What would readers prefer?

  • Pure narrative quest: no dice will be used, the author will have free reign to decide what happens.

    Votes: 25 59.5%
  • New dice system: the author will design a new, better dice system to add some randomness and risk.

    Votes: 17 40.5%

  • Total voters
    42
  • Poll closed .
You don't have a promotion item yet if that's what you're asking, but I'm planning to have something that will hopefully give you access to some items, which could include promotion items.

Do we have multiple options for Ryza's Promote? Or is her Promotion going to be fixed?

Also, meta question, is this a One Promote game like most of the franchise, or a Two Promote game like the really high end stuff. The feats you've suggested that are the top end in the histories here suggest a Two Promote game (But with strict limitations in who qualifies for a second Promotion), but you might have just raised the floor of One Promote.
 
Do we have multiple options for Ryza's Promote? Or is her Promotion going to be fixed?

Also, meta question, is this a One Promote game like most of the franchise, or a Two Promote game like the really high end stuff. The feats you've suggested that are the top end in the histories here suggest a Two Promote game (But with strict limitations in who qualifies for a second Promotion), but you might have just raised the floor of One Promote.

The plan is for Ryza to have a very specific promotion: she hasn't researched Seals yet, but since they use dragonstone powder/fragments she's not going to be comfortable using them.

My current plan for promotions is only one tier. For example, Archmage Stormspeaker's a Sage: he has a Guiding Seal. He's just at the absolute high-end of it because he was exceptional before he got the seal, and the seal's made him even more powerful.

I intend promoted characters to actually be kind of rare. The fact that Agrithe has a Fell-Seal spymaster is one of the reasons they're so powerful.
 
The plan is for Ryza to have a very specific promotion: she hasn't researched Seals yet, but since they use dragonstone powder/fragments she's not going to be comfortable using them.

My current plan for promotions is only one tier. For example, Archmage Stormspeaker's a Sage: he has a Guiding Seal. He's just at the absolute high-end of it because he was exceptional before he got the seal, and the seal's made him even more powerful.

I intend promoted characters to actually be kind of rare. The fact that Agrithe has a Fell-Seal spymaster is one of the reasons they're so powerful.

Neat, of course, as we've seen, so does the Empire, and those are just the ones we know about, not counting anything we don't.

So while they're rare, presumably, most nation-states and equivalent powers can still field them reliably when it matters. But I guess if that's the case, they bring a lot more benefits to the table than just a couple stat boosts and the ability to keep levelling up, right?
 
On the topic of promotion, is it like in the games where we can permanently lose out on stat increases if we do it too early?
 
My inclination for the battle was to have Alejandro cover Artemis' archers

Our cavalry hits theirs and then peels off for Artemis to command a bloody volley.

Ryza and her irregulars are pretty darn well tuned for the house to house fighting by the bridge. Kelton loud in front and our fun thief (Edit: Belle! Her name is Belle! I want her to have a hilarious "there must be something more than this provincial life" musical number with sneak attacks some time before the end of this campaign) quiet backstabbing with us covering Kelton.

If we can clean up quickly we can close to normal engagement distance. If not we can hide in the village and bolting targets of opportunity.

And from what I can tell, promotions are rare and more like a prestige class that advances all the normal class features and adds new ones.


Draconic Awakening is a soft promotion as it is. Getting Dragon!Ryza is an incredible "break glass" for a mage.
 
Last edited:
I mean, it's 12 on 3, with Level Parity, I wouldn't trust our bunch to win in the village, though relieving it is probably going to be important.

Still, we can probably fuck up their cavalry wing, swing into the village to recover anyone there, and make our retreat to the castle with Ryza discouraging pursuit with Bolting, that's why I want to keep it in reserve for now, to make sure they don't think to spread out to counter an Artillery Mage.
 
Last edited:
Could leave Artie comparatively unattended and give us Alejandro for the town. Throw in Axe Girl and we could counter clockwise sweep.

Cavalry being able to hit and fade and be followed by a rain of arrows seems like it would be devastating and best employed in the open.
 
Last edited:
My thoughts on the tactical situation: Dangerous.

With the enemy cavalry and flyers on the field, both formidable forces, we could attack any one area and find ourselves ganged up on shortly by more than we would like to deal with. Assuming the enemy can redeploy their forces quickly, which is an assumption we should make for safety. If we can defeat the enemy in detail we are in a good situation, however.

The highest priority target on the battlefield for us is the siege weapons and probable engineers with them. Those are critical, high value assets for an army. The looting soldiers in the village are low priority; they'll probably respond slowly and aren't really important. If we can take out the enemy cavalry and wyverns, those are the next most valuable assets the enemy has after the engineers. Mobility gives an enemy army a lot of tactical options that infantry don't offer. We want to take those options away if possible.

Here are a couple possible approaches:

[] Plan Achieve Mobility Supremacy
-[X] Ryza, Kelton (mounted), and the pegasus knights attack the wyverns of Group 1.
-[X] At the same time, Artemis leads a friendly cavalry charge at the enemy cavaliers of Group 2. Friendly infantry join the following round, lead by Elena, Alejandro, and Belle.
-[X] If Ryza's group finishes off the wyverns first and Artemis' group is doing okay, Ryza's group will attack the enemy siege engines and likely engineers in group 4. These might be the most valuable target on the battlefield.
--[X] If Ryza's group finishes first and Artemis' group looks like they need help, Ryza's group will hit the enemy of Group 2 with an aerial charge from the rear and help Artemis mop them up. If it appears situationally doable considering the state of reinforcements from the enemy's main camp, once Group 2 is mopped up Ryza's group and the friendly cavalry will engage the enemy's siege engines and probable engineers before withdrawing from the field along with the infantry. The infantry will hold open their line of retreat while they deal with Group 4.
-[X] If Artemis' group finishes off Group 2 first, Artemis will lead the friendly cavalry in a raid on the enemy siege engines and probable engineers in Group 4 if it appears viable given the state of enemy reinforcements. Friendly infantry will hold open the line of retreat along the road.
-[X] When the tatical situation starts to shift towards the Imperial troops, Artemis will sound an orderly retreat up the road.

[] Plan Shock Cavalry and Awe
-[X] Ryza will use bolting to keep the enemy main camp busy. Belle, Kelton, and Alejandro's group will protect Ryza, act as an emergency reserve if any friendly group gets into trouble, and guard the path of retreat down the road.
-[X] Artemis will lead the friendly cavalry except for Count Sobeski's group on a raid of the enemy's siege engines and probable engineers in Group 4.
-[X] Count Sobeski and the pegasus knights will pin down the enemy cavalry of Group 2 while friendly infantry not guarding Ryza engages them, in a hammer and anvil approach. They don't need to defeat the enemy cavalry, just keep them busy so they cannot reinforce Group 4.
-[X] If things go well, and the main enemy camp proves unable to reinforce effectively, Artemis' group can reinforce Count Sobeski and the Infantry and then move on to the enemy in Group 3.
-[X] If the enemy wyverns engage a friendly group, the pegasus knights will disengage from their fight and move to the friendly group to assist.
-[X] If Ryza's group is engaged, she will cease bolting to defend herself, shifting as needed.
-[X] When the enemy siege engines and accompanying men are eliminated, Artemis will sound an orderly retreat up the road.
 
Last edited:
Could leave Artie comparatively unattended and give us Alejandro for the town. Throw in Axe Girl and we could counter clockwise sweep.

Cavalry being able to hit and fade and be followed by a rain of arrows seems like it would be devastating and best employed in the open.

Village is infantry work, and what we have is a band of Horse Archers with a lance of Cavaliers.

Hmm...

The real issue is the Wyverns, they've got the freedom to threaten everyone, and their only deterrent is archers or Ryza. Ryza can't take them singlehandedly unless we go Dragon Form, but this isn't the time for that just yet. We want Dragon Ryza as our Surprise when their Siege Weapons are set up so that she can take it out in one fell swoop, rather than preparing anti-Dragon ballistas or Dragonkiller bows or something to wreck our face for daring to be a Flying Unit in a No Fly Zone. We can ignore normal Bow Weakness in Dragon Form, but presumably a Dragonkiller weapon or a Ballista or something would bypass that.

One possibility comes to mind, Cavaliers as a spearhead covering Artemis and her Yeomen, their melee is losing 2-1, but they actually have a pile of archers who are laying down the DPS while they keep the enemy Cavaliers from bullying them. The Wyverns can't intervene there because there's an entire forest of Bow users ready to full them full of feathers.

Then Ryza, Alejandro, and the Pegasus Knights hit the ones in the village, we've got Belle having a Complex Environment to do Thief Things in, Kelton to bodyguard Ryza while she rapidly turns the tide, and we've got the Pegausus Knights able to gank stragglers while aggressively flank, while Alejandro and his Myrmidons bully the Warriors who would normally be deterring the Pegasus Knights. The Wyverns might try to intervene there, but they'd have to enter striking and support range, and we have a potent Mage doing close air support, which tilts the odds in our favor.
 
-[X] Ryza, Kelton (mounted), and the pegasus knights attack the wyverns of Group 1.
Kelton (Level 4 Soldier: Steel Lance, Javalin Infantry)
Group 1: Two Wyvern Riders (Level 6, Steel Lances)
(Only fliers can engage)
I am seeing two problems with this part of the plan.

If it appears situationally double considering the state of reinforcements from the enemy's main camp,
"doable"?

-[X] Ryza will use bolt to keep the enemy main camp busy.
"Bolting"?

On another note, Angela specifically said that three Whitewings vs two Wyvern Riders was bad odds, but from the sound of things, three Whitewings vs one Wyvern Rider is likely to go much better, and if I'm remembering correctly, Wyvern Riders tend to have relatively low Resistance, and on top of that, I distinctly remember Ryza mentioning that Thunder magic has an advantage against Wyverns (I think it came up in the narration back when we were planning to rescue Sypha), so I wouldn't be surprised if she can one-shot or two-shot one of the Wyvern Riders, allowing the Whitewings to gang up on the other one.
 
I am seeing two problems with this part of the plan.
Ryza transforms, Kelton rides and attacks with his lance, is the idea. Assuming that's workable. Ryza while shifted, Kelton, and the pegasus knights should be able to handle the 2 wyverns, I think.

Thanks for the spotted typos. They're fixed.
 
Dragon Ryza shouldn't be a card we play just yet, or they start to counterplay. Their Higher Ups know we're a thing, but their response is on the way, but the rank and file presumably won't realize we're here in particular unless we advertise it--at which point they start counterplay.

It's better to break the Dragon Card out out in the next phase of the battle, or as a strike after they've set up their siege weapons but haven't prepped anti-dragon nonsense. And I want to stop that looting. Pegasus Knight support on our side but focused low means that if the Wyverns want to attack, they need to come into Ryza's killbox while not being able to gang up on her, and that's going to put them in a Bad Place. And the other angle is not really an option because Agrithe is apparently a fan of going Full Horse Archer memes and she has a band of solid Cavaliers who can prevent them from getting instantly run down.

And remember, on maps where there are Houses, there are rewards for stopping the guys with axes from breaking them!
 
Last edited:
Dragon Ryza shouldn't be a card we play just yet, or they start to counterplay. Their Higher Ups know we're a thing, but their response is on the way, but the rank and file presumably won't realize we're here in particular unless we advertise it--at which point they start counterplay.

It's better to break the Dragon Card out out in the next phase of the battle, or as a strike after they've set up their siege weapons but haven't prepped anti-dragon nonsense. And I want to stop that looting. Pegasus Knight support on our side but focused low means that if the Wyverns want to attack, they need to come into Ryza's killbox while not being able to gang up on her, and that's going to put them in a Bad Place. And the other angle is not really an option because Agrithe is apparently a fan of going Full Horse Archer memes and she has a band of solid Cavaliers who can prevent them from getting instantly run down.

And remember, on maps where there are Houses, there are rewards for stopping the guys with axes from breaking them!
Tactically, the looters are bottom priority. The siege engines and any engineers are key strategic assets that need to go, followed by the wyverns and cavalry. Looters are just random infantry. The townspeople really should have fled to the castle when they saw the army coming, but if they didn't...well, that's the unfortunate calculus of war. We'll get to them when we can, if we can. And it really wouldn't be sensible to make a tactically suboptimal decision just to protect villagers' stuff.

Taking out the engineers and siege engines also has the benefit of getting rid of the quickest counterplay to dragon Ryza. Siege weapons might be a real danger to her. Best if the enemy aren't allowed to have any.
 
Last edited:
Tactically, the looters are bottom priority. The siege engines and any engineers are key strategic assets that need to go, followed by the wyverns and cavalry. Looters are just random infantry. The townspeople really should have fled to the castle when they saw the army coming, but if they didn't...well, that's the unfortunate calculus of war. We'll get to them when we can, if we can. And it really wouldn't be sensible to make a tactically suboptimal decision just to protect villagers' stuff.

Realistically, we can't actually reach the Siege Camp without playing the Dragon Ryza card, and we're doing that absent any significant support.

That's when we play Dragon Ryza, when there's a whole pile of dudes right behind her ready to flow in the wake of her attacks.
 
Realistically, we can't actually reach the Siege Camp without playing the Dragon Ryza card, and we're doing that absent any significant support.

That's when we play Dragon Ryza, when there's a whole pile of dudes right behind her ready to flow in the wake of her attacks.
Our cavalry and pegasus knights can reach in a round. It's tactically viable if Ryza uses bolting to keep any reinforcements from the main camp suppressed. See Plan Shock Cavalry and Awe.
 
Oh hey! Question.

Does Dragon Ryza know Bolting now? You said that Dragon Ryza loses access to the other Elements, but she still has full access to her Yellow Magic, right?
From a balance perspective, I should really say no she doesn't, but Ryza's dragon-self is even more deeply engrained in the Yellow aspect of her nature than heart-Ryza, so I can't in good faith do that.

I will say that emotions like Anger and Fear probably would have a lot of trouble using it, since Anger wants to get up next to the source of her rage and smash and burn, while Fear's always on edge and Bolting's a spell that requires a lot of focus and discipline. Determination Ryza would probably be extremely good with it, though.
 
Our cavalry and pegasus knights can reach in a round. It's tactically viable if Ryza uses bolting to keep any reinforcements from the main camp suppressed. See Plan Shock Cavalry and Awe.

Buddy, look at the map, our Cavalry has to go through the war camp to reach the Siege Camp. And it's full of Archers so flyers going there by bypassing the river are just going to get killed. Anyone who enters the War Camp is fucking dead.

Dragon Ryza doesn't take Effective Damage from normal Archers, but that doesn't mean she's immune to arrows either. She needs support to really go on a rampage and spread Monster out of Myth's bonuses to as many people as possible.

Our job is to give them a bloody nose right now--not to cleansweep their entire force, that means grabbing any stragglers and taking out targets of opportunity as possible. Our Cavalry can hit their own Cavalry while deterring the Wyverns (Because ocean of Archers to rip them apart), and if the Wyverns come after us while we're sweeping their stragglers hitting the village, they come into Ryza's support range, which makes it likely a clean win for our Pegasus Knights--and if they do neither, they concede the initiative to us. The Siege Camp is too well protected to hit without artillery magic--which we do have, but would be best to use from behind the castle walls.

EDIT: Another question, if Elena is a sole infantry unit moving with a group of Cavalry, does she just double up? Or do we need to detach her and add her to Ryza's strike force?
 
Last edited:
Based on this:
Group 4: Eleven Soldiers/Archers with incomplete siege equipment. (Levels 1-4, Iron Weapons)
(Fliers reach on first round. Cavalry reach on second round. Infantry reach on third round)
And the map not being to scale, I'm thinking the cavalry and flyers can just go around to the west or over. Arrows can't actually go all that high, fighting gravity is hard.

The camp will need time to react, especially if it's getting bolted.
 
Based on this:

And the map not being to scale, I'm thinking the cavalry and flyers can just go around to the west or over. Arrows can't actually go all that high, fighting gravity is hard.

It's Fire Emblem, Archers are the fucking bane of Flyers everywhere.

If our Flyers are close enough to attack, they're close enough to be shot at by archers. That's just how it goes without getting into Artillery stuff.
 
Back
Top