Turn 13Digital Vulpine - (9-8=1) 1+3+6=10
movedDonnie - (14-14=0) 0+3+4=7
Draykin - (17-15=2) 2+1+7=10
movedFax - (14-14=0) 0+3+9=12
movedFrostedLights - (12-11=1) 1+3+6=10
movedI am the IZOD - (9-8=1) 1+3+5=9
Kenku - (25-20=5) 5+1+11=17
movedRadioactive Toast - (14-14=0) 0+3+10=13
Snow - (12-11=1) 1+3+7=10
movedStormkit - (21-21=0) 0+1+7=8
movedTech - (15-0=15) 15+0+2=17
movedTizocoatl - (12-0=12) 12+0+9=21
movedTrask - (9-9=0) 0+3+10=13
movedWiki:
http://dow.crimsonflagcomic.com/doku.php?id=game3Geo
Alignment
Underground
Climate
Races
Race color key
Races
Aeons+0
Orders:
The Balance The League of Necessary Evil The Unextinguished Hope Joy Afflicted Armies:
Standard Tainted Army Responders-in Snuggles Restoring Force-in SnugglesCarcharordons+0
Orders:
Predatory ChainChiaro+2
Orders:
Adventurers' Guild Order of the Second Tail Sky Isle Ocean Brigands Armies:
Black Lanterns(from the Zemeri)-in BlackwatchCrondins+0
Orders:
Legion of Shadows Order of the First Tail Elder Rights Sakari Armies:
Army of the Elements-in Kelorn 1st Brigade-in Korvesh Volunteer Corp-in KorveshFollowers of Origin-1
Orders:
Priory of Origin Armies:
Followers Unto The Sun-in HighlandJaegers+0
Orders:
The Order of Hunters Armies:
The Consuming Pyre-south of Daishi First Spark Recon Corps-south of DaishiKnowlsek+0
Subraces:
Tin Orders:
The Plex The Mercury Eye Armies:
Path Guard-in Maze First SightSeekers-East of MazeMelodians+1
Orders:
Church of the LightsMiz+0
Orders:
The HexogonNocturnals+0
Orders:
Temple of NyxTrue Queenites-1
Armies:
Army of the Vengeful Queen-in Den Atzintli Army of the Dark Gaze-in Den Atzintli Plague of Locust-in Den AtzintliPendri+1
Orders:
Church of the Burning Light Armies:
Terrans+0
Orders:
Council of the Round Table Knights of the Round Table Order of the Third Tail Armies:
1st Terran National Guard-in Ter 2nd Terran Armored Division-in Ter 1st Joule Infantry Regiment-in Say 1st Say Marines-in Say 2nd Say Fleet-in Say 2nd Hayek Tank Division-in Hayek 3rd Hayek Mobile Infantry Regiment-in Hayek 2nd Columbian Infanty Regiment-in Columbia 3rd Columbian National Guard-in Columbia 4th Columbian Bomber Wing-in Columbia 2nd Joule Mechanized Infantry Regiment-in Joule 3rd Joule Fighter Wing-in Joule 3rd Joule Orbital Drop INfantry Regiment-in Joule 3rd Say Carrier Battle Group-in Joule 5th Columbian Heavy Artillery Division-in Joule 3rd Terran Mobile Infantry Regiment-in Joule 4th Hayek Tank Division-in JouleTiatlaca+0
Orders:
Water-Bearers Order of the Fifth Tail Armies:
Explorational Defense Force-in Den Zacatl Army of the Frost Blades-in Den ZacatlUtoypia+1
Orders:
Toymancers Order of the Fourth Tail Puppetmasters Armies:
Legion of Happiness-in Daishi Harmony Corps-in Hugalot Squeak Squad-In Squeak Snuggernaut-in Huggleburg Gigglers-PlushvilleZemeri+0
Orders:
Scions of Shadow and Moonlight Armies:
The Black Hands of the Scions-in Delini Pusobu Deephallow Mercenary Company-in Deephallow Nightspire Lancers-in Delini Pusobu Shattered Coast Reavers-in Duchlesa Breh Rekapivonian Superheavy Dragoons-in Reckapivo Hussars of Palazzo-in ReckapivoOther
Jack-The-Ripper-In-The-Box
Armies
From the Utoypians
Jack-The-Ripper-In-the-Box's Army-in SnugglesAvatars
Adam SmithAdrianaAeolusBelzonCorvo the AllfatherDanyel YeksonThe DungeonkeeperEmber Wind DragonEntopiusFios the Sea-lamanderFlurpsThe GhulHigh Priest of the Church of the Burning LightHrakihkIgnisIsaac NewtonJack-The-Ripper-In-The-BoxJohn LockeKhayosThe KitsuneMorgana, The FaerieMyrddin AmbrosiusNicephorusNyxRichard, God of FateSyrask KyuroTehuanGeneral TelectolTempestTizocoatlTrasiro KyuroThe WandererThe Wheel of FortuneThe ZenithZerkyAeon Leviathan Assault on HuggleBurg
8(roll)+6(Advances) vs 7(roll)+9(Advances)
2(roll)+6(Advances) vs 5(roll)+9(Advances) -1(prior combat)
The seas quake as the Leviathan charges the floating islands of Huggleburg, using its dimensional distortions to bring down the inflatable islands in the sky one by one, attempting to bring down its defenses. The challange does not go unanswerd, as rising from the seas comes the Utoypian construct, the Snuggernaut. The great monstrosity can at will fill itself with water, air, and helium, allowing it to rise into the air, float on the water, or dive under the waves whenever it suits its purpose. The two giant beasts have at each other, the Leviathan skilled in the Aeons dimensional warping and shifting, the Snuggernaut possessing the enchanted helium, ink, and regenerative abilities of the Utoypians. The fight is brutal, lasting hours as the few spectators and scouts have to move to quite a safe distance as they giants thrash in the waves. In the end though, the Snuggernaut is able to use its magical ink to create a hole in the great Leviathan, ripping it open and tearing the beast asunder.
Utoypian Victory
Armies that survive: Snuggernaut
Armies destroyed: LeviathanAeon Assault on Snuggles
7(roll)+6(Advances) vs 4(roll)+9(Advances)
7(roll)+6(Advances) vs 11(roll)+9(Advances)-1(prior combat)
8(roll)+6(Advances) vs 5(roll)+9(Advances)-2(prior combat)
The Aeons charge onward into Snuggle simultaniously, smashing into the Toysaders that defend the city. The Standard Tainted Army Responders strike at the center in a full on assault, not wishing to besiege the city for fear of powerful Utoypian reinforcements. This assault fares better than the Utoypians expect, as despite their powerful magics they are are unable to destroy the attackers. However, the STAR army is bloodied severely and is forced to pull back prematurely. The Super Tactical and Necessary Deployment, coming in on the side, is unable to reach position before it is smashed into by the high morale Toysaders. The fight is fierce, but the Utoypians manage to surround their flank and wipe the Aeon force out as a fighting force. Their sacrifice is not in vain however, as the Utoypians break formation all across the island to try and crush the 2nd army force as much as possible, and they are thus unprepared for the Restoring Force which attacks from the rear at the moment of maximum disorganization among the Toysaders. The result is devestating for the defenders, as Aeon squads and formations strike and break apart the scattered Toysaders piecemeal, siezing control of the island and of the city of Snuggles.
Aeon Victory
Armies that survive: Standard Tainted Army Responders, Restoring Force
Armies destroyed: Toysaders, Super Tactical and Necessary DeploymentChiaro Assault on Blackwatch
9(roll)+8(Advances) vs 5(roll)+8(Advances)
3(roll)+8(Advances) vs 7(roll)+8(Advances)
10(roll)+8(Advances) vs 7(roll)+8(Advances)
2(roll)+8(Advances) -1(prior combat) vs 4(roll)+8(Advances)
9(roll)+8(Advances) -1(prior combat) vs 5(roll)+8(Advances) -1(prior combat)
11(roll)+8(Advances) -2(prior combat) vs 8(roll)+8(Advances) -1(prior combat)
The Chiaro launch a coordinated strike upon Blackwatch from all directions: from the tunnels, from the surface, and in the air as well. It is their intent to break the Follower forces simultaniously and hopefully prevent them from reinforcing each other; the plan is if they attack swiftly enough the Followers will not be able to coordinate and will fall apart into dissaray. Outnumbered by the defenders, it is an incredibly bold plan. Chiaro excell at boldness however, and throw themselves into the attack. Their use of defectors and reverse brainwashed citizens throws the Follower plan of defense into dissarray; they were certainly expecting an armed assault from the tunnels by regular Chiaro forces, but nothing of this magnitude from their own ranks from a supposedly secure city. As hit and run attacks in and out of the tunneled city commence, more subterfuge is utilized with the use of Zemeri mercencaries, flying in their own airships marked as trading vessels. They approach the city slowly, then suddenly dart in on the hovering Air Battlecruiser Camelot. The massive airship is replete with weapons, but Zemeri tactics and advances are unfamiliar to the Followers, and their Sub-Orbital Defense Platforms take the defenders completely by surprise, not having spied their construction. Their tough new Ghestalian alloys presevere the attacking vessels for quite a long time, enough to eventually break the Battlecruiser in half in the skies. The battle below proceeds bloodily, with the attackers driving fast and hard into the city, fully aware of its layout and landscape of the tunnels. Outnumbered as they are, they still manage to take out many Followers and disrupt the defensive layout. By the time the Followers succeed in wiping them out, the Black Lantern mercenaries strike from the surface, sweeping into the caves with terrifying ferocity, using their dark auras to full effect. The result is a close thing, but by the end of the bloodletting the Chiaro stand victorious, reclaiming Blackwatch just in time for scouts to report a massive Terran army approaching. While somewhat dismayed such massive reinforcements were unable to be sent against the Followers, the Chiaro are grateful they were able to reclaim the city itself, fearful that otherwise it would have been liberated under the auspices of Terran "protection," whatever that would entail. Satisfied that the Follower threat has been dealt with for now, the Terran army withdraws and causes no futher incident.
Chiaro Victory
Armies that survive:Black Lanterns
Armies destroyed: Chirish Republican Army, Burning Justice Brigage, Flame of Purifying Light, Avengers of Justice, Battlecruiser Camelot, Knights of CamelotCrondin Assault on Korvesh
8(roll)+6(Advances) vs 7(roll)+7(Advances)
11(roll)+6(Advances) vs 3(roll)+7(Advances)-1(prior combat)
When the ancient Crondins spill out of the low lying swamplands to assault Korvesh, the Pendri are taken by suprise and a great deal of alarm that their secretive neighbors have suddenly turned their arms against them. They have just completed more defenses to the city, including one of their great magical towers, but the resourceful Crondins do not simply throw themselves against its might. They probe and prod, taking losses but steadily ascertaining the capabilities of the city and its defenses. Pendri morale rises when they see the Crondins seemingly beat themselves a wall, thinking perhaps the attackers are rife with indecision and do not know how to proceed. When the attack finally comes, it happens swiftly during the dead of night, Crondin magical beam weapons lancing out and blasting holes in the defensive perimeter. Korvesh's defenses are fierce, and many Crondin units are forced to withdraw lest they are slaughtered. The advance is steady and sure, however, and within days the attackers breach the city from three sides and swarm in, overwheliming the High Priest Army defending and take the city.
Crondin Victory
Armies that survive: 1st Brigade, Volunteer Corp
Armies destroyed: High Priest ArmyQueenite Assault on Den Atzintli
7(roll)+5(Advances) vs 5(roll)+5(Advances)
5(roll)+5(Advances) vs 4(roll)+5(Advances)-1(prior combat)
6(roll)+5(Advances) vs 7(roll)+5(Advances)-2(prior combat)
If there was to be an assault on Tialaca lands, the white amphibians certainly expected it to take place to the north, on one of their Megaships, or the exposed Den Zacatl, or the strategic Den Tietzal. The strike on Den Atzintli is totally unexpected; none foresaw an enemy force striking north directly from the path throught the south pole. Fearing that the attackers are alien, terrifying strategic geniuses, the citizens and defenders panic and morale plumets. Thus, even when Zerky's erratic and haphazard battle plan goes into effect, much to the chagrin of his subordinates, resistance is not all it could be. The jetpack assisted attackers are swiftly able to overcome the cliffs and land on the mainland, striking into the city in haphazard droves like a bunch of uncoordinated barbarians. No doubt Morgana will be disgusted when she awakens soon, but the general chaos of the barbarian-like attackers sends the city into further despair, causing many defenders to simply melt and retreat into the streets without putting up more than a token resistance.
Queenite Victory
Armies that survive: Army of the Vengeful Queen, Army of the Dark Gaze, Plague of Locust