Turn 14Digital Vulpine - (10-10=0) 0+3+12=15
movedDonnie - (7-6=1) 1+3+8=12
Draykin - (10-8=2) 2+2+5=9
movedFax - (12-9=3) 3+3+5=11
movedFrostedLights - (10-7=3) 3+3+8=14
movedI am the IZOD - (9-4=5) 5+3+7=15
movedKenku - (17-9=8) 8+0+2=10
movedRadioactive Toast - (13-8=5) 5+3+3=11
Snow - (10-8=2) 2+3+4=9
movedStormkit - (8-3=5) 5+2+9=16
movedTech - (17-12=5) 5+1+10=16
movedTizocoatl - (21-20=1) 1+1+12=14
movedTrask - (13-13=0) 0+3+4=7
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 Blackwatch Tuatha Home Guard-in Tuatha Henry's Hooligans-in TuathaCrondins+0
Orders:
Legion of Shadows Order of the First Tail Elder Rights Sakari Armies:
Army of the Elements-in Kelorn Volunteer Corp-in KelornFollowers of Origin-1
Orders:
Priory of Origin Armies:
Battleship Sword of Hannibal-in Highland The Truth-in Highland Avenging Phalanx-in Highland Joy Hater Corps-in HighlandJaegers+0
Orders:
The Order of Hunters Armies:
The Consuming Pyre-south of Daishi First Spark Recon Corps-south of Daishi Strike Force Vulcan-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 Hexogon The MindwalkersNocturnals+0
Orders:
Temple of NyxTrue Queenites-1
Armies:
Army of the Vengeful Queen-in Den Atzintli Ice Golems-in Den Atzintli Morgana’s Most Loyal Corps-in Den AtzintliPendri+1
Orders:
Church of the Burning Light Armies:
1st Pendri Army-in Korvesh 2nd Pendri Army-in KorveshTerrans+0
Orders:
Council of the Round Table Knights of the Round Table Order of the Third Tail Armies:
1st Terran National Guard-in Ter 1st Squadron, 1st Cavalry Regiment of the 1st Armored Division-in Ter 1st Joule Infantry Regiment-in Say 1st Say Marines-in Say 4th Say Fleet-in Say 2nd Hayek Tank Division-in Hayek 3rd Hayek Mobile Infantry Regiment-in Hayek 3rd Columbian National Guard-in Columbia 2nd Joule Mechanized Infantry Regiment-in Joule 3rd Joule Fighter Wing-in Joule 3rd Say Carrier Battle Group-in Joule 3rd Terran Mobile Infantry Regiment-in Joule 5th Columbian Heavy Artillery Division-in JouleTiatlaca+0
Orders:
Water-Bearers Order of the Fifth Tail Military Council Armies:
Shock Force A-in Cloudcutter Memepixque Shock Force C-in Den ZacatlUtoypia+1
Orders:
Toymancers Order of the Fourth Tail Puppetmasters The Keypers Armies:
Legion of Happiness-in Daishi Harmony Corps-in Hugalot Squeak Squad-In Squeak Snuggernaut-in Huggleburg Gigglers-Plushville Windup Floatilla-in Bubbles The Fluffy-in Fluff 'n' StuffZemeri+0
Orders:
Scions of Shadow and Moonlight Armies:
The Black Hands of the Scions-in Delini Pusobu Deephallow Mercenary Company-in Deephallow Shattered Coast Reavers-in Duchlesa Breh Void Knights-in DeephallowOther
Jack-The-Ripper-In-The-Box
Armies
From the Utoypians
Jack-The-Ripper-In-the-Box's Army-in SnugglesAvatars
Adam SmithAdrianaAeolusAkuritliBelzonCorvo 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 ZenithZerkyTiatlaca Assault on Den Atzintli
5(roll)+7(Advances) vs 11(roll)+5(Advances)
7(roll)+7(Advances) vs 7(roll)+5(Advances)
10(roll)+7(Advances) vs 8(roll)+5(Advances)
6(roll)+7(Advances) vs 9(roll)+5(Advances)
9(roll)+7(Advances)-1(prior combat) vs 8(roll)+5(Advances)
6(roll)+7(Advances)-1(prior combat) vs 9(roll)+5(Advances)
2(roll)+7(Advances)-2(prior combat) vs 10(roll)+5(Advances)-1(prior combat)
General foreign intelligence and spies tells Morgana that an enemy offensive in the making, though she does not know precicely when. Ironically, the first decisive sighting is by Zerky as he's trying to flee the city. Racing back, all routes of ultimate escape closed off, the sleezy rattish dragon informs Morgana of what's coming, claiming he was "scouting." While dubious, she orders the armies to assume defensive positions and sends out more scouts to confirm the sighting. The answer comes mere minutes later when the Tiatlaca airships begin long range bombardment. The resulting battle is one fought over several days, with the Queenites adopting a strategy of sending out their jetpack equipped troopers in waves to swarm air targets that get in too close, while swiping at the ground forces advancing on the city. In this regard meet much success, though they take staggering casualties in the process. The assault from the caves by the Frost Blades Army, however, is one that takes them largely by surprise, with insufficient forces guarding the cave entrances. Tiatlaca forces swarm into the city, striking at key points and almost taking them, only for a bloody grinding urban battle to ensure, as the defenders begin to fight block by block, building by building. Again, the Queenite loses are enourmous, but in the end they have more troops to throw around than the Tiatlaca, who begin to lose cohesion as their numbers grow insufficient to hold their positions. The eventual smashing the air assault by the Queenites, destroying the airships and dealing enough damage to the Cloudcutter Pixacosta to force it to withdraw, leaves the attacking armies without air support, which costs their remaining ground forces dearly. In the end they are unable to recover and are routed by the fanatical Queenite armies.
Queenite Victory
Armies that survive: Army of the Vengeful Queen, Ice Golems, Morgana’s Most Loyal Corps
Armies destroyed: Explorationary Defense Force, Frost Blades Army, Shock Force B, Shock Force D, Levied Tiatlaca, Army of the Dark Gaze, Plague of LocustZemerai Assault on Highland
6(roll)+9(Advances) vs 4(roll)+8(Advances)
4(roll)+9(Advances) vs 10(roll)+8(Advances)
5(roll)+9(Advances) vs 9(roll)+8(Advances)
11(roll)+9(Advances)-1(prior combat) vs 12(roll)+8(Advances)
The Zemerai march on Highland is well executed, but gets off to a bad start by its inability to evade Follower scout vessels patroling the continent. This allows the Origin believers to consolidate and position their forces defensively. Though the many advances of the subterranian dwelling creatures proves to be a powerful element in their plan of attack, particularily their new phase shifting which the Followers struggle to counter, especially in the earliest phases of the battle. It is not until later they learn its precise limitations and how to best position and utilize magical fields positioned within groups to counter it. By this time, however, they take heavy losses, especially on one of the floating islands to the east that is being used as an airfort. Sensing the moment is ripe, the Zemeri general orders his forces in, hoping to strike swiftly and decively and achieve a total crushing victory against these devils once and for all. However, the attack is bottlenecked by careful fortification of the surrounding sky isles, which rain down fire and are difficult to take out piecemeal, even with phase shifting, due to the ability of any artillery position to reorient in almost any direction. Zemeri get close, many of their airships breaching the perimeter and landing on the city isle itself, but by then their overall position is much weakened, leaving them unable to mount sufficient support and concentrate their troops on any one breach in the perimeter. The result is a general encirclement, especially with the arrival of a Follower Battleship, the Sword of Hannibal, in the Zemeri rear. With the fanatical Followers mercilessly descending on the overstretched Zemeri, one by one they wipe them out as effective fighting forces until there isn't anything left to call an army.
Follower Victory
Armies that survive: The Truth, Battleship Sword of Hannibal, Avenging Phalanx,
Joy Hater Corps
Armies destroyed: Nightspire Lancers, The Rekapivonian Superheavy Dragoons,
Hussars of Palazzo, Followers Unto The SunPendri Assault on Korvesh
8(roll)+5(Advances) vs 5(roll)+8(Advances)
9(roll)+5(Advances) vs 4(roll)+8(Advances)-1(prior combat)
The Pendri march on the promise of revenge and retribution for the taking of their soil and city, but privately many of the troops are weary, knowing the city's formidable defenses and the fact that they do not outnumber the enemy. Determined, yet grim and somewhat resigned to a grisly end, the Pendri march north... but much to their surprise they find the city apparently deserted of almost the entirety of its defenders, a small garrison all that remains. Wary and cautious, the Pendri generals send in probing attacks to determine the enemy's strength. The garrison commander has a hopeless task, but is determined to make the Pendri bleed for any attack they undertake. In this, the first round, he is quite succesful, as the numerous Pendri attacks are severely mauled and bloodied, and in the end forced to retreat. However, this reveals to the High Priest just where the defenders are located, and how they are using the city walls and defenses. Armed with this knowledge, the High Priest orders strikes against weak points in the Crondin defenses. Before long breaches in the perimeter are opened, and no amount of beam weapons can aid the defenders as zealous Pendri swarm in, overwhelming the garrison and retaking the city.
Pendri Victory
Armies that survive: 1st Pendri Army, 2nd Pendri ArmyTerran Assault on Kelorn
5(roll)+7(Advances) vs 8(roll)+6(Advances)
7(roll)+7(Advances) vs 3(roll)+6(Advances)
5(roll)+7(Advances) vs 7(roll)+6(Advances)
7(roll)+7(Advances) vs 7(roll)+6(Advances)
11(roll)+7(Advances) vs 4(roll)+6(Advances)
7(roll)+7(Advances)-1(prior combat) vs 10(roll)+6(Advances)-1(prior combat)
10(roll)+7(Advances)-1(prior combat) vs 12(roll)+6(Advances)-1(prior combat)
2(roll)+7(Advances)-1(prior combat) vs 5(roll)+6(Advances)-2(prior combat)
Vacating all their other lands in an emergency evactuation to try and hold on to the capital, the Crondins dig in for an all out defensive effort to keep their grip on the ancient city. The swamps are fortified, raiding lines established, air defences organized, and every weapon available is pulled into the battle lines. The Terran assault when it comes is massive and overwhelming, this one offensive matching the entire Crondin military. Attacking from the sea, land, and air, the Terrans work to use their combined arms to break apart, overwhelm, and crush their Crondin opponants. The air and sea assaults in particular prove devestating, though parity is much more apparent in the ground assault, where the thick swamps hamper all efforts to move Terran tanks in an orderly fashion, despite their impressive logistics. The orbital drop troops land in early, and actually manage to secure a full 3rd of the city in the initial assault, but the Crondin defensive posture is designed for strategies like this in mind, giving them the ability to cordin off large swathes of the city without comprimising the overall defense. A grueling months long slog ensues, Crondin and Terran combatants often engaging in close quarters swamp and urban combat. No matter how much the invaders attempt to secure their perimeter, Crondin raiding parties always manage to find ways to harrass and deplete the supply lines. A turning point is reached when a large night attack strikes out to the sea to surprise the Terran navy, which has been so far been providing constant and accurate naval and gun support. In the ensuing battle, over half the Terran fleet is at the sea's bottom, and the rest is being chased and harried. Deprived of naval support, the ubiquitos, dispered anti-air units the Crondins possess steadily whittle down the Terran bombers and strike aircraft with constant beam weapon attacks. Finally, a full 5 months into the battle, the Crondins take advantage of a Terran reorganization to launch a full assault, breaking the vulpines' positions and driving them into the swamps and a rout.
Crondin Victory
Armies that survive: Army of the Elements, Volunteer Corps
Armies destroyed: 2nd Say Fleet, 4th Joule ODIN regiment, 4th Hayek Tank Division, 4th Columbian bomber wing, and 5th Hayek Mobile Infantry Regiment, 1st Brigade, 2nd Brigade, 2nd Volunteer CorpTerran Assault on Bulwark
2(roll)+7(Advances) vs 4(roll)+6(Advances)
5(roll)+7(Advances) vs 9(roll)+6(Advances)-1(prior combat)
8(roll)+7(Advances) vs 12(roll)+6(Advances)-2(prior combat)
3(roll)+7(Advances) vs 9(roll)+6(Advances)-3(prior combat)
4(roll)+7(Advances) vs 10(roll)+6(Advances)-4(prior combat)
The general in charge of the attack on Bulwark is supremely confidant of victory. So confidant, that many of his subordinates question his judgement to some degree, producing a great deal of unease. Nevertheless, the odds in the Terrans' favor are overwhelming, and barring improbable circumstances, the battle is theirs to lose. Unfortunately, things start to go wrong from the beginning, as the weather this particular year is excessively volatile, more so than any of the natives can remember even. Thunderous monsoons and several typhoons see fit to ravage the region, flooding vast swathes of land and often making the skies dangerous to fly through. Nevertheless, the Terran commander insists the attack proceed as scheduled. The Crondin defenders are almost dumbstruck from the reports they're getting of the Terran army suicidally marching into the worst weather this region has seen in recorded history. Whole divisions of the Terran invasion are wiped out by massive flooding, and in one particularily fatal incident the Terrans try to launch an all out arial assault on Bulwark during a massive wave of thunderstorms, reasoning that the defenders will not be expecting such an arial and paratroop invasion combined with orbital drop troops. This bizarre occurance results in utter disaster, the orbital troops having their capsules widly blown off course from intense upper level winds, and much of the airforce caught in a sudden squall that downs over half of the aircraft. Amid the terrible storms and roiling floods, the tiny Crondin garrison of Bulwark decides to risk it all in an all out attack. They have known since the beginning the only job they have is to merely make the Terrans bleed for taking the city, but the sudden devestating weather patterns and the invading army's apparent suicidal wishes gives a small window of oppritunity. Small groups press out from the city, the city guard rushing out in pouring rain and storming conditions, which are not unfamiliar to the lizard folk in the slightest, to strike the Terrans at their moment of maximum disorganization. The strike succeeds beyond their wildest dreams, as the low morale of the Terrans and their incompetent leadership cracks under the strain and causes them to spectacularily rout.
Crondin Victory
Armies destroyed: 5th Joule ODIN regiment, 3rd Joule fighter wing, 4th Terran Tank Division, 2nd Columbian Infantry Regiment, 2nd Terran Armored DivisionTerran Assault on Htark
12(roll)+7(Advances) vs 2(roll)+6(Advances)
In contrast to the fierce battles and utter debacle taking place to the north, the Terran attack on Htark can barely be called such, so perfect is their coordination and swift their strike. Before the defenders can even organize orbital drop troops and naval support is in place, and iron discipline and rigorous scouting gives the Terran tanks and armoured vehicles paths through the brutal swamps to sweep up to the city's doorsteps. Almost without a fight then is the city taken
Terran Victory
Armies that survive: 3rd Say Carrier Battle Group, 1st Say Marines, 5th Columbian Heavy Artillery Division, 3rd Terran Mobile Infantry Regiment, 1st Joule Infantry Regiment