Super 8 Bit Dystopia RPG (8-bit Dystopia CK2 Style Quest)

Smithy and Mack to the red one and Bowyer and Yaridovich to the gray one?
I say send Bowyer and Smithy to one, Mack and Yaridovich to the other. If the last base is any indication, it'll probably be overkill. Remember, we don't necessarily need to hold the bases, just destroy them.

Unrelated, we need to give Yaridovich a nickname or something. Yardi, maybe.
 
Hey, just found this one.

So... Smithy Quest, huh? How long until we unlock the Axems? They'll undoubtedly be nuisances like Bowyer, but they could be handy anyway.

Boomer... unfortunately, I'm not sure we're capable of making him yet.

I kinda expect supervisor-types (i.e. Clerk and his palette swaps) to be locked behind the mass-production factories, personally, and they'll probably be semi-permanently assigned to them, but hey- we could use some Stewardship specialists anyway, and mass-producing basic minions is something we should probably get to work on anyway.
 
So... Smithy Quest, huh? How long until we unlock the Axems?
They're probably going to be a bit. We might need better facilities, or at least more skilled hands.

We're fine on hero units for a while, anyway. What we need bow is more base units to hold territory and maybe some transport, now that our territory is expanding. Maybe a truck?
 
They can be used as ammo so yeah we should mass produced them as well.
Alright, so four of our five actions should be
- Build Shysters
- Aero Mass Production
- Two Heroes to each Nod base (I would suggest teaming Smithy and Mack, since both of their martials would give us a 90, and teaming Bowyer and Yarodovich would give us a 80, fair number and both would be equally prepared)
 
...Resurrection Engine's pretty hard to pull off right now, not sure how we'd benefit from researching the Ameboids (and we don't even have a ballpark for the difficulty there)... hm. Suppose we should just wait to see what's available before making plans for our last action.
 
...Resurrection Engine's pretty hard to pull off right now, not sure how we'd benefit from researching the Ameboids (and we don't even have a ballpark for the difficulty there)... hm. Suppose we should just wait to see what's available before making plans for our last action.
Whichever benefits we get from the Ameboids, its likely going to be on the long term, so doubt it would be useful for the inmediate action in plans
 
Further consideration of options from the previous turn: We could potentially work on expanding Punchy's arsenal a bit, should we come to the consensus that doing so would be worthwhile. (If we do this, my vote's for the Chuckya. Reasonably doable, and gives him something besides suicide units to use.)

That said, upgrading a vassal probably won't be as lucrative as upgrading our own forces (and would definitely be riskier because of potential rebellions), but it's still worth consideration as a backup if nothing interesting or important comes up with the new turn.
 
...Come to think of it, Smithy has previously refused to participate in scouting missions because they're too far from our base. It's possible these Nod bases are too far for us to attack personally; I think we've got a cap of roughly one zone's worth of distance on personal actions.

With that in mind, it might be necessary to just bombard one of them while Mack and Yari destroy the other, then have all three attack the bombarded one on the next turn. (If this turns out to be true, it conveniently unlocks another action for us, since we've got a bombardment action available.)
 
They can be used as ammo so yeah we should mass produced them as well.
Ammo and sometimes holding things are the primary usage of Aero's since they don't have any offensive means on their own... but it does make them simple to the point of being the only Made Machines Smithy can fully automate the production of this early into the quest.
Whichever benefits we get from the Ameboids, its likely going to be on the long term, so doubt it would be useful for the inmediate action in plans
I mean free security and another potential Vassal is nothing to sneaz at since Vassals are the pain way the current Smithy Gang compensates for its lower numbers.
 
Ammo and sometimes holding things are the primary usage of Aero's since they don't have any offensive means on their own... but it does make them simple to the point of being the only Made Machines Smithy can fully automate the production of this early into the quest.
And I suspect that automating Aeros will give us progress towards automating an actual combat unit. I'm kinda assuming the Jabit's gonna be the next unlock in that particular chain; they aren't as complicated as Shysters, or as versatile as the Mallets- they're practically Aeros with a self-destruct ability.

...which brings to mind the question "can Bowyer use Jabits as ammo?"
 
Speaking of Yari and Bowyer, I poked around a bit, found the Tumblr account that Mack's profile pic came from, and decided to see if it also had some for our other hero units. The results:


Bowyer (with some Aeros, natch)...


And, of course, our new sycophant ahem, favorite minion, Yaridovich. (Something seems off about this one's head to me, honestly, but it's recognizable.)
 
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