Armor]
Mutant Rabble showed to be [Corrupted Swarmguards]
Corrupted Swarmguards crash into the fortifications, killing 205 (104, 101) Sword 1 and 326 (140, 186) Tribal 1.
Tribal 1 wavers (Morale: 79, pass) but does not flee.
Vanar Grenadier Outriders open fire, killing 127 (61, 66) Corrupted Swarmguards.
242 Corrupted Swarmguard remain.
War Lizards charge, killing 311 (38, 83, 86, 65, 39) Corrupted Swarmguards.
0 Corrupted Swarmguard remain.
Result:
205 Swords killed.
326 Tribals killed.
383 Corrupted Swarmguard killed.
Swarmguard Corpses sent to HQ for analysis. Victory!
The plan had been straightforward. The lizards and grenadiers would leave when the outlying scouts found the enemy on the approach, hiding away to smash in their backs. The crossbows would use their elevation in the ancient structures to shoot the rushing hordes, while the tribals and swords held them at bay long enough for the cavalry to mop the Mutants up. But the best-laid plans of men and mice were always doomed to fail once the enemy made contact.
Before the crossbows even had a chance to fire, a buzzing filled the air shortly before the rushing horde began to run. Far faster than they had any right to, far quicker than any had expected or feared. But discipline held among the troops, and volleys were loosened. In graceful arcs and like angry hornets, the bolts flew and struck true. And did nothing. Despite several volleys impacting, the Mutants shrugged off the blows, continuing to run towards the fortifications, leaving little corpses behind.
Crashing into the prepared barricades and prepared defenders did little. The Mutants seemed to jump several ranks deep into formations to reap a bloody harvest with scythes, acid, poison, and weapons made of strange materials. Word quickly traveled through the ranks from the Tribals as to what enemy they were facing. The Jilper Tribe had long since been "gifted" with a relative focus of Mutations among their Mutated, most commonly manifesting in hardened chitin-armor, poison-, or acid-glands, as well as possessing superior leg musculature, which had lead to many being consolidated into the Swarmguard, the elite of the Tribe. They had been thought dead and lost, having demanded to stay and fight to give the rest of the Tribe's civilians a chance to retreat to safety. Now they stood with those that had killed their own, twisted into pale shadows of their former selves. Cancerous growths and extra limbs twitched and pulsed all over their bodies, their speech nothing more than animalistic screeches and screams. Their reveal here, now mutated further beyond what mutations they had, was seen not only as utter mockery and insult but sacrilege by the Jilper Tribals present.
They would not be able to reap revenge and give due mourning to those souls that the Nek-Ne had stolen from them, as the Grenadiers opened fire, drawn in early due to the lack of effect from the Crossbows. Their grenades worked where bolts did not, shattering chitin, bones, eardrums, and innards with equal ease, the fragments scything through tender flesh and soft organs. A roar drew attention to twelve lizards rushing with deadly glee towards unguarded and unaware foes in the confusion and disorganization. Moments later, Swarmguard were shredded apart with claws, teeth, steel, and tails. Only seconds after, the sites where the War Lizards had entered the fray resembled more the blood-charnel pits of the Rose of Flesh than battlefields.
The last Swarmguards turned in terror, only to be killed by the swarming Scout Lizards instead.
The Empire had won the battle, even with some surprise and death.
Gu Valley:
Weather:
Storm (Speed and Range harshlydown, Morale down.)
Battle:
Vanar Slingshot Heavy Coilgun opens fire (1x Solid, 2x Cannisters), killing 308 (89, 8, 20, 19, 8, 45, 35, 27, 18, 15, 24) Mutants.
? rolls for ? = 68, 59, 50. Pass, Pass, Pass.
93 Mutants remain.
Crossbows open fire, killing 13 (5, 2, 3, 3) Mutants.
80 Mutants remain.
Tribals open fire, killing 25 (10, 3, 10, 2) Mutants.
55 Mutants remain.
Mutants crash into spears, killing 14 Spears.
The champion is revealed: [Soothsayer]
Soothsayer kills 597 (20, 76, 12, 74, 69, 84, 51, 11, 200) Spears.
639 Spears remain.
Spears waver (Morale: 68, barepass) but do not run.
Spears attack, killing 37 (13, 6, 18) Mutants.
17 Mutants and 1 Soothsayer remain.
Tribals attack, killing 42 (8, 13, 7, 2, 8, 4) Mutants.
0 Mutants remain and Soothsayer at 20/45.
Vanar Slingshot Heavy Coilgun and Crossbows cannot fire, Champion (Tiny) in Meele.
Fire anyways? (DC: 02 and 20 respectively. 1 and 7, fail and fail.)
Soothsayer kills 596 (71, 76, 25, 63, 1, 76, 36, 48, 200) Spears.
Spears at 43.
Spears shatter, running away.
Tribals attack, causing 52 (10, 13, 6, 11, 8, 4) damage, killing the Soothsayer.
Result:
1.207 Spears killed, Spear Battalion dissolved.
400 Mutant Rabble killed.
Soothsayer Corpse burned.
Soothsayer Ashes melted.
Soothsayer Slag sent towards HQ to be entombed. Very Costly And Narrow Victory.
The rain fell in solid sheets, soaking through every nook and cranny in the empire soldiers' armor, making them shiver even only minutes after leaving the protection of the tent. Scouts had spotted the enemy, and so, Seargents had roused them from their warm drinks and dry places, leading to the battalion standing ready, cold, and miserable. Though not grumbling. No one expected this battle to last longer than the first three minutes, especially once the heavy coilguns opened fire and reduced everything in its firing-arc into so much paste.
A yell from behind the spears came shortly before several high-pitched thumps rang out, momentarily ripping tubes into the dense rain and bringing death to the Mutants running towards the imperial line. Several more volleys followed as the enemy came closer and closer before light suddenly bloomed in the sky. A flare shot from a forward observer, signaling that an invisible line had been breached and followed by more high-pitched thumps. Though this time, the rain was shredded instead, revealing those charging for a singular moment.
The sight was pitiful, as not even a hundred Mutants remained from the 400 or so reported, and with luck, those on the front would not have to fight at all. Trills came from the crossbows as they and the Tribals readied their weapons, and with another signal, fired over the heads of their comrades and allies, respectively.
That was where things went wrong.
One would expect that over two-thousand arrows and bolts would lead to a quick demise for those charging without heavy shields. One would also expect that that would not be enough even then.
But they would be wrong.
The heavy winds somehow managed to shift in just the right way to deflect most projectiles from their paths, and those who did strike true and the unfortunate reality of hitting next to nothing vital. Yes, some Mutants fell, but not enough to prevent the maddened half-animals from crashing into the spear wall ready to receive their charge. Flailing limbs and natural weapons managed to hit, snuffing out the lives of over a dozen soldiers, though only barely below a 4-to-1 ratio of the Mutant's living members.
Victory was assured in the minds of all, only the mop-up of the survivors needing to be taken care of.
And then half the battalion died.
The other half began to scream, blood seeping out of their eyes, ears, noses, and skin. Skin began to cook as organs failed within bodies, a single creature standing in the middle of the unexpected slaughter, laughing in absolute joy.
A Soothsayer had entered the battlefield and had reaped its bloody harvest. Even with the Empire's relaxed laws on Mutations and top-down disapproval of Kill-On-Birth lists, some Mutations still lingered on them, too dangerous to let exist. The death of the infant judged mercy compared to the horrors it would sow. A Soothsayer was among those blacklisted Mutations, as the afflicted body would begin to create horrific neurotoxins and poisons, delivered via unknown mechanisms over a large area, intentionally or not. Almost everything other than the result and the markings of the Mutation were unknowns, as all those who had it were killed, dismembered, burned, and then had the ashes glassed in fear of some trace of the horrific poisons remaining.
Horror was immediately overcome by hard-trained discipline, as various standing spears realized what manner of horror they faced and panicked, trying to take it down before more would die, or they succumbed to the subjected wounds. Their heroism was ill-fated and only ensured the rest of the survivors' doom, as the crossbows saw the swarming soldiers, hesitating to pull the trigger once more. At the same time, the gunners of the Coilgun held out a short hope that they would be able to deliver a precision shot with a Vanadium Steel Dart, though their hesitance to fire through their comrades dooming the very same.
In the end, it was the Tribals who overcame their hesitance first, readying bows and firing all the arrows they had, turning the horrific laughing monster into a grotesque pin-cushion.
They only stopped firing onto the Mutant once they had run out of arrows.
The Spear Battalion would later be officially dissolved, with only 43 survivors, none of them fit for battle. Physically or mentally.
Day 3 Planning.
You currently have 494 Supplies and lose 13 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 (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]
[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 in the [Wastes] themselves. They need to be patrolled and guarded if you wish to secure your rear and Jokiv itself.
Current Strategic Evaluation:
Additional forces consisting of 3 unidentified groups of about ~800 per will arrive on Day 4. On Day 6, 9 groups of about ~600 will come. The sandstorm is abnormally developing and behaving, something to keep an eye on before it bites us in the back, sir. Our lack of on-the-ground information nearly lost us Gu-Valley, scouting operations need to be intensified to prevent any such happenings again.
Wastes: Caves 1-3: Level 1 Fortifications
Alali-Pass: Exit: Level 1 Fortifications.
Nimer Flats: Entrance: Level 1 Fortified Structure.
Gu Valley: Midway: Level 1 Fortifications.
Recent Tactical Evaluations: All Units await further orders while recuperating from the last and preparing for the coming fights. We should reinforce Gu Valley.
Weather:
Wastes: Sandstorm (Speed significantly down, Range significantly down, malus to all Scouting Actions.)
Alali-Pass: Storm (Speed and Range harshlydown, Morale down.)
Nimer Flats: Sunny (No effect.)
Gu Valley: Sunny (No effect.)
1x Daughter Of Dawn
2x Knight - Hel - [2x Sivaldy Caves Wastes 1-3 (Scattered)]
2x War Lizard Squads - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
6x Scout Lizard Patrols - [2x Sivaldy Caves: Wastes 1-3, 4x Nimer Flats: Fortified Ancient Structure - (Entrance)]
1x Spear Battalion - [1x Alali Pass: Trapped Fortified Position - (Exit)]
4x Sword Battalions - [2x Nimer Flats: Fortified Ancient Structure - (Entrance) - (1 at 1.045/1250)]
4x Crossbow Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Nimer Flats: Fortified Ancient Structure - (Entrance), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Vanar Longbolt Launcher Teams - [2x Alali Pass: Trapped Fortified Position - (Exit)]
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
[ ] Fortify Ancient Structure - (Entrance/Midway/Exit) - (Forces)
Cost: 20 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.
[ ] Fortify Position - (Entrance/Midway/Exit) - (Forces)
Cost: 50 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
1x [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]
30x [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]
2x [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]
An: sorry for the late update, my internet was down.
A moratorium will be until 14.03.21 at 17:00 CET.
Voting will be closed on 16.03.21 at 17:00 CET.
??? will begin on the 17.03.21 at 17:00 CET.
The update will be online on 20.03.21 at 17:00 CET.
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.
Day 5 Results
[X] Plan: LIZARDS!!!
-[X] [Jokvi] [Recruit] 3 Knight hels and 2 Acid units (520 supply)
The requested Units have arrived and are already hard at work to further increase our chances of victory.
-[X] [Jokvi] [Request supplies] Use DoD.
The Daughter delivered 1.127 (80, 69, 53, 93, 83, 71, 35, 48, 3, 68, 50, 35, 62, 50, 64, 77, 23, 58, 55, 50) Supplies after she emptied several warehouses of military and civilian goods to further fuel the effort in resisting the invasion. Multiple merchant caravans and trade unions have noticed this sudden dearth of supplies within Jokvi itself and taken to cranking up the prices for essential and luxury goods. Several who rose the first type were executed as a result.
-[X] [Jokvi] [Reinforce Unit] Get that damaged sword unit up to full strength.
Multiple fresh recruits have arrived with the Supplies ferried within the Daughter. They are being hazed, per the Battalions individual tradition, as we speak and should fight effectively come tomorrow.
-[X] Detach all scout lizards and vanar grenadier outriders.
Scout lizards begin to detach themselves from their units to congregate in preplanned spots out in the wastes before splitting apart once more, heading out with new orders. The Vanar Grenadier Outriders are not far behind and only slightly slow the search down.
-[X] Send 2 war lizard squads to the Nimer Flats
As ordered, the War Lizards have reported to the local field commander for their new posting.
-[X] Send 2 War Lizards to take over the scout lizard's job patrolling behind the knights at the Waste Cave Entrances.
The Lizard Squads were welcomed warmly, their routes and tactics have been incorporated, and protections against the sandstorm raging outside the caves have been handed out.
-[X] Send 1 Spear, 1 Sword, and 2 Crossbow battalions to Gu Valley.
The Battalions have arrived as ordered and stand ready to defend the Empire with their lives.
-[X] Send 4 Knight Hels to Waste Cave Entrance 2.
Similar to the Lizard Squads, the Hels have been quickly incorporated into the overall command and tactics. No protections against the sand were offered out of self-evident reasons.
-[X] Acid Troopers are to destroy the Wastes Cave Entrances 1 and 3. Make sure the Knights are out of 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.
Acid Troopers are specialized Units, often only called when met with particular foes, such as machines, and when ecological damages are of little to no concern. And while their work in battle is horrific, to the point that some generals are open proponents of banning the use of the Unit outright, their effectiveness has always ensured that there was at least some room for them within the Empire's arsenal. They excel at tasks where they have to deter a foe from charging near them, in area-denial, the destruction of slow and difficult-to-kill machines, and the elimination of some Mutants. What they don't excel at is the skilled destruction of supporting architecture and geological features in a quick fashion. As such, while the Troopers could destroy both Cave 1 and 2 with no collateral damage, the work left little time to continue along towards other entrances. They stand ready to continue tomorrow.
--[X] If Waste entrances 1 and/or 3 are destroyed, then move their Knights to entrance 2.
The Knights had already evacuated the area well before the entrances could be brought down and could swiftly relocate once the collapse began.
-[X] Scout the Wastes (18 Scout Lizards, 1 Vanar Grenadier Outriders)
--[X] It is 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 troops do not believe they can achieve this, retreat with their info.
Result:
470 Dead Celebrants
6 Dead Champions
1 Dead Prophet
Slaughter
Weather Artifact Secured.
For all that the Nek-Ne had tried to hide their presence within not only a sandstorm but the nearby ruins as well, they never had the misfortune to be on the receiving end of incensed Scout Lizards roused to fury by their riders. With skill and cunning that will be spoken of in bars and taught within schools for decades to come, the mass of Lizards fan out in the midsts of a sandstorm, seeking traces and scents only they can taste.
It does not take long for the Lizards to spot their prey, far quicker than expected by their riders, and so the patrols quickly assemble once more to move towards their target. Quickly, the quarry was found: a large tower, two stories tall, emitting blue light and stuttering hum, as an unknown figure manipulated the Artifact. The absence of the storm around the machine was concerning, though a very welcome tactical advantage to the riders circling the Eye. Their crossbows were drawn and aimed at the 500-odd strong force occupying it before, in one sharp twang heard even over the noise of explosions, the Riders released their bolts until their clips ran dry.
Metal and flesh could do naught but give way under the continued assault of the massive steel-rain, reaping all live within the Eye. All life, except one, who had not even taken a single bolt, even as a dozen bolts had been aimed the figures way, only to be stopped short by an invisible field. A shriek of indignation rose from the humanoid before being swiftly silenced by the staccato of explosions peppering the area. Something that should have ensured its death, only to be proven false as the smoke cleared to reveal it was waving a staff in an obvious challenge, no worse for wear. 324 Crossbows rained their deadly answer in response, only to once more be stopped short by the field shielding the figure. However, as the being began to laugh, a fire started on a belt, causing it to shriek once more, but this time in fear. Swift orders saw several Lizards charge in wild fury into the Eye to kill the foe and barely managed to reach it, one Lizard ripping open its jaw to bite down onto the offending piece of food. But the figure had managed to retrieve a small black sphere from a pocket, holding it aloft with mad cackling, before pressing a hidden button on it a mere moment before the Scout Lizards jaws would have snapped shut.
And snap shut the jaws did, but not on empty air or tasty flesh, but around gore-filled, bloody, and chunky space, as the Nek-Ne who had stood a moment before had exploded upon activating the device. What purpose the suicide served, none would ever know, and none would ever bother to look too deep into the matter. Much more important things had to be done, like the deactivation of the Artifact. A task made downright easy by the trio of Vanar-Engineers specializing in unknown Artifacts. Within a matter of minutes, the humming of the Artifact recedes before stopping as the sandstorm begins to wane in strength and fury noticeably. As the three engineers start to analyze the Artifact, the success of the mission is radioed back towards HQ. And while the Sub-General and his staff quietly breathe easier, a coded transmission reaches a Vanar-Feer Data-Smith, who relays the information within to her superiors in the Clan. There was an Artifact to claim.
One less thing to worry about.
Only a thousand things left.
---[X] Second priority is to locate and assess any other unknown incoming forces.
The Patrols could find no other forces amidst the raging sandstorm. Your scouts should make another effort once it calms down further.
----[X] Third priority is to locate and assess the Nek-Ne command/home base.
The Scout Lizards found no permanent structure inhabited by the Nek-Ne. If that is because there is none, or because you missed it, is unknown as of this moment. The theory that the entirety of the Nek-Ne Tribe is currently trying to invade seems a likely option, as collaborated by various Tribals.
Day 6 Planning.
You currently have 668 Supplies and lose 327 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 6, 9 groups of about 580 Nek-Ne Celebrants lead by 180 (total) 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!
The sandstorm is abnormally developing and behaving, though, with the deactivation of the Artifact, this should settle soon. More concerning is the Black Rain currently gathering above the Nimer-Flats. If nothing is done for our Troops stationed there, we will suffer inordinate amounts of casualties from the toxic sludge and radiation seeping into their bodies. But the costs...
Weather:
Wastes: Raging Sandstorm (Speed significantly down, Range significantly down, Morale significantly down, higher malus to all Scouting Actions.)
Alali-Pass: Sunny (No effect.)
Nimer Flats: Black Rain (All Units take (TwoDiceXUnitNumber) damage at the end of combat/day.)
Gu Valley: Sunny (No effect.)
1x Daughter Of Dawn
7x Knight - Hel - [6x Sivaldy Caves Wastes 2 (169/175)), (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), 2x Sivaldy Caves: Wastes - 2]
18x Scout Lizard Patrols - [Wastes]
2x Spear Battalion - [1x Alali Pass: Trapped Fortified Position - (Exit), 1x Gu Valley: Fortified Position - (Midway)]
5x Sword Battalions - [3x Nimer Flats: Fortified Ancient Structure - (Entrance), 2x Gu Valley: Fortified Position - (Midway)]
6x Crossbow Battalions - [3x 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 - [Wastes]
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
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]
A moratorium will be until 25.03.21 at 17:00 CET.
Voting will be closed on 27.03.21 at 17:00 CET.
The update will be online on 31.03.21 at 17:00 CET.
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
Day 7 Results
[X] Plan Prepping Alali-Pass
- [Jokvi] Request Reinforcements - (4x Spearmen)
The four Spear Regiments have arrived this morning and await orders.
- [Alali-Pass] Strengthen Position - (Exit) - (5x Crossbow Battalion)
- [Alali-Pass] Strengthen Position - (Exit) - (8x Scout Lizard Patrols)
Thanks to the tireless work of our troops, the Exit to the Alali-Pass has seen a massive expansion of present trenches, traps, fortifications, and all manner of defensive works.
- [Alali-Pass] Guard - (Exit) - (4x Knight Hel, 1x Vanar Grenadier Outriders, 1x Vanar Slingshot Heavy Coilgun, 3x Tribal Squadrons)
The requested troops have arrived before the battle and stand ready to defend the Pass with their lives.
- [Sivaldy Caves] Fortify Position - (Alali-Pass Midway) - (6x Scout Lizard Patrol)
- [Sivaldy Caves] Fortify Position - (Alali-Pass Midway) - (5x War Lizard Squads)
Thanks to the tireless work of our troops, the Sivaldy Caves have seen a massive expansion of present fortifications and defensive works.
- [Sivaldy Caves] Camouflage Cave Entrance - (Alali-Pass) -(2x Knights Hel)
The Entrance has been cunningly camouflaged, hiding the assigned Hel's within, ready to burst out and smash into the backs of the Nek-Ne when they attempt to cross the river.
- 3x Scout Lizard Patrols keep watch over Nimer Flats, Gu Valley, and Wastes in case of any surprises.
The Scouts could find no hidden troops, nothing unusual has been reported, and all Units have reported at their assigned times. No loss of communication or other means of infiltration has occurred.
- 1x Scout Lizard Patrol keeps watch over Ascended's Wave and notify if they change directions or split up.
The Ascended's Wave has continued on their path, neither deviating nor wavering in their march forwards. The Scouts assigned to monitor the Wave did report that something seems, off, about the Ascended. Though an abomination to the gods in how the woman's flesh has been changed, mutated and fused to horrific machines, she seems to be in neither pain nor rapture, as is often the case for such unfortunate souls. Indeed, if the Scouts have reported it right, she seems to be utterly indifferent to her surroundings and has not once taken a sip or bite of water and food since monitoring began. What appears more worrying is how she seems to ooze [CENSORED BY ORDERS OF THE INTERNAL SECURITY]. [TO:
SUB-GENERAL AIDEN GRACIA
NEW ORDERS:
THE CORPSE OF SUBJECT X92:JA, ALSO KNOWN AS 'ASCENDED', IS TO BE SEALED INSIDE A LEAD BOX PROVIDED BY THE INTERNAL SECURITY. THE BOX WITH THE CORPSE IS TO BE GUARDED AT ALL TIMES BY 1(ONE) KNIGHT HEL OF THE BLUE LANCE CHAPTER. ALL THAT ATTEMPT TO ACCESS THE BOX WITHOUT PROPER AUTHENTIFICATION (SEE BELOW) ARE TO BE EXECUTED AFTER THEIR SECOND ATTEMPT.]
- 2x Vanar Longbolt Launcher Teams Assassinate Soothsayers only, then hitch a ride on a Scout/War Lizard as a means of escape.
"Wind shifting to the north-north-east, same speed," came the calm voice of your friend, his information rapidly being displayed within the scope of your gun and the googles you wore. "Adjusting," was all that you replied with, too focused on the scene below you. Thousands of Mutants scittered, crawled, marched, ran, jumped, or slithered over the ground, ever driven onwards by the crackle of whips dispersing electric shocks to those too slow or rowdy. Sometimes seemingly on a whim or for the enjoyment of the whip-holders. Though what had the focus of your mind were the three beings marching in the midsts, bulky suits, and tanks, a dead give-away to their nature and purpose. "VL-02 to VL-01, ready to shoot when you are, awaiting the signal," came the slightly static voice of the other team a dune or three away, jolting you out of your inspection. "VL-01 to VL-02 acknowledged, stand by to fire," came your reply as the sights aligned with the bodies of the Soothsayers. Two seconds later, all three lay dead; their suits ruptured, the tender flesh beneath turned to gore and nerve-gas. "Time to bug out," your friend said, removing the shield from the ground and signaling the nearby Scout Lizard.
-200 Mutant Rabble.
- Combine Depleted Hel remaining Hel and Combine Depleted War Lizard Squads to other War Lizard Squads.
Reinforcements have arrived for the depleted War Lizard Squad, with the split-off Knights reintegrating into their respective Hel's.
Battles:
Weather:
Storm (Speed and Range harshlydown, Morale down.)
Forces:
Empire:
6x Scout Lizard Patrols
5x War Lizard Squad
2x Knight Hels
1x Vanar Slingshot Heavy Coilgun
Few things become as easy to do and trivial to justify as killing another sapient being. Many are the reasons one does kill, to snuff out the unique existence that is the spark of thought and higher understanding within the mind of another familiar, yet distinctly alien, life. Few are the reasons that one can call true, just, and good. Even as base and cliche as those words sound in connection to the act of ending a life, they nonetheless ring pure once the driving force behind the actions becomes known and accepted. Enusat could only stare at the slaughter happening not even a hundred meters before him and repeat the reasons as to why the thousands upon thousands of deaths that have, are, and will happen are justified in every sense. In the academy, his instructors had always made a point to differentiate between the soldier and the warrior. "The warrior fights for glory, personal gain, a desire to end lives, and enjoyment in the fight itself. A Soldier stands between an enemy and those behind them; they fight onwards on behalf of those marching in lockstep with them and never let those who have died die in vain." They have drilled this into his brain, again and again, to shape a soldier worthy of the name. One who would carry the banner of the Empire with the pride and dignity it deserved, held aloft by those that stood true to its ideals and would die to see it flutter in the morning wind. His commander had told him why they fought for the hectic last week, the Tribals spoke in horror of the abominations they had seen wrought from their families, and he had stained his mount and weapon in the blood of the attackers.
And yet... and yet, despite everyone's best efforts to convince him that what he was doing was not only justified. But moral.
He could not see anything other than thousands of slaves, shackles within their minds, led to the slaughter by those few too insane to question their paths upon this earth. Too zealous to entertain the thought that those under them were more than tools, that they had their own stories to tell. Their own journey to complete and experience. A god had told the Nek-Ne to take up the war banner, to raise their arms against neighbors and friends, to turn any that disagreed into mindless Mutants, forever doomed to remember what they had once been, yet too reduced in form to change. And a general had told him to kill them all.
Which he would do.
Once the Vanar stopped firing, the Knights and scouts would add their own to the mix before they would charge. He would ride in the front, glaive at the ready, and trample the first dozen ranks. Then, as the Knights would fight against those who thought they stood a chance, he and his fellow soldiers would add to the butcher's bill with claws, arms, and bolts. Those souls currently being shelled would die knowing that they had failed; those responsible would merely be annoyed at the loss of yet another "bad batch."
The Knights raised their arms.
With a deep breath, Enusat closed his helmet, ready to slaughter them all.
The Knights fired, and soon the scouts followed as a soldier urged his lizard into charging.
Day 8 Planning.
You currently have 817 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 in the [Wastes] themselves. They need to be patrolled and guarded if you wish to secure your rear and Jokiv itself.
Current Strategic Evaluation:
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
Day 8 Results
[X] Plan: Last Stretch
- [X] Build Sniper Nest - (Midway, Above Valley) - (2x Vanar Longbolt) with Scout Lizard for escape and priority on the Chieftain
When building and preparing a sniper-nest, one has to take extreme precautions to ensure that its position is as well-positioned as it can be, with wide sight, good camouflage, and scouted paths for expeditious retreats in case the enemy finds you. After discovering such a position, the next step is as logical as counterintuitive: choosing the second or third best spot. While you can readily identify such ideal areas to ply a sniper's trade, so can those of the enemy. In that regard, figuring out where those spots for the other side are, is another essential step after finding your place. Only then can a sniper start to hunt for the attackers and those set to guard over them. Luckily, the Nek-Ne had, thus far, not shown any impressive long-ranged capabilities or anything which suggested the use of a simulacrum of our Longbolts, which means that for the first time, the two Longbolts teams assigned to hunt for the Chieftains head were content with only the fourth-best hole to crawl into and not move for the next two days. The Scouts, meanwhile, started to catch up on basic Lizard-Care for their steeds.
Of course, the loose guideline described above had been generalized and dumbed down to prevent you from being bogged down with unknown terminology and specifics that will have no bearing on your daily life.
- [X] Evacuate Village - (Midway) - (4 Scout Lizards) Once they are done, regroup with the other Scout Lizards in Midway
Olang stared in awe at the giant animal sleeping in the center of his home, entirely at ease with the hustle and bustle of the grown-ups like its rider. With a fluidity bordering on arrogance, the woman atop the lizard walked on her steed, directing everyone in their preparations for the evacuation to a safer place. The feathers on her armor and head waved beautifully in the warm breeze, colors of a thousand birds and stranger things intermingling, clashing, cooperating, and vying for attention. And just as Olang was about to step to the lizard to touch the feathers himself, his mother came and started dragging him away to do more work.
Meanwhile, Pack-Leader Ji'zac continued to give instructions, patiently explaining why taking a piano with you during an evacuation was a bad idea.
- [X] 3x Scout Lizards in the Wastes, maintain position. LS-13 to HQ, LS-13 to HQ. Nothing new to report, the Ascended has not changed path, and neither have the attending Champions, Prophets, and Mutants. LS-13 over and out.
- [X] Daughter of Dawn - When the Mutants reach Midway, flank behind them and unload 5x Knight Hels along with providing fire support, have a Crossbow Battalion or two on her deck for additional firepower, and finally bombard the mutant army with extreme prejudice
The steps of Knights have ever shaken the very ground they walked on from the first moment one had awoken. With thunder and snarling, their engines and actuators had heralded their steps, echoing booms ringing far and wide for all to hear, or a low, dangerous growl, when stealth was more advised for these towering monuments to the engineering ingenuity of humanity. When they walked in lockstep, entire hills disintegrated, houses collapsed, and the Morale of those at the end of their march wavered before breaking. Today, they hit ancient metal, advancing through corridors only recently retread by mortals, before standing at rest in the outer hangars, ready to drop from the air and bring death with them. And as the Pilots emerged, they did not do so in justified pride and awe of the ship that would carry them, but nervous and confused.
For as they had walked, nary a sound had escaped as thy walked in near silence, only accompanied by the steady droning of a thousand boots marching into hallways, their owners dispersing towards higher decks to ready themselves for the battle ahead.
"Ill omens," one spoke. "Ill omens when the Titans march silently."
- [X] Strengthen Position - (Midway) - (Basically everyone else)
"The transit of our troops was very successful and went off without a hitch. The Tribals stole nothing, no gear, and supplies, were "lost/damaged" by anyone, and we have enough stock to feed everyone here comfortably. Though it should be noted, unless we receive a new round of resupply soon, we will see a sharp drop in combat readiness across the board." - Logistics Specialist Zacharias Kein.
- [X] Slingshot - Ready several Darts for the Chieftain
With great care, nine long darts were lifted from their casings.
In pride, they were loaded into the ancient weaponry to bring death and destruction to those daring to turn holy machinery to such perverse ends as the Nek-Ne had done.
In Ritual and Skill, the Darts were calibrated to the best of the crew's ability.
With anticipation, they waited to pull the trigger, sending a package of death into the body of the corrupted human heading into the Empire's Lands.
(Slingshot gains temporary x1.5 Damage for the first salvo. You cannot repeat it.)
Day 9 Planning.
You currently have 7 Supplies and lose 305 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. One [Village] lay within, which, 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:
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
4x [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]
40x [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]
A moratorium will be until 15.04.21 at 17:00 CET.
Voting will be closed on 17.04.21 at 17:00 CET.
The update will be online on 23.04.21 at 17:00 CET.
(This above should be taken as a suggestion rather than a fact. The next update will likely be equally quick, seeing as we are about to enter the last fight. Though I will take some extra time to polish/continue writing Turn 40.
Also, the commission is in the queue to be drawn in 2-3 weeks, after which it shouldn't take more than 2-3 weeks for it to finish!)