Author Topic: Dawn of Worlds the 2nd!  (Read 89736 times)

William Swiftfoot

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Reply #135 on: May 08, 2013, 10:51:50 PM
Support of the Foxkind by the Leyline ship "Gateway" goes well. Taking trips between the eruption zone and Aurora, they are able to help the Foxkind recover and rebuild.

Support of the Fox-Fox by the Leyline ship "Fate's Tethers" however, does not. While movement of supplies to and from Bipolarburg is at first fairly easy, it does not take long for the crew to start feeling the effects of what the Aarie begin to call "Otterium Corruption", both at the shore and portside, which is quickly with some wind borne magics, is quickly contained, within a couple city blocks, before the spores are able to do any major damage to the city. The area however is seen among the race, as another example of where more information is needed in putting a plan to action.

Advance City - Aurora - Expanded Wind Ward(4)Fears of the spores destoying the lush farmlands east of Aurora sets the city on the course of greater development of their wards. With the browing of some of the greater magical minds from the City of Winds, they are able to construct a permanent multi-layer wind ward, that expands out several hundred miles from the city.

Meanwhile

The offers of the Wyrm in allying come strongly to Aarie's ears, and a swift reply of agreeance in action is given by to the Wyrm. With the Phoenix's help, the Aarie begin preparing more forces.

Command City - Flame's Landing - Create Army(2) A third recruiting drive is sent out, one for thoes of swift in feet and swift in blade, to be trained in the art of the dive. It is this force that in time is turned into the 1st Aarien Dive Attack Troop

Command Avatar - Command City - FL - CA(1) The Phoenix uses its blessings to help the cause, helping to recruit thoes who are bright of mind and brave of heart. With their help it helps to create the 1st Aarien Engineers





Digital Vulpine

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Reply #136 on: May 09, 2013, 05:57:06 AM
Foxkind reluctantly agrees to a cease-fire, as they too have a more immediate threat that needs to be taken care of.  With the Aeronomican struck down by their reckless false god, the demons to the south had grown restless.  However, they admonish the foolish Fox-fox that the disaster which befell their lands is the result of their flirtation with heresy, just as had been foretold.  They warn that continuing down this path would doom their people just as surely as it had Man, and the world could ill afford another such cataclysm.

They strongly advise that it would be wise to forsake such forbidden knowledge, refrain from building any more dangerous weapons based upon it, and disarm the one they already have.  For the sake of the whole world, as well as their people. 

"Old soldiers never die, they just fade away for a little while..."


Virmir

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Reply #137 on: May 11, 2013, 03:23:00 PM
Starting points: 13

Smith was furious at the cease-fire agreement with Foxkind, insisting that they had the vile Pom-sympasizers on the run, and they just threw away the chance to beat this troublesome world power down. The Great and Very Long Shin Foxdragohu'hil'heen'' insisted the voice of reason be listened to, and if it were not, then people were going to start listening to the voice of a very long angry dragon.

The Great and Very Long Shin Foxdragohu'hil'heen'' was very nervous about the vile green substance that exploded from the (YET ANOTHER!!!) meteor impact to the north. Smith, thinking this would be an excellent thing to weaponize, traveled to the site to investigate the silly rumors of hideous transformations. Unfortunately, he was a tad careless...


Both fox-fox and newly ott-otter mages feverously worked on trying to find a cure for these HIDIOUS mutations, however, they could only find dead-ends. And when certain fox-fox mages stopped being fox-foxes, the investigation abruptly grinded to a halt in favor of containing the rapidly spreading desease-crystals.

The fox-foxes observed the Aarie come into contact with the stuff and promptly abandon efforts, building their own wind shield around their city. This was all good for the Aaire, but obviously this didn't help the fox-foxes any. In order to save the rest of their beautiful, fox-foxy lands for the good of the world, this had to be contained.

It seemed the only safe way to handle the substance was through long distance telekinesis. Using this as a lead, the fox-foxes, being the major forrunners of magic in the world, developed a magical repellant for the crystal spores.

Command avatar x 3 (-3)
The Towers of RGB

The Great and Very Long Shin Foxdragohu'hil'heen'', excited at any sort of development at all, ordered the repelling spells to be cast in towers built in a triangle around the contamination zone. They looked like this:




The Great and Very Long Shin Foxdragohu'hil'heen'' oversaw the construction of the red tower, built on the largest island in C4. Lucildragon oversaw the construction of the blue tower, built on the A4-B4 border on the eastern side. Smith, still stunned and looking less fluffy, gathered Ott-otter grunts to build the green tower on the A3-B3 border, to the west some.

Once activated, the towers exhibited an otterium repellant field, repelling the crystals and spores and preventing contamination beyond the triangle. The field only repelled otterium, so people and other things could pass through unhindered. The only way to get the vile green stuff out was to go through the towers themselves, in which checkpoints were installed. Ott-otters were free to leave and return via these checkpoints after it was discovered they could not spread the curse, but only after getting sprayed down with fire hoses.


Advance race (-6)
Ott-otters: The most heinous weapon

Meanwhile, the ott-otters, being cut off from the rest of the world and feeling more and more spiteful, were left to try to find a cure for their curse on their own. Being the only ones who could "safely" analyze the substance, they discovered a number of interesting properties. One in particular was a non-fatal way to spread the baleful mutation if the crystal were soaked in various magical energies. The ott-otters, being former fox-foxes, knew that if something could be weaponized, there was no real reason not to do it. And thus, the dread Ottizer was created...


This terrifying weapon was locked up deep within the vaults of Bipolarsburg and kept secret. It was everyone's hope that the world would not descend to such a state that its use would be necessary...

Ending points: 4

[fox] Virmir


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Reply #138 on: May 11, 2013, 03:39:22 PM
The Batosians, intrigued by the new material, send an inquiry to the Fox-Foxes for permission to harvest and transport the material freely.

Geary: That means you get a companion for four levels, then it gets an upgrade.
Draykin: A very PAINFUL upgrade.
* Digital_Vulpine eeps, since the rules don't specify that I'm exempt from the psychic link that Wizards have with their familiars. o_o;
Geary: GET YOUR PET DRUNK.


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Reply #139 on: May 11, 2013, 05:23:39 PM
The fox-foxes become split on the idea of letting other races take the cursed material outside of the triangle. Namely, on one head, there is tons of the stuff and the less here, the better. On the other head, what if other races contaminate their lands, and the contamination comes back over this way? But of course the two heads came together and settled on a much more reasonable chain of thought. We can make money off this.

Thus other races are let into the triangle for free after a long declaimer is signed saying we are not responsible if you turn into an abomination. Taxes are imposed on any otterium brought out (within approved safety containers, of course). The ott-otters, being immune to further effects of the stuff, begin making coin harvesting it for those interested.

[fox] Virmir


Donnie

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Reply #140 on: May 11, 2013, 11:18:12 PM
Starting Points: 12

Ott-Otter Containment Zone. 12AM

A ripple in the air zips past the Ott-Otters foolishly easy to evade containment checkpoints and enters deep into the Red Zone. Green crystals shine as far as the eye can see, only becoming larger in the distance. A dozen forms appear out of thin air, ten Pomharpiis and two Batosian volunteers.

"Yes," one Pom begins, "This is the prophesied crystal..."

Pomharpii Enclave, City of Winds
"My Messiah, the construction of our new settlements go well. Our brethren Batosians have been incredibly forthcoming. It's so... strange."
"The kindness of others is certainly rare when dealing with our kind. But they are our ancestors, and I love them no less." The Messiah nods.

Command Avatar x2
Avraham leads a Marked detachment to colonize the Batosian homelands of An'Ter'La, constructing for the first time a large public above-ground enclave for all to see.

Brother Marcion ordained the construction of an underground Enclave in Aarie city of Flame's Landing.

Due to their exposure to outside races, the Pomharpii become more comfortable in public life with other races.

The Messiah's Quarters

The Messiah observes his scientists performing tests on the new mysterious green crystal that fell from the skies, stolen from the Fox-Foxes' lands by his elite commandos. The scientists and batosians clad in sealed suits drop a feral Tiapora into a sealed box with the crystal where it proceeded to screech and become covered in the deadly crystal and eventually dying from the contact.

"Quite strange how this crystal mutates those two headed into an aquatic being, but simply outright kills Aarie and these ferals of our kind." mentions a Pom scientist.

"Not as strange as it sounds. Fox-Fox are innately magical by some kind of... strange god thing. Pomharpiis and Aarie operate almost completely differently, especially your power of transmutation." The batosian scientist explains, "Notice how quickly the feral breaks down as opposed to normal creatures, I suspect the crystal is tapping into the Pom's latent ability to transmute."

"Then it is true. This is the tool of my prophecy." The Messiah spoke softly, "How much of these do we have?"

"Your commandos have brought in a tremendous amount.... how did they carry so much without being infected!?"

"Simple, we have very large pockets," joked Abel, walking in from the shadows, "The Pomerium will be of incredible value to our people."

"The time has come," the Messiah said with a grin, "The Pomerium sun has risen!"

Otter-Pomerium Advances
The telekinetic barrier the Fox-Fox have constructed only succeeds in partially stopping the spread. The core of the impact grows larger and larger every passing month. The crater is now effectively a Glacier of Otter-Pomerium with the surrounding land forming large obelisks of green crystal.

Pomharpii and Batosian scientists have isolated the cause of the Ott-Otter transformation somewhat. Only the Fox-Fox and related species so far have been identified to be able to survive the mutation. Most other races and species die from exposure. Wildlife tends to mutate into vicious monsters.

The Messiah shares this info with their allies, the Wyrm and Batosians. They also send word to Foxkind of a mysterious Ott-Otter weapon they have built in Bipolarsburg via a mysterious courier.

Advance Civilization (-6)
Pomerium Reactor -> Stealth Tank

Pomerium is a truly marvelous element that only the most curious about its capability can truly appreciate, despite the inherently LETHAL nature of it. The destructive crystal, when harvested, emits a form of radiation which in turn is a form of energy. The Pomharpii have developed an exclusive technology involving their transmutative magics to harness the power of Pomerium to create a locomotive that runs perfectly silent and provides energy to their Stealth Generators. The Pomharpii have thus created the Stealth Tank, a 3 tracked, super agile vehicle that makes almost no sound and leaves the gentlest impact on the ground, and can turn invisible. Mounted on a rotating turret is a Pombelisk of Light, capable of firing in all directions and turning targets into molecular dust.



Command Race (-3)
In order to maintain a steady stolen supply of the valuable Pomerium, the Pomharpiis construct a hidden outpost on the coast of B3 where they evade Fox-Fox checkpoints and harvest the crystals with modified Stealth Tanks. This outpost shall be called Sarajevo.

Command Avatar (-1)
The Messiah sends a newly formed cadre of Stealth Tanks and Black Pom commandos to Sarajevo to guard it from aggression, though how anyone could possibly discover an underground base in the middle of a forest is a question best left unanswered. This new cadre is henceforth named 1st Ascension's Glory.

Remaining Points: 0
« Last Edit: May 12, 2013, 12:54:57 PM by Donnie »



PrincessHotcakes

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Reply #141 on: May 15, 2013, 04:45:46 PM
Advance Civ-6 points
The Wyrms are busy at work preparing for the upcoming war.  Thanks to the findings of their Pom allies, they investigate the magics of their forefathers.  They begin to rediscover the magics behind their ancient Air Chariots, the knowledge behind which was lost when Adamis fell.  Recreating this knowledge they create Air Legions, flying attack squadrons to rain down attacks from the sky.

Advance Civ-6 points
The Sons do not sit idly by either.  They see their enemies massing, and prepare further for their strike.  Saul continues his work into uncovering the secrets of the underworld scar, and procures for his armies the advancement of Demonic Regeneration, where the fallen corpses of his minions can be reanimated by more spare souls from the underworld if the body is in good enough condition.

Command Avatar-1 point
In Mordor, Constantinious forms the Mordor Phalanx to add to the growing Wyrm armies

Command Avatar-1 point
Saul's immediate research brings into his service yet more demons straight from the underworld, this called the Doomgiver Phalanx

Zero Points remaining

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Reply #142 on: May 15, 2013, 06:18:43 PM
Command Avatar: Build City: 1 point
For many decades after the rash and unjustified destruction of Luminurbis, demonic incursions plagued the lands once protected by the light of the Aeronomican.   Hundreds of thousands of loyal troops gave their lives to hold the Empire together in these troubled times, while nefarious new diseases and dire famines claimed countless innocent lives as well.  Bodies were carted out of the cities to be buried in mass graves, and as it became more difficult to find room for them they were thrown into furnaces to be burned to ash and returned to the soil.

Then one day, the earth quaked with a mighty shaking.  The sun turned dark, the mountains trembled, and the stars fled from the sky. People hid themselves in terror, fearing the terrible wrath that had surely been visited upon the world.  In this darkness, a great pillar of light rose from the volcano where Luminurbis once stood, its shining brightness rolling the sky back like a scroll.  Behold, the city itself rose from the mouth of the volcano, wreathed and shielded by holy light, the tower of the Aeronomican still intact.  As its foundations rise above the mountain, the source of the light is revealed: the Emperor, holding the entire city atop a single paw, his light brighter than the sun and visible from one end of the world to the other.  He speaks with a thunderous voice, the sound of which echoes throughout the world:
"By the power of your faith, I am the God-Emperor of Foxkind!  Let this be a sign unto you; that so long as you are faithful, My holy city shall never fall.  Its light will protect all who seek peace and order, but destroy all who seek ruin and chaos.  There are others who seek peace like us, and with them we shall create a new world order.  Under the banner of the Empire, we shall create a safe, and secure, society.  Peace!  Through!  Power!"

The Emperor sets the city atop the volcano, sealing it and rendering it inert.

Command city: Luminurbis: 2 points
The Lightguard were protected with the rest of the city, but I'll spend the points to bring them back anyway.

Command city: Cadia: 2 points
The Emperor's return inspires thousands of faithful to volunteer for His service, prompting the Department of Defense to form the 3rd Cadian Imperial Regiment.

Command city: Porttown: 2 points
Porttown raises a regiment trained to fight ship-to-ship on the high seas, and secure beachheads to make way for the rest of the Emperor's armies, forming the 1st Porttown Marine Regiment.

Command city: Blackwell: 2 points
Blackwell raises a specialized regiment trained to rappel out of airships behind enemy lines, forming the 101st Blackwell Air Assault Regiment

Command city: Ironworks: 2 points
The forges of Ironworks work overtime to replace the lost artillery brigade, raising the 3rd Ironworks Artillery Brigade

Command Order: 2 points
The Department of Defense gathers the armies for their largest operation yet.  The time to destroy the demon menace is at hand.  First it will be necessary to establish a foothold in their cursed lands. 
The 1st Cadian Imperial Regiment, 3rd Cadian Imperial Regiment, 1st Imperial Airship Fleet, 101st Blackwell Air Assault Regiment, and 3rd Ironworks Artillery Brigade are dispatched to seize Solaris and establish a staging area for further operations.  They are instructed that failure will not be tolerated: regiments who vanquish their foes must march swiftly to assist their brothers still locked in battle, but any threatened with imminent destruction must wisely regroup to fight another day.

General Creed looks over the battle plans in the command room table, "Excellent.  Preliminary bombardment by our artillery will commence at dawn.  Once our artillery have breached the walls, the 1st and 3rd Cadian regiments will be tasked with securing the breaches, eliminating defenders there to open the path to the city proper.  Once the enemy is sufficiently committed to the breaches, the airships will drop the 101st behind the walls and provide close air support while we secure the city.  We will need to purge the whole place with fire before we start repairing the fortifications, who knows what filth may be lurking in there."

Points left: 1

"Old soldiers never die, they just fade away for a little while..."


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Reply #143 on: May 15, 2013, 10:52:13 PM
The Ferrin spend the age quietly gathering their forces in readiness for the inevitable strike to bring down the Sons. Sharpe furthers the effort, visiting many of the Ferrin dispersed about the lands, preparing them for their future task.

Command Avatar (Create Army) - The 2nd Ferrin Foreign Legion outside of Perdix
Command City: Barrowvale (Create Army) - The Bringers of Burning Purity



Fax

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Reply #144 on: May 15, 2013, 11:02:49 PM
Turn 14

Note: This is the second last turn of the game!

Points
Radioactive Toast - 14 - 14 + 7 + 3 = 10
Kenku - 10 - 7 + 10 + 3 = 16
Dragyn - 33 - 18 + 7 + 0 = 22
Virmir - 13 - 9 + 8 + 3 = 15
Digital Vulpine - 14 - 13 + 8 + 3 = 12
Geary - 12 - 0 + 9 + 0 = 21
Donnie - 12 - 12 + 11 + 3 = 14
Fax - 25 -  + 7 + 0 = 25










(the images link to higher resolution versions)


Races
Batosians(+1)
Fluff
Batosians
(+1)
Fox-Fox(-1)
Aarie(+1)
Hu'Mor'On(+0)
Foxkind(+1)
Men(-1)
The
Sons of Annihilation
(-2)
The
Scourngers
(-1)
The
Ocean Cast
(-1)
The
Cursed Wyrms
(+1)
Ferrin(+0)
Pomharpi(+0)
Shades(+0)
NullPointerException!(+0)
Navigators(+0)
Masks(+0)
The
Ott-Otters
(+0)


Orders
The
Society of Individuals Informed Against SATAN (Donnie), Batosian
Division

The Sparks
The
Society of Individuals Informed Against SATAN (Donnie), Fluff Batosian
Division

The
Rocketeers

The
Temple of order

The
Empirical Truth

The
Society of Individuals Informed Against SATAN (Donnie), Fox-Fox
Division

The
Order of Flame

Ordo
Cabalis Illuminus

The
Unity of Nod

The Hive
The
Foxkindish Inquisition

Beta's Null
Generally
Dissatisfied Inquisitive (GDI) Forces

Layline
Caster Ship and Crew

The
Heavy Hitters

Adeptus
Mechanicus

The Marked
The Pho
the Library
Council
of the Winds

The
Department of Defense

The
Office of War



Avatars
The
Avatar of the great DV.

Shin
Foxdragohu'hil'heen''

Jije
The Phoenix
The
Awakened

Beta, The Wolf-Dragon
Luciledragon
Cerefox, the
Fox-Fox-Fox

Lore
Bostic, Human cabal wizard

Specimen 35
The Messiah
Divine Agent Smith
Saul Angelos
Brother
Marcion

Zander
Sharpe

Avraham:
The Cunning

Constantinios

Note: The Aarie Airshield is supposed to be around Aurora. This will be fixed when the opportunity arises

Armies
Foxkind
-1 army in Porttown
-1st Ironworks Imperial Regiment in Ironworks
-1st Cadian Imperial Regiment in Cadia
-the 2nd Imperial Airship Fleet in Blackwell
-2nd Cadian Imperial Regiment in Cadia
-the 1st Lightguard Regiment in Luminurbis
-1st Expeditionary Fleet in Porttown
-1 army, 1st Porttown Marine Regiment in Porttown
-1 army, 3rd Ironworks Artillery Brigade in Ironworks


Sons of Annihilation
-1 army, Phalanx of Su, in Su
-1 army, The Hand of Saul, in Solaris
-1 army, The Hellspawn Phalanx, in Su
-1 army, The Pho Guards, in Su
-1 army, The Phalanx of Subjugation, in Su
-1 army, The Solaris Eviscerators, in Solaris
-1 army, The Doomgiver Phalanx in Su

Wyrms
-1 army in Su
-1 army, Phalanx of Epirous, in Epirous
-1 army, 2nd Phalanx of Predix, in Predix
-1 army, Constantinios's Legion in Predix
-1 army, The Dragon Phalanx, in Predix
-1 army, The Legion of the Moon, in Epirous
-1 army, the Mordor Phalanx, in Mordor

NullPointerException!
-1 army in Null City
-1 army south of Ironworks

Fox-Fox
-1 army, The Dual Point Legion, at Trabzand
-1 army, Bipolarsburgian Army Reserves, in Bipolarsburg
-1 army, Cerefox's Champions of Threes, in The Fortress of Doom
-1 army, The 2nd Dual Point Legion, at Dual Point
-1 army, Army of the Sphinx-Sphinx, at the Sphinx-Sphinx
                -Note: Incorperates Fox-fox, Fluff Batosians, shades and Desert Fox-Fox
-1 army, The Disgruntled Areal legion, in Trabzand
-1 army, The Angry Wings, in Dual Point


Batosians
-1 army, The First Ascendants, stationed near Ironworks
-1 army, The 1st Followers Airship Fleet, stationed in Co'Mu'Non
-1 army, The 2nd Followers Airship Fleet, stationed in Co'Mu'Non
-1 army, The 1st Guardians Airship Fleet, stationed in An'Ter'Ai
-1 army, The 1st Highwind Airship Fleet, stationed in Stor'Gu'Ard


Shades


Aarie
-1 army, Aarien Aerial Defence Core, east of Aurora
-1 army, 1st Flame's Lancers, in Flame's Landing
-1 army, The Phoenix's Breath, outside of Flame's Landing
-1 army, 2nd Flame's Lancers, in Flame's Landing
-1 army, 1st Aarien Dive Attack Troop in Flame's Landing
-1 army, 1st Aarien Engineers in Flame's Landing

Pomharpii
-1 army, The 1st Cabal Centurions in Luminurbis
-1 army, the 1st Gungir Rangers, in Luminurbis
-1 army, 1st Ascension's Glory in Serejevo

NullPointerException!
-1 army stationed in Betonia
-1 army stationed in Null City


Ferrin
-1 army, stationed in Barrowvale
-1 army, The 2nd Ferrin Foreign Legion near Flame's Landing
-1 army, The Bringers of Burning Purity, stationed in Barrowvale



Combat

Foxkind attacks Solaris full of demons
6(Roll) + 4(Advances) vs 1(Roll) + 4(Advances)
4(Roll) + 4(Advances) vs 6(Roll) + 4(Advances)
3(Roll) + 4(Advances) vs 4(Roll) + 4(Advances)
3(Roll) + 4(Advances) vs 6(Roll) + 4(Advances) - 1(prior combat)
1(Roll) + 4(Advances) vs 2(Roll) + 4(Advances) - 1(prior combat)

The assault on the impenetrible fortress of Solaris is as disasterous as the previous one, with the demons butchering 3rd Cadian Imperial Regiment, 1st Imperial Airship Fleet, 101st Blackwell Air Assault Regiment. However, the imperial foxkindish forces do not go without a fight, as they are able to obliterate the Phalanx of Adamis before being overwhelmed
« Last Edit: May 15, 2013, 11:25:59 PM by Fax »



Digital Vulpine

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Reply #145 on: May 16, 2013, 05:14:41 AM
(Are you sure you're rolling 2d6?  I'm finding it hard to believe that nobody has rolled above 6 on that for the past twenty plus rounds of combat.  Also, damn it what does it take to get a losing army to retreat?!

From rolling 2d6 in the chat room:
(tech bonuses equal, omitted to save space)

Code: [Select]
3rd CIR 10-v
-----------3rd CIR
HoS 2------^

1st IAF 2v
---------SE 7-1(6)--v
SE 9-----^--------1st CIR
[Reserves]1st CIR 7-^
101st AA 11-v
------ 101st AA
PoA 7-------^

Reserves:
1st CIR^
2nd IAB

Result:
Imperial victory, SoA forces trapped in city, thus destroyed. 1st IAF retreats/is destroyed.  Using brackets really helps keep track of what's going on.  Personally I would prefer 3d6 to normalize results even more and reduce random BS, but the game calls for 2d6 as that is the core mechanic of this system.

You don't have to use my results per se, but hopefully this example gives an idea of the methodology.  I don't like raising such a fuss about this, but I do feel like the sudden and undocumented abandonment of the 2d6 standard last turn is unfairly penalizing my faction.)
« Last Edit: May 16, 2013, 06:04:40 AM by Digital Vulpine »

"Old soldiers never die, they just fade away for a little while..."


Virmir

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Reply #146 on: May 18, 2013, 01:38:05 PM
Starting Points: 15


Command Avatar x 3 (-3)
RGB Armies

The Big Three got together and decided that it proooobably would be a good idea to patrol this giant mass of absurdly dangerous green stuff, even despite the containment fields and all.  Thus a fox-fox/ott-otter army was formed at each tower.

The Red Guard was formed at the Red Tower.
The Green Guard was formed at the Green Tower.
The Blue Guard was formed at the Blue Tower.

Regular parameter patrols were set up, funded by the lucrative market this stuff seemed to have spurned. It sure would be hard to stealthily sneak around the place without getting EXTREME VIOLENCE enacted upon oneself now!

Advance Civilzation (-6)
Fox-fox armor upgrade

Advances in magical technology improved upon the fox-foxes' Power Armor, equipping officers and richer military types with Diamond Armor, because we're getting near the end of the game and that is signified when you start finding stuff made out of diamonds. Fox-foxes equipped with Diamond Armor had considerably more HP and took forever to kill much like the annoying bosses in the later half of Dragon Warrior VII.

Command Race (-3)
The port town of Port-Port

Even though the vile green stuff was properly contained, it still made some fox-foxes nervous. Further advances were made to the east.  It's not good to keep all your heads on one body anyway.

A whole uninhabited island-continent was discovered! The aptly named Port-Port was founded at the mouth of the river at C8. In such close proximity to a warm happy volcano as well!

Ending Points: 3

(Will tryyyy to think up a more entertaining post for the finale. [;))

[fox] Virmir


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Reply #147 on: May 22, 2013, 12:51:12 PM
Command Avatar-1 point
The time rapidly approaches for the final reckoning.  Constantinios builds the Airlight Legion

Command Avatar-1 point
Meanwhile, Jije makes the Dragon's Claw Legion

Command Avatar-1 point
Seeking to reconstitute his forces, Saul forms the Wretched Souls Phalanx in Solaris

Command City-2 points
In Su, the Iron Hand Phalanx is formed.

5 Points remaining

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Digital Vulpine

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Reply #148 on: May 22, 2013, 01:41:13 PM
The generals in charge of the armies lost at Solaris are executed for gross incompetence.  The Empire's resources are vast, but they are not unlimited.  One cannot expect to waste millions of lives and billions of thrones of equipment and expect to go unpunished.

The Empire has had enough.  One solution remains for the continent's troublesome southern half, a solution for which the Empire must make extensive preparations.

Command Avatar: 1 point
The Emperor travels to Blackwell, and with a group of hand-picked Engineers of the Adeptus Mechanicus he expedites the creation of the 3rd Imperial Airship Fleet, to replace the one lost.

Command city: Cadia: 2 points
Ever faithful, Cadia draws up the 4th Cadian Imperial Regiment to replace their losses.

Command city: Blackwell: 2 points
Blackwell studies the events leading to the 101st's loss in detail, taking the lessons learned to train the 82nd Air Assault Regiment.

Command City: Ironworks: 2 points
Ironworks, using plans filed with the Adeptus Mechanicus, constructs the 4th Imperial Airship Fleet in preparation for the final solution to the demon question.

Command City: Porttown: 2 points
The drydocks of Porttown forge the 2nd Imperial Ironclad Fleet.

Points remaining: 3

"Old soldiers never die, they just fade away for a little while..."


Donnie

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Reply #149 on: May 22, 2013, 03:16:43 PM
RADIATION ALERT
Otterium concentration in containment zone critical! No forests remain in zone, Bipolarsburg (the part inside the field) has been consumed by crystal.

CONTAINMENT FAILURE
Crystal formations appear on the fringes of the field barrier, having spread through underground caverns or other means


SARAJEVO-TEMPLE PRIME


The many brave (and sweltering) Pomharpii and Batosians that arrived on this distant, and hostile shore have at last finally completed building Temple Prime. A massive structure and command center for the new project at hand. The Obsidian colored concrete structure with glinting red stained glass representing the passion of the pom glisten in the sunlight. Eventually a whole thriving city forms around the massive temple.... but not all is around the temple.

"This substance is making construction of the Threshold faster, but no less easier." Brother Marcion spoke to the Messiah.
"Our brothers and sisters are strong of heart. There is no rush. For the moment. The structure is nearly complete. Avraham? How goes the Control Network?"
"The networks are in place. Soon all will come together."
"Ascension."

Command Avatar: The Messiah (-1)
CONSTRUCT THRESHOLD
A massive structure larger than the puny RGB arrays the Fox-Fox have laid out to protect their forests, this structure's purpose is unknown. The knowledge derived from the Tacitus, and the Otterium (Pomerium) used to construct it. A light storm crackles above it. Large Pipes lead through the Otterium RGBfield connecting the Threshold to the massive Otterium deposit.


Messages are sent abroad to the Batosians, Aarie, and Wyrms for aid in Sarajevo.

Command Avatar (-1)
Marcion raises one army in Sarajevo. 2nd Ascension Division
Command City (-2)
Sarajevo forms an army to protect its borders. 3rd Leviathans
Command Order (-2)
The Unity of Nod convenes a host of commandos to Sarajevo. 4th Guardians of Light
Command Avatar (-1)
Avraham rallies ALL Pomharpii armies to Sarajevo.
Advance City (-5)
Sarajevo constructs a massive 3 ring defensive wall perimeter around the city.

Remaining Points: 2
« Last Edit: May 22, 2013, 05:42:55 PM by Donnie »