Mr. Bojangles
|
Alright, upon further reflection, it is proving difficult for me to come up with unique demonic units that are actually usable beyond Demonic Horde. The very nature of the Abyss is constant change and for some reason by brain does not like mixing that with strategic warfare. The two seem like some terrible vinegar and Dr Pepper combination. So, unless someone can think of something I would like to retract my Worldwound choice and instead go with my Dibs choice of the Holds of Belkzen (it helps that I have Skeletons of Scarwall in front of me).
Name of Country: The Holds of Belkzen
Alignment of Country: Chaotic Evil
Leader of Country: Grask Uldeth, Orc Fighter (I know Barbarian seems like the obvious choice, but we've got enough of those what with Numeria and the Linnorm Kings, so since its not specified anywhere that I know of, I'm picking fighter)
Exotic Units:
Raschka-Tor Red Dragons (aerial siege, or just plain aerial awesome)
Ultra Heavy Cavalry (amongst other things, Riding Rhinoceros'!!!)
Orc Horde (massive Infantry unit)
This is all of course pending approval by Chainmail. If he says no, and I wouldn't blame him if he did, then I will think of something for the Worldwound.
| Chainmail |
Gold Dragons are
6/6/8/24 two hits and attack twice on attack and defense
No self respecting dragon ever takes one hit, so one hit versions of dragons are not allowed. No unit will be higher than 6 attack defense.
Current plan is nations will start with $90 of units except for Worldwound and Linnorm with start with $60. No nation except a seafaring one (example the Shackles) can spend more that half that on ships. Linnorm Kings will count as a sea nation.
Right now 3 of the 6 players are concentrated in the top right of the map. That puts them at a disadvantage.
I am working out the mechanics of the economy. Nations will choose if they are on a peacetime or wartime ecomony. Peace economy will make it harder to support a large military. War ecomony will hamper any diplomatic negotiations with neighbors.
Deiros
|
Wow! I start lower lol, is there anything that offsets this penalty to my starting money?? Like 1 or 2 free light infantry that explains my smaller gold cost, just an idea.
Dezhem: We don't get medium cavalry for free mate, that is an Exotic unit for me and Chainmail said to keep it at -2 instead of -3 for the mean time ^^
Edit:
Here comes the WAAAAAAAAAAAAAAAAAAAAGH!! We be orcs!
| Chainmail |
The Linnorm Kings and the Worldwound demons start with a defensive treaty with their like kings and demons. Other countries can be more easily attacked.
I am still thinking what a proper balance should be. If someone leaves 1/3 their forces behind for defense, and the Kings and Demons don't have to do this, it balances out.
There has to be some penalty for not having to defend your home country.
Everyone will start with light cavalry 2/1/3/4
Deiros
|
Well I suppose that not having to defend your country is enough of an advantage then, but if we go with the no support we would be first fighting internally to "secure" our starting point.
So for me it's a fight for power against other 3 but the Worldwound is an endless pitfight.
But fluff wise Linnorms Kings would rally to defeat a invader but demons would probably do only if it serves their purpose so. I think he changed from the worldwound to Belkzen also to avoid problems ^^ so you can leave the Worldwound as they squabble with each other and the Kings defend with me taking the smaller starting gold.
DarkLightHitomi
|
I present my kingdom, A small warrior society that had kept to itself for the last 2 hundred years as part of an treaty agreement that has recently expired. Honor is very important to them but they are always ready for those without any.
edit; peacetime economy at present, many races, as long as you can prove your worth your race doesn't mean much to these folks.
Name of Country: The Clans of Crimson
General Alignment: LN
Head of State: Chief Councilor Thera Reed, Elf Fighter/Sorcerer
Exotic Units: As a warrior society, the military uses fewer but more powerful units as base doctrine.
Crimson Crusaders(cavalry)Very elite units
Mixed(fighter/sorcerers with some clerics) but cohesive units
riding awakened dire tigers.
Small airship
These small ships have been enchanted to fly. They are
generally used as transport but can be used to fire
from above if holding a ranged unit.
Elementalists
These archer/wizards fire from distance with enchanted bows
and long range spells.
Deiros
|
I'm glad your cavalry is not for real (in game terms) otherwise that would be a VIP thing, so it's just a 2 wounds cavalry still so it's going to be tough.
I was thinking of Vikings riding direwolves for medium cavalry was over the top lol, but I think the awakened Tigers is a bit over the top as if the animal itself isn't already powerful.
DarkLightHitomi
|
Truth is I played a Crimson Crusader once which is why I was so inspired to include them. So the awakened might seem over the top here but when thinking in terms of characters, each tiger is bonded with a rider and stay together till death, it is a part of their culture, you just dont see that at the level this game is played.
| Castarr4 |
Clans of Crimson will be in the River Kingdoms south of Brevoy - assume it grew up a la Kingmaker.
Do we have any other entries? I have the map done with initial boundaries. I still have to create starting forces for the neutral countries and put the 'dungeons' and 'mercenary areas' on the map.
I'm interested. Either Alkenstar or Sargava. Would those be too far from the main action?
| Castarr4 |
Does this look about right?
Name of Country: Sargava
Alignment of Country: Neutral
Leader of Country: Baron Utilinus, Custodian (M human cleric)
Basic Units:
Colonial Light Infantry 1/2/2/3
Colonial Medium Infantry 2/3/1/4
Garrison 0/2/0/2
Mwangi Sloop 2/2/6/7
Colonial Warship 3/3/6/10
Exotic Units:
Mwangi Tribesman 1/1/2/2
Awakened Animal 3/3/1/5
Dinosaur Rider 4/2/3/12 (2 wounds, cost 8 for 1)
I tried to keep costs low, to represent the low tech and sophistication of the country. Alkenstar would have been the opposite.
| Castarr4 |
Yes, but when I compare Alkenstar and Sargava's possible troops in my head, I think that strength of each army would be very different. For instance, Alkenstar would focus on having a comparatively small, but well-armored army backed by gunners of all sorts (such as lightly armored 5/1/2/6 snipers and highly mobile 3/5/3/9 pistol cavalry), including some slow moving but incredibly powerful heavy artillery (9/4/1/18, 2 wounds, sort of thing).
Sargava, on the other hand, is a very different proposition. The nation exists in a tenuous balance between the ruling Chelish colonists and the oppressed Mwangi natives. I tried to make the army reflect this. A good portion would be poorly equipped natives being used as a front line buffer by their colonial overseers, backed by shock troops "recruited" from the jungles. Hence the "exotic" tribesman who is actually cheaper than my base light infantry.
The strength of the Sargavan army would be their ability to field so many more men than their opponents, and hopefully win through sheer numbers.
Edit: And I'll take that change to the dinos, thanks.
Deiros
|
Castarr4 I have average cost units ^^
Infantry
Garrison Attack 0/ Defense 2/Move 0/ Cost 2/ Wounds 1
Bondsmen Attack 1/ Defense 2/Move 2/ Cost 3/ Wounds 1 (Light Infantry)
Raiders Attack 2/ Defense 3/Move 1/ Cost 4/ Wounds 1 (Medium Infantry)
Cavalry
Bondsmen Attack 2/ Defense 1/ Move 3/ Cost 4/ Wounds 1 (Light Cavalry)
Raiders Attack 3/ Defense 4/Move 4/ Cost 6/ Wounds 2 (Medium Cavalry)
Eagle Riders Attack 5/ Defense 3/Move 6/ Cost 10/ Wounds 1 (Aerial Cavalry)
Eagle Riders Attack 5/ Defense 3/Move 6/ Cost 15/ Wounds 2 (Aerial Cavalry)
Vehicles
Longship Attack 4/ Defense 2/Move 4/ Cost 7/ Wounds 1
Eagle Raiders are my "Supreme" unit and expensive but as for the other troop choices, but I can bring forth a decent army to fight, it will be tough to deal with a "Horde" army.
DarkLightHitomi
|
I am not totally sure about all the cost factors but here is the stats I made for my forces
Wardens (light inf) 4/2/2/6
Retmun (med inf) 5/3/2/8
local militia (garrison)0/3/0/3
Crimson Crusaders 6/6/4/21(two hit)
Small Skish (airship) 1/3/6fly/6 (transport)
Elementalists 5/4/2/9
If you decide against transports as units then I will instead go with
Navel Skish (airship) 3/4/6fly/9
Elementalists 5/5/6fly/12
| Chainmail |
I have put this project on temporary hold but not forgotten this.
I will finish it and kick it off only if I can do a good job at this. Right now I am GMing two active PbP pathfinder campaigns and playing in about six active campaigns. As you know, attrition is the killer on these boards. I will update you when the starting forces of the entire inner seas area is done and see if there still is interest.
I am proud to say I have not quit on a single PbP I start. This will not be started if it can't be continued. This will be done right or not at all. Thanks for all your patience.