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File: 1375574912835.jpg-(205 KB, 500x500, Green bug.jpg)
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Previous thread: http://suptg.thisisnotatrueending.com/archive/26397983/

I need to hunt through there to get stats right
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>>26415936
Updated map.
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YAY Insect time!
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>>26415936
fuck yea QUM quest
>>
>>26416005
>>>>>>>>>>>Civ: Insects
>>>>>>>>>>>Gov: Theocratic monarchy
>>>>>>>>>>>Location: Cliff face
>>>>>>>>>>>Mutations: Mining Mandible, wings and Arolia, Chameleon secretion, Eat and Adapt (queen), resistance to fire and acid, Acidic Mandibles, Graspers, slight tech bonus, Antidotal Chitin, Caste Specific Mutation.
>>>>>>>>>>>Breading: Queen lays the eggs
>Pop: The Holy Queen, 1 Underqueen, 9 Holy clergy caste, 35 hunters, 35 fishermen, 103 workers, 28 scavengers, 45 homeguard, 40 hound masters (elite), 60 farmers, 35 Observers, 23 Alchemists, 125 Geneweavers, 3 Mikeys, 130 warriors, 25 scouts, 10 mimics, Larva: 104 (hive) 43 (Elven Front), Eggs: 17 (hive) 43 (front)
>Building: Deep Burrows, Queen's room + Shiny , Larva Room, Crude statues, Hall of History, Effigy to the fallen, Wolf pen, road to hot spring, Barracks, Dorms, Specialty rooms, Crafting Rooms, Agricultural room, Spawning Pool, Archery Range, Transportation tunnel, Stone Doors, Forge, small beach hive, Elf quarters, Elf City
>Food: Scavenged meat, Elk, Fish ("fishing hurts the health of the hunters, can't do it every turn), eggs (hunters can get hurt doing this), berries, Rabbits, strongberries, mushrooms, troll, various crops
>Conditions:
>The cliffs are cold and harsh, but everyone is well sheltered
>Fed
>Caste based on what do most, or what the queen tells you are.
>>The Queens chamber is very shiny
>Bugs can smell other bugs.
> Captured troll - cattlizing for food
>>Reputation with elves increased by a lot
>Cryo-Hydra lair to the east
Battle for Elf city.
>Black Sand beach
>Northern elves gone
>Corrupted wheat fields
>Southern Front discovered.
>Control of Southern Front
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>>26416414
Does the sub-queen at the sandhive count as the normal hive?
>>
Rolled 33

34 Evo Points
>>>>>Queen: Infest (4)
>>>>>>>Hunters: improved Keen senses
>>>>>>>Fishermen: Temp control
>>>>>>>Observer: Stupidly Bigger brains
>>>>>>>Houndsmen: acidic throwing spines
>>>>>>>Workers: Internal Depth Sense
>>>>>>>Farmers: Selective digestion (3)
>>>>>>>Homeguard: Improved Fire Breath (damage)
>>>>>>>Alchemists: Blast resistance
>>>>>>>Scavengers: Katamari secretion (2)
>>>>>>>Clergy:Improved subqueen production (2)
>>>>>>>Geneweavers: Better Geneweaving (3)
>>>>>>>Scouts: Imp[roved wings >>>>>>>Warriors: Improved Fire Breath (damage)
>>Mimic: Calming pheromones

Roll for success included
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>>26416623
I'll give it to you. Geneweavers forced success.
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>>26416464
Yes

Also you guys need to divvy up the new set of larva. If you don't have enough farmers or active hunters or fishermen, food will start to get short.
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>>26416672
YAY
also how many more turns is it going to take for infest?
20 Hunters 20 Fishermen 40 Farmers 24 Scavengers: Home Hive
21 Farmers 22 Warriors for Elven Front
Sound good to anyone else watching this thread?
>>
>>26416729
I am ...

we should probable up the Eat and Adapt so we can get troll regeneration . my two cents
>>
The clergy should evolve missionary/suggestive pheromones or something.
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>>26416623
Also Klaxx I had question about Diminutive Size, if and when we get that how will that work?
>>26416819
I think we have to wait for Infest to finish before we do that and I'd like to get Diminutive size before more eat and adapt, because we've got crazy plans for that shit
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>>26416857
Queen: Diminutive Size
Hunters: (?)
Fishermen: Fins
Observer: (?)
Houndsmen: (?)
Workers: (?)
Farmers: (?)
Homeguard: Larger Size
Alchemists: (?)
Scavengers: Katamari secretion
Clergy:Suggestive Pheromones
Geneweavers: Better Geneweaving
Scouts: Improved wings
Warriors: Improved Fire Breath (range)
Mimic: Suggestive Pheremones
Any other ideas?
>>
>>26416966
Was going to say lager size for HG and better breath for Warriors, but you got that already. Nice.

Workers: String
Hunters: Adrenaline (Help chase down prey)
Houndsmen: Symbiotic Relationship development
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>>26416873
I am just saying regeneration is super useful but as long as its on the list I am good.

give Geneweavers a transfer update ability like a hypodermic stinger to inject something to evolve the hive after they hatch?

>Clergy (kit them out for medics, we got anti toxin secretions, get them antiviral/bacterial secretions, hands for tool use, and x-ray vision / sonar so they can look in side to see the wounds, also will help us detect undead.


Observer: give them better memory or is that under bigger brains?
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>>26416729
Infest was actually just learned. Now you need diminutive size in order to be able to have parasites infest enemies and spy for you.
>>
>>26417025
Queen: Diminutive Size
Hunters: Adrenaline
Fishermen: Fins
Observer: (?)
Houndsmen: Symbiotic Relationship development
Workers: String
Farmers: (?)
Homeguard: Larger Size
Alchemists: (?)
Scavengers: Katamari secretion
Clergy:Suggestive Pheromones
>Geneweavers: Better Geneweaving
>Scouts: Improved wings
Warriors: Improved Fire Breath (range)
Mimic: Suggestive Pheremones
Just need Observers, Farmers and Alchemists
and then we can start planning for next turn
>>
Observer: Sherlock Deduction (be able to see what happened from very little evidence)
Houndsmen: Adrenaline and testosterone pumps (works alongside symbiosis)
Workers: A set of nimble graspers for delicate tasks
Farmers: plant symbiosis (could carry small gardens on their backs)

I don't know what to do with alchemists.
>>
>>26417092
YAY
How many diminutive larvae would we get per egg clutch? I know Altrax had an idea for Rotworms and I had an idea for tiny swarmers with really strong jaws. And then obviously parasites
“If I do end up DMing this, mind control would take 3 mutations:
1. Diminutive size
2. Parasitic infestation
3. Parasitic Mind Control”-Klaxximus Prime very first thread
>>
>>26416873
Diminutive size is a rank 2. You can designate certain castes to be that small. Each caste member that small is almost invisible to others. If they are seen, chances are they won't be attacked (you're like the size of a tick. This does make them useless for other things (like digging, lifting, and direct combat).
>>
>>26417151
Can't we just have a Tiny caste?
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>>26417169
I have... Several small castes in mind.

and did we forget Firey Death being needed to fight undead?
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>>26417143
One diminutive larva = one regular larva. Diminutive animals just have different positives and negatives. One of which is less food consumption.
>>
Oh and >>26417095
>Plant Manipulation
Control the shape/way plants grow. Or something.

>>26417178
We'll get to it. That'll be next for Warriors and HG.
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>>26417151
Ah there went my swarm idea.
>>26417178
Queen: Firey Death
Hunters: Adrenaline
Fishermen: Fins
Observer: Sherlock Deduction (be able to see what happened from very little evidence)
Houndsmen: Adrenaline and testosterone pumps (works alongside symbiosis)
Workers: A set of nimble graspers for delicate tasks
Farmers: plant symbiosis (could carry small gardens on their backs
Homeguard: Larger Size
Alchemists: Improved Immune Systems
Scavengers: Katamari secretion
Clergy:Suggestive Pheromones
>Geneweavers: Better Geneweaving
>Scouts: Improved wings
Warriors: Improved Fire Breath (range)
Mimic: Suggestive Pheremones
Sound good for a final draft (and yes I almost forgot firery death)
>>
>>26417169
Yes, Tiny is another size category. They will be a little low on the strength factor, but they don't consume more food and more agile versions have a lower chance of being hit in an attack (unless it's AoE)
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>>26417193
Question. can a caste evolve the ability to von neumann itself? Like, if we had a small ratlike caste, eating lots of zombie flesh, it might be able to, say, devour a bunch of zombies and use that to produce more of them? Since they'd be useless outside of excessive numbers?
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>>26417229
We've already got the katamari secretion, i thought. What did we get from the pass up there? or, rather, what didn't we get?
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>>26417316
To be honest I'm not really sure I have trouble reading the Mutation list
>>
Can we get a master list of the mutations we do have? Or at least, the ones we didn't get from your roll, there, so i can post what we've managed thus far?
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>>26417239
Wouldn't that be the same as sub-queens?
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>>26417373
You raise an awkward point?

I'm now imagining something more like an aircraft carrier anyways. Excuse me while i figure out our Swarmbearer caste.
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>>26417400
Mind if I join you in the glory you're planning?
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>>26417400
Oh. Sidenote. Anyone wishing to, on a speedier and more direct way, talk through how to make our evil plans, go to mibbit.com or use your irc to connect to rizon and go to the channel #insectciv
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>>26417473
You know, klax, we weren't kicking you out, i was just saying we're not going to be making the game posts in here, we're just trying to make sense of eachother. Get back in here if you like.
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>>26417193
We are going to need at least 500 of these guys, to be transported by our scouts (or wolves, if they are in fact tick like) these seem like they could allow us to steamroll the rest of the game
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>>26417607
Only issue for these, ironically, is the undead. Who aren't controlled by biological function! Hilarious!
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>>26417607
When you add parasitic mind control to that, you kind of will steamroll.
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>>26417644
For the swarm!

wait, wrong bug race.

ALL GLORY TO THE GODQUEEN!
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>>26417644
Yeah, I think we might have to face tougher enemies who have a certain amount of resistance to our abilities.
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>>26417707
I imagine magic will be fun, and i think people will catch on eventually. But that's post killing the undead, which will be very hard.
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>>26417749
Fire. Solves. Everything.

EVERYTHING

Even fires.
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>>26417792
I wish i had your faith in the simplicity of problems. However, klax is almost as evil a bastard as i am.

Almost.
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>>26417792
We should probably improve fire, too. That's going to be our primary weapon against the undead.
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>>26417843
I think one more upgrade should give us blowtorch level heat.
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>>26417843
Skeletons are immune to it I think but thats why we have the Acid
So what are we doing about Mutations and Next turn?
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>>26417852
I want Thermite level heat.
Hot enough to cause the Skeleton bones to fuse together, to make them literally just piles of bone, unable to do anything.
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>>26417881
I think thermite level heat is something for the siege caste. The warriors might be too small to produce that.
>>
Queen: Firey Death
Hunters: Adrenaline
Fishermen: Fins
Observer: Sherlock Deduction (be able to see what happened from very little evidence)
Houndsmen: Adrenaline and testosterone pumps (works alongside symbiosis)
Workers: A set of nimble graspers for delicate tasks
Farmers: plant symbiosis (could carry small gardens on their backs
Homeguard: Larger Size
Alchemists: Improved Immune Systems
Scavengers: Extra Strength
Clergy:Suggestive Pheromones
>Geneweavers: Better Geneweaving
>Scouts: Improved wings
Warriors: Improved Fire Breath (range)
Mimic: Suggestive Pheremones
Sound good for a final draft (and yes I almost forgot firery death)
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>>26417894
But then we'll have to wait for them to evolve!

Unless....
Klaxx, do we get bonuses to evolution speed for evolving something that another caste already has?
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>>26417866
Skeleton's are pretty weak on their own. They resist arrows because of force less piercing, but anything that adds a little force can take them out. It will be interesting to see how this works against their new weapon.
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>>26417912
Nope, evolution is done separately
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>>26417929
I'm thinking either a giant floating necropolis or a massive flesh golem with a shield made of bone
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We could use the diminutive size mutation to have a divider mutation. When a warrior is killed, it spawns two smaller warriors out of the corpse.
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>>26417993
that would be awesom
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>>26417955
We need to get to the cryo hydra before they do
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>>26418074
Cryo-Hydra is after the undead but I dare not think what would happen if they got to it first
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>>26418178
Aye Aye Cap'n
>>
Hunters, hunt.
Fishermen, breed sharks.
Houndsmen practice Jousting with one set of arms while firing bows with the other
Observers, go over parts recovered from siege.
Workers: Check over the city, make sure there wasn't any sabotage done to the defenses
Farmers: Start up farm in city
Homeguard: continue fixing defense holes found by warriors
Alchemists: Work on the grey grain
Scavengers: haul in anything required for infrastructure (farm supplies, stone, etc) to the city.
Clergy: Go around calming the city folk and ease tension.
Geneweavers: Test Zombie, crab, and shark
Queen: Eat the Gheist
Scouts: Figure out maximum flight altitude
Warriors: Garrison city, figure out best anti-undead tactics
Mimic: See if we can't get the elves to fill out more detail on our map
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>>26418208
Agreeing.
>>
This, of course, means it's all important for us to step up security measures. Assume we've put in anti-cylon security for any outsider coming into hive-controlled territory and any patrol that did not have a hive-minded witness along
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>>26418208
The hunters come back with every kind of meat imaginable.

The fishermen don't know how to get sharks to breed.

The houndsmen can't shoot while making contact, but they can before and after.

The only things left over from the siege are weapons and armor from the undead. The undead themselves have been disposed of.

The workers find bombs planted at the gates. This looks like it was used in the tactic to close the walls up when the gates were knocked open.

The farmers start up a farm in the city. It contains various vegetables. as well as a few apple trees.

The Homeguard (94) fix every single defense hole found by the warriors and then some.

The alchemists work on the gray grain. They figure out that the grain itself is supposed to be baked into other forms of food before consumption by the elves.

Scavengers haul in a bunch of stone from the hive. The city can be built up nicely. They also manage to haul in various seeds.

The clergy go around easing tension.

The geneweavers test the zombie and figure out that the undead don't eat (or don't need to eat at least). The learn that sharks die out of water and that crabs can't reach behind them. Also shark and crab are tasty.

The Queen feasts on the gheist and develops increased capability for all hive members. (70+ is now considered tech success).

Your scouts fly straight up into the air. They manage to get pretty high before their wings run out of strength and they fall to the ground. Most of them are able to break the fall with their wings, but some can't. 7 die.

The Warriors figure out that the first wave would be best defended from the wall, but the undead will try to breach it as soon as possible. Perhaps use cavalry strikes to cut off their supply chain.

The Mimics try talking to the elves about areas of interest that can be mapped out. They give you a good idea of the rest of the Southern Kingdom.
>>
When we get around to infesting sharks, we should have the gene-weavers make a new caste that combines the houndsmen with the fisherman, so we get sharksmen.
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>>26418735
that was the plan
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>>26418726
Amazing turn for almost everyone.
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>>26418835
We need to figure out how sharks breed. Might need the observers for that, but I think they're needed in the war effort.
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>>26418889
The plan I came up with was to use a Clergy to calm them down so so the fishermen can handle them better.
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>>26418726
>>>>>>>>>>>>Civ: Insects
>>>>>>>>>>>>Gov: Theocratic monarchy
>>>>>>>>>>>>Location: Cliff face
>>>>>>>>>>>>Mutations: Mining Mandible, wings and Arolia, Chameleon secretion, Eat and Adapt (queen), resistance to fire and acid, Acidic Mandibles, Graspers, slight tech bonus, Antidotal Chitin, Caste Specific Mutation.
>>>>>>>>>>>>Breading: Queen lays the eggs
>>Pop: The Holy Queen, 1 Underqueen, 9 Holy clergy caste, 55 hunters, 55 fishermen, 103 workers, 52 scavengers, 45 homeguard, 40 hound masters (elite), 121 farmers, 35 Observers, 23 Alchemists, 125 Geneweavers, 3 Mikeys, 152 warriors, 18 scouts, 10 mimics, Larva: 104 (hive) 43 (Elven Front), Eggs: 17 (hive) 43 (front)
>>Building: Deep Burrows, Queen's room + Shiny , Larva Room, Crude statues, Hall of History, Effigy to the fallen, Wolf pen, road to hot spring, Barracks, Dorms, Specialty rooms, Crafting Rooms, Agricultural room, Spawning Pool, Archery Range, Transportation tunnel, Stone Doors, Forge, small beach hive, Elf quarters, Elf City
>>Food: Scavenged meat, Elk, Fish ("fishing hurts the health of the hunters, can't do it every turn), eggs (hunters can get hurt doing this), berries, Rabbits, strongberries, mushrooms, troll, various crops
>>Conditions:
>>The cliffs are cold and harsh, but everyone is well sheltered
>>Fed
>>Caste based on what do most, or what the queen tells you are.
>>>The Queens chamber is very shiny
>>Bugs can smell other bugs.
>> Captured troll - cattlizing for food
>>>Reputation with elves increased by a lot
>>Cryo-Hydra lair to the east
>Battle for Elf city.
>>Black Sand beach
>>Northern elves gone
>>Corrupted wheat fields
>>Southern Front discovered.
>>Control of Southern Front
>>
So guys, what happened to our whale? Is it possible the undead got their hands on the remains? I'm thinking their new weapon is some kind of siege unit: they have been having issues with the walls of this city, so their newest advances are probably looking to counteract that.
>>
One of the things we should do this turn is create a network of pits and ravines around the city in order to prevent the easy movement of siege equipment. Force them to move them into certain areas that will act as choke points.

We need to prepare the battlefield. We tried to do that last time but underestimated the undead and their cannons.
>>
>>26418979
We have it at the Sandhive along with the sharks
>>26419007
That's a really good idea
>>
Hunters, hunt.
Fishermen, borrow a clergyman, have him calm down the sharks, and figure out the genders of the sharks and mark them.
Houndsmen: Practice defensive maneuvers with the warriors.
Observers: Figure out as much as you can about the zombie.
Workers: Shore up the city's fortifications
Farmers: Establish the farm at the city until it can support the elven population
Homeguard: Work with the warriors on city defense tactics
Alchemists: Work on the grey grain
Scavengers:
Clergy: Help the fishermen
Geneweavers: Test Crab and Shark further
Scouts: Work on stable flight outside archery range. Have the elves help to establish "archery range". I do not mean have the elves shoot at the scouts.
Warriors: Garrison city, figure out best anti-undead tactics
Mimic: Get the elves to draw, as best they can, the fortifications of tethealla to the best of their memories.
>>
>>26419065
And no matter what they should be unable to get a straight shot at the gates. They'd have to go around some kind of extremely deep pit, allowing us to set up a killzone even if they've breached the gates.
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>>26419111
Dammit, missed something.

SandHiveQueen: Infest Whale
Hunters, hunt.
Fishermen, borrow a clergyman, have him calm down the sharks, and figure out the genders of the sharks and mark them.
Houndsmen: Practice defensive maneuvers with the warriors.
Observers: Figure out as much as you can about the zombie.
Workers: Shore up the city's fortifications
Farmers: Establish the farm at the city until it can support the elven population
Homeguard: Work with the warriors on city defense tactics
Alchemists: Work on the grey grain
Scavengers:
Clergy: Help the fishermen
Geneweavers: Test Crab and Shark further
Scouts: Work on stable flight outside archery range. Have the elves help to establish "archery range". I do not mean have the elves shoot at the scouts.
Warriors: Garrison city, figure out best anti-undead tactics
Mimic: Get the elves to draw, as best they can, the fortifications of tethealla to the best of their memories.
>>
>>26419145
The warriors and homeguard should attempt to perfect charging tactics that take out large groups.
>>
Oh, and maybe we could train some "snipers" to take out that lich while he's distracted with something else.
>>
>>26418938
4 Evo Points
>>>>>>Queen: Fiery Death (2)
>>>>>>>>Hunters: Adrenaline
>>>>>>>>Fishermen: Fins
>>>>>>>>Observer: Sherlok Deduction
>>>>>>>>Houndsmen: Adrenaline
>>>>>>>>Workers: Nimble Graspers
>>>>>>>>Farmers: Selective digestion (3)
>>>>>>>>Homeguard: Large size
>>>>>>>>Alchemists: Intestinal Fortitude
>>>>>>>>Scavengers: Katamari secretion (2)
>>>>>>>>Clergy: tbd
>>>>>>>>Geneweavers: Better Geneweaving (3)
>>>>>>>>Scouts: Improved wings
>>>>>>>Warriors: Improved Fire Breath Range
>>>Mimic: tbd
>>
>>26419225
Should we repick Mimic mutation?
>>
>>26419225
You said we already had katamari secretion, so,

Scavengers: Extra Strength
Clergy: Mobile SubQueen-form
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>>26419265
Greater empathy? Know why the elves make their decisions?
>>
>>26419281
You're right, I missed that
>>
>>26419145
Also obligatory YEEEEEEEEEES INFESTED WHALE
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>>26419417
Sub-queens can't infest.
>>
>>26419512
How does infestation currently work? The victim must be brought before the queen?
>>
>>26419512
Ah...

One moment.
>>
Queen: Infest Whale
Hunters, hunt.
Fishermen, borrow a clergyman, have him calm down the sharks, and figure out the genders of the sharks and mark them.
Houndsmen: Practice defensive maneuvers with the warriors.
Observers: Figure out as much as you can about the zombie.
Workers: Shore up the city's fortifications
Farmers: Establish the farm at the city until it can support the elven population
Homeguard: Work with the warriors on city defense tactics
Alchemists: Work on the grey grain
Scavengers: Haul The Whale To Prime Hive
Clergy: Help the fishermen
Geneweavers: Test Crab and Shark further
Scouts: Work on stable flight outside archery range. Have the elves help to establish "archery range". I do not mean have the elves shoot at the scouts.
Warriors: Garrison city, figure out best anti-undead tactics
Mimic: Get the elves to draw, as best they can, the fortifications of tethealla to the best of their memories.
>>
>>26419512
Scavengers bring the whale before the Queen for infestation! with the lumber rollers!
>>
So, is the queen's ability to infest permanently exclusive to her?
>>
>>26420024
I think our parasites will get to do it when we complete the tree he laid out. Or at least, it won't be a concern, as we'll be able to march them in to the queen's room.

We need glass.
>>
We need diggers to outflank the enemy positions especially the artillary and liche
>>
>>26419579
The Queen lays an egg within the whale.

The Hunters (93) manage to find a ridiculously giant bird near the top of the mountain. They come back with a few of the eggs while the bird is away.

In an attempt to figure out how to make sharks mate, they have a clergymen try to sedate the shark. It bits the Fisherman when he tries to pick it up.

The houndsmen practice defensive maneuvers. They seem pretty good at it provided they don't have many defensive items. It's more focused on tactical strikes to prevent enemies from being able to attack.

The observers figure out that zombies are more docile since they have to deal with rigor mortis. They really don't do much. They can't feel pain, they don't sleep, and they don't eat.

The workers make the walls so smooth that zombies will not be able to climb up them.

The farm can support the elves, but not the insects.

The homeguard and the warriors try to figure out the best way to prevent the undead from claiming the city. They figure that most of the undead will be stopped at the gate, but fliers will the the main problem. If you can divide the waves to successfully conquer them separately, it should be enough.

The alchemists don't understand exactly how it's made. It could be a strain of virus or bacteria that the undead planted on this grain, but why is it gray? They can't seem to separate the hue from the grain.

The scavengers haul the whale on wheels all of the way to the Queen.

Clergy attempt to help the fishermen.

Geneweavers test the crab and shark further. They learn that crabs rely on their exoskeleton like we do.They learn that sharks skin can seem rough when rubbed one way as opposed to the other.

The scouts cannot fly out of the rang of arrows, but they can fly out of the effective range. Arrows can still hit, but the chance is reduced drastically.

The Mimics ask Barchetta to draw the defenses of Tethe'Alla to the best of his memory. Attack success increased.
>>
>>26420102
Yeah, but it's still a lot of work for the queen.
But obviously not a problem at the moment. But when we start infesting entire nations, it will be a problem.

>>26420113
Agreed, but it's difficult to outflank a force that outnumbers us. We could have tunnels leading to trapdoors that will be useful for surprise attacks against the lich. Get em from below.

Obvious the tunnel system has to be built carefully to avoid infiltration. Perhaps if it was sufficiently maze-like the dumb zombies wouldn't be able to figure out how to use it and would just remove themselves from the fight.
>>
>>26420167
I am seriously down with Trapdoors and a big maze of tunnels
>>
>>26420229
We Iwo Jima now.
>>
I just want to create the most effective caste of tunnelers, panzer-esque ants and aan artillary caste
>>
Hunters, hunt.
Fishermen, fish. Just observe the sharks for now.
Houndsmen: Practice ambush tactics
Observers: Since obsidian is made by ocean sand and lava, try applying the heat of the forge to sand to see what you can make. (GLASS!)
Workers: Create a maze of tunnels and pitfalls around the city, none of which lead inside.
Farmers: Expand the farms in the city
Homeguard: Figure out best positions to fight off fliers from
Alchemists: Work on the grey grain
Scavengers: Haul whale back to sandlair, unless queen needs more time to infest
Clergy: Hang out with the alchemists, providing morale bonus to rolls
Scouts: Figure out how long you can sustain flight outside of effective arrow range.
Warriors: Work out anti-flier tactics
Mimic: Ask about how the elves dealt with the wraiths beforehand
Queen: Eat the zombie?
>>
>>26420375
Of course, Sir.

Since we're basically working on blitzkrieg, i believe the three parts are mechanized infantry, tanks, and air support.

The hounds are our mechanized infantry, the siege caste will be tanks, and i believe the mothras are our air support
>>
>Hunters
>Fishermen: figure out a way to safely restrain a shark (this is getting ridiculous)
>Houndsmen practice sniping a specific dummy in a crowd of dummies
Workers: Dig pits and ravines to make moving siege engines difficult. Create killzones.
Farmers: Work on city farm. Monitor for grey rot.
Homeguard: Practice charging against a formation of dummies
Alchemists: Work on the grey grain
Scavengers: Move whale back to pen.
Clergy: Go around calming the city folk and ease tension.
Geneweavers: Study shark teeth. Can we use their bite ourselves? In claws? In our jaws?
Queen: Eat the zombie
Scouts: Practice dogfighting
Warriors: Garrison, work on firebreathing
Mimic: Try to work out anti-zombie tactics with Elves. They seem to aim for the head. Why?

>>26420375
Artillery caste is a good idea, but it might as well be the same thing as the siege caste.
Don't be discouraged. You got good ideas.
>>
>>26420391
As long as the Warriors can figure out how to get into the tunnels I'm down
>>26420428
We should try to catch that giant bird
>>
>>26420459
Giant bird? What? When? Where?

and where the hell did the troll come from?

I never get told these things and the old logs are unorganized and a pain to read.
>>
>>26420468
>The Hunters (93) manage to find a ridiculously giant bird near the top of the mountain. They come back with a few of the eggs while the bird is away.
I think there was only one Troll
>>
>>26420459
The bird seems to be a fairly difficult project, but I'm sure it might give our scouts some experience in dogfighting.

We'd have to build a cage first.
>>
>>26420428
Lol im panzer king for a reason. i love flanking, firepower, armor and speed all used seperately but coming together perfectly.
>>
>>26420485
I think a combination of Dogfighting and Web shooting from the Hunters will subdue it
>>
>>26420485

Question.

How many scouts would it take to carry a hunter higher than the hunter should be able to fly?

as size is meaningless when one of your wings doesn't work anymore.
>>
>>26420375
Ohh we will its just a matter of time
once I joked and said when we can make bug whales we should give one legs and some organic arty cannons
also >>26420456
has my vote
>>
>>26420456
>>26420391
Which of these are we doing?
>>
>>26420506
One second. In light of WE HAVE GIANT BURD EGGS i need to change our priorities.
>>
>>26420506
Probably a mix of the two. I for one feel that the houndsmaster's sniping and the worker's killzone building are non-negotiable and must be done. We really don't have effective measures against the lich or cannons yet.
>>
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>>26420391

This sounds good, but we should have the hunters spin a web and catch the giant bird so we can infest it next.
>>
>>26420456
>Hunters, hunt.
>Fishermen: Figure out how to restrain a shark
>Houndsmen: Practice sniping a target in a crowd
>Observers: Figure out how to hatch the bird eggs. In an enclosed space, please. Especially the giant bird eggs.
>Workers: Create a maze of tunnels and pitfalls around the city, none of which lead inside.
>Farmers: Expand the farms in the city. Watch for grey.
>Homeguard: Figure out best positions to fight off fliers from
>Alchemists: Work on the grey grain
>Scavengers: Haul whale back to sandlair, unless queen needs more time to infest
>Clergy: Hang out with the alchemists, providing morale bonus to rolls
>Scouts: Figure out how long you can sustain flight outside of effective arrow range.
>Warriors: Work on fighting in formation
>Mimic: Ask about how the elves dealt with the wraiths beforehand
>Queen: Eat the zombie?
>>
After this turn, we should probably have the mimics start building a better rapport with the elves. Show that we're interested in their history and culture so we can add it to our own.
>>
>>26420563
This seem pretty good by the way does any one have a list of current/near future infected animals
>>
>>26420592
As soon as they don't have anything more interesting to teach us, sure.

I'd also like to take some south and start a little purging of all the gheists that have likely infiltrated the southern kingdoms while we've been away. and also, you know, make diplomatic channels with the elven civilization.
>>
>>26420563
Down with that
>>26420603
Only infected so far is whale, we'd like to get wolves, the birds, maybe the cryohydra and the sharks under control. Long term infestations: EVERYTHING THAT MOVES AND/OR IS ALIVE
>>
>>26420636
All will be one.
>>
>>26420603
Sharks.
Giant burds.
Troll (Saving that one in case we can't make more).
Rats, if one of my plans goes right.
Enemy units, because i'm an asshole.
>>
>>26420636
>>26420670
thanks so we have bug navy and bug air force getting there soon then ?
>>
>>26420670
We've got a bug navy that's been waiting on ships this entire time. The S.S. FuckingHugeWhale will be ready to sail soon. Or whatever the admiral christens it.
>>
>>26420717
Yes, very soon. But as we have little to use the former on, I think the one infested whale will serve as a good enough prototype. The mothras, however, are needed. They might hold the key to winning the entire war.

Though I would predict that the undead attack would come before the bird is adequately trained, let alone infested.
>>
>>26420748
Infested, the training is unnecessary. I doubt we're going to make the first attack, though. The scouts will be doing a spy/suicide run either next turn or after their Better Wings goes off again, depending on how this turn goes.
>>
>>26420748
Since Homeguard is already splitting off, and is really fuckhuge, and since we won't need too many Mothras and Ultralisks, should we split them 25% Mothras, 25% Ultralisks, and 50% Homeguard? All 3 of those are adapting size, and HG already have Acid, so it would probably be easier to just develop both Big Castes from them anyways.
>>
>>26420778
We could possibly attempt to delay the construction of whatever the fuck they're building. Set fire to a few things, test our strategies. Maybe kill a lich, though that's certainly only a tertiary objective.
>>
>>26420778
we shouldn't seed all of our scouts just some by the way can they cloak themselves and fly at the same time ?
>>
>>26420815
Note, i'm going to ask to institute a policy wherin one of our number of each caste is sitting on their ass next to the queen at all times so we NEVER lose an entire caste again.
>>
>>26420836
Yeah. This should be considered the "representatives" and would never factor in to the various orders we give each caste. They're always at homebase, doing various odd jobs.

Like the mimic could be the history wall's curator.
>>
>>26420836
that could eventually lead to a very large queen room
>>
>>26420896
AS IS THE QUEEN'S RIGHT.
>>
>>26420906
I didn't mean it like that but we might have to put a mothra a bug whale a siege an artillery and various other quit large bugs might be a bit hard
>>
>>26420961
We've got the whole underground to dig through and put stuff in
>>
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>>26420906
After the war, we should build her a great throne room made of the trinkets that the defeated undead left behind. Not a literal iron throne, just a throne room guilded with iron and whatever else.
I'm sure those liches have a mad horde.

>>26420961
Yeah, but just go with >>26420884
Odd jobs. They're at the hive, near the queen, but they don't have to be right next to her.
>>
>>26420989
ahh I thought we were sticking them in the queens room my bad sorry
>>
Honestly, i like the idea of having to pass by a room in front of the queen with mothra overhead and a siege caste glaring at you.
>>
>>26421029
We can deepen the throne room to fit a mothra and siege caste
>>
i shall command thee odst and panzer-bugs lol
>>
The hunters bring back all forms of animals.

Fishermen still don't know how to restrain the shark (They haven't rolled above a 20 every attempt).

The houndsmen (98) have become expert marksmen and can make called shots with ease.

The observers figure out that the birds will hatch with some warmth. The eggs are set near the hearth.

The workers make crevices all around the mountain, but none actually lead into the city.

The farmers can't expand the farm any further within city walls.

The homeguard don't know how the hell they're going to take out fliers.

The alchemists work on the grey grain a little more. They figure that it would be best to consult the farmers to understand if it is bacteria or to figure out anything about the plants themselves.

The scavengers haul the whale back to the sand lair. The whale is fussing the whole way.

The clergy hang with the alchemists for a bit.

Catastrophe. All of your scouts fall trying to figure out how to stay out of effective arrow range for as long as possible. They are heavily injured and cannot act for a turn.

The warriors work on fighting in formation. They can fight close together without hurting each other.

The mimics ask Barchetta how he dealt with the Wraiths beforehand. "The explosions for the bombs must've disoriented them.

The queen eats the zombie and the hive gains resistance to positive energy.


You can see an undead horde marching in the distance. It looks like they got tired of waiting for the OK to sack the city.
>>
>>26421105
>Liches have lost control of their army?

Yeah, we need those trap doors NOW.
>>
>>26421121
They figured the plan went bust after they went a few turns without hearing back.
>>
>>26421174
I figured as much. Alright, kids. Let's get ready to RUMMMMMBLE.
>>
>>26421174
>The workers make crevices all around the mountain, but none actually lead into the city.
Lead into what our Elf city or the undead elf city?
>>
>>26421216
I meant the hive, sorry.
>>
>>26421174
Damn. I wonder, if we infested their geist, could we have used him as a triple agent?
>>
>>26421234
I'm going to need some more clarification:
Undead/ Our Elf City/ Their Elf City/ Prime Hive
Where are the crevices in between?
>>
>>26421234
Rules of engagement: 5 turns of combat will occur before one legitimate turn passes.
>>
>Hunters: work on a very large net for the giant bird.
>Fishermen: Figure out how to restrain a shark
>Houndsmen: Practice staggered fire to create a rain of arrows
>Observers: Observe the terrain around the city and try to predict where they will position their units.
>Workers: Maze that leads to trapdoors
>Farmers: Work with alchemists on grey grain
>Homeguard: Armor selves as best they can
>Alchemists: Work on the grey grain with farmers.
>Scavengers: Gather rocks within the city to use in a bombardment
>Clergy: Calm
>Scouts: KOed
>Warriors: Work on shooting fire in unison to create a wall of fire
>Mimic: Help elves coordinate with insect troops and work effectively together.
>Queen: Focus on laying eggs. We are about to lose many lives.

NOTE: one of each caste is to remain/be moved to the hive. These individuals will work odd jobs, such as royal guard, royal adviser, refugee manager, or history wall curator.
>>
>>26421268
Carved into the mountain.

>>26421262
You'll see why that wouldn't work once the egg inside the whale starts to become a human sized insect.
>>
>>26421311
>You'll see why that wouldn't work once the egg inside the whale starts to become a human sized insect.
Oh God Queen....
>>26421274
Is this like last war where only castes that are at the City will get turns?
>>
Alright.

Queen: Ensure that you've got a representative from each caste sitting nearby so we don't lose any members.

>Hunters, put traps in the honeycombed tunnels, then go back into the city in case we need to capture things.
>Fishermen: Go fish. An army marches on its stomach.
>Houndsmen: Get out of visual range of approaching enemy forces, be ready to cut in to slice apart enemy baggage train and snipe from the rear.
>Observers: Get men to the parapets, and a few riding with the houndsmen. Note anything you see them do that we haven't done.
>Workers: Move the bombs on the walls to new positions that will work equally well, and station a few of them in the tunnel ends so we can collapse it if they breach the walls.
>Farmers: Go hang out with the alchemists and help them figure out about the grey grain. Invite in the civilian elves, too. Keep them occupied.
>Homeguard: Get Ready to Rumble.
>Alchemists: Work on the grey grain with the farmers.
>Scavengers: Be on standby to haul wounded soldiers back to clergy
>Clergy: Go patch up the scouts, then be on standby with the subqueens.
>Scouts: Heal up and learn to stop flying so badly.
>Warriors: Prepare everything we can for the oncoming raid.
>Mimic: Ask Barchetta to write and sign a letter of introduction in case we need to send a party to the southern kingdoms for reinforcements, as i doubt we'll be able to spare him or any other elves from the walls. Preferably with a note about what happened to sig and recommendations for how to sort out that problem.
>>
>>26421336
Okay, this is a mildly better plan.
>>
>>26421336
I only have on problem with this, and its having the workers handle the bombs but as usual a smart plan
>>
>>26421335
Only casts that are at the city will get turns. After 5 turns, a legitimate turn passes where you can send more troops, farm, develop weapons, whatever.

Only castes present will take place in combat rounds.
>>
>>26421374
Can you name someone else who you'd trust more who is working on something less important?
>>
>>26421382
So, in my planning setup, everyone but the fishermen and the mimics?
>>
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>>26421385
Mi-oh... right.
>>
>>26421385
Its not that I don't trust the workers, I'm just worried about the bombs.
>>26421398
and I think Minus the Hunters
>>
>>26421398
Oh. and the alchemists and farmers.
>>
>>26421398
Yeah, but the farmers need to get the fuck out of the city.
>>
>>26421411
No, the hunters are explicitly available in case we need them.

Fishermen and mimics are in their respective hives, and the alchemists and farmers are off somewhere working on their stuff.
>>
>>26421440
The mimics have their own hive? Or is that just the main hive?
>>
>>26421459
I think its hanging out in the elf quarters
On this day, the God Queen smiles upon us.
>>
>>26421459
The main hive.
>>
>>26421398
If I remember correctly, Warriors, Workers, Farmers, and Elves are present. Everyone else is back at the hive. (I could be wrong.)
>>
>>26421511
Mimics are definitely at the City
>>
>>26421511

Oh, are they attacking This Turn?

The homeguard and the houndsmen have been training with the warriors at the city, because for fuck's sake.

Elves are present. Warriors are present. Farmers are present. Hunters are not present. Alchemists are not present. I believe there's a few observers around the city because it would be stupid not to have them around.
>>
Okay.

>Mimics: try and help the elves coordinate with our forces. Make sure they aren't defending an area that's already adequately covered at the expense of a poorly defended area.
>Farmers: retreat back to the hive! Go the long way around if you have to. Just do not be seen.
>Warriors: Prepare selves as best as possible. Check your gear. Tell mimics where you need the elves to be.
>Workers: create trenches within the city as a last line of defense. Barricade the gate with everything you can find.
>Elves: gather every last arrow you can and do not waste your lives needlessly. Main the walls and when it looks like the undead will break through, fall back to the trenches.
>>
>>26421655
Oh, and one warrior, one mimic, and one worker are to retreat with the farmers.
>>
Alright.

Mimics: Figure out what the elves are doing so the hivemind can coordinate with them. One of you follow barchetta around like he is your mother. If he says a word, we need to hear it. If he has a question, we need to answer it. Have someone nearby to replace this man.
Farmers: Back to the hive, go hang out with the alchemists.
Workers: Go inside, and change the position of the bombs on the gates so the enemy doesn't know where they are.
Warriors: Man the walls, men.
Homeguard: Man the walls, men.
Houndsmen: Get out of visual range of the enemy and prepare to come in sniping from the rear.
Elves: You know the drill.
>>
>>26421728
>Oh, and one warrior, one mimic, one worker, one houndsman, and one Homeguard are to retreat with the farmers.
>>
>>26421759
What he said.
>>
>>26421728
So the workers were making crevices around the city, not the mountain?

And the Houndsmen are in back of the city or are they going to try and get behind the undead?
>>
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It's time
>>
>>26421843
Yes, workers were honeycombing the outside of the city.

Essentially, circle around them outside of visual range of the army, and stay away until they're called in. Since hivemind, we can actually tell them when to move in.
>>
>>26421843
yeah thats why I was confused about where the crevices were because we planned them to be outside the city to trip up the undead.
>>
>>26421728
http://www.youtube.com/watch?v=d2hRTLdvdnk

A host of skeletons and zombies march up to the walls under fire by the elves. Arrows peg out the brains of the living dead as they make their way, falling into potholes along the way.

The warriors and homeguard mount the walls like a sex depraved man on a well paid hooker and fire arrows off into the distance. It seems strange, but more undead are falling into the holes than necessary. It must be to dodge the arrows.

The workers throw the bombs over to the other side of the gates, I think they have a plan.

The Mimics stick to Barchetta like he was a Katamari. Barchetta wants to man the walls for now, but needs a missive sent to Brakengarde for reinforcements. He takes this turn writing it up.
>>
>>26422205
That's turn 1 of 5. I need orders for next turn.
>>
>>26421858
What kind of man builds a machine to kill a girl?
>>
>>26422235
CAN YOU QUESTION WHO'S TO BLAME?
>>
>>26422205
>Mimics: Mimic on barchetta, take the missive and take off running down the tunnel to get it to someone who can run faster than you (probably the scouts, as they'll be healthy by the time we can move anything outside castle walls, If not... well, might as well get a houndsman in place). Cycle forward the mimic standby and get a new mimic into the standby's position.
>Farmers: Back to the hive, go hang out with the alchemists.
>Workers: Be prepared to fix the walls, or respond to orders. Explain your plan, the hivemind knows what you're thinking, so we should.
>Warriors: Man the walls, men.
>Homeguard: Man the walls, men.
>Houndsmen: Wait for barchetta's command, or sight of the baggage train. One of you run for the main hive, and be prepared to grab the mimic's message and run it to our new place.
>Elves: You know the drill.
>>
>>26422367
No, I don't think the scouts will be able to do anything for four turns.

That mimic needs too book it herself.
>>
>>26422367
Oh, and the warriors and holeguard should try to fire near the holes. Make the undead react needlessly. Create killzones.
>>
>>26422377

She's not fast enough to deliver it on her own... and i don't wanna reveal the position of the houndsmen. Yet.

Maybe have her fly off the wall and meet a houndsman off to the side, inbetween?
>>
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I see once again our brethren are sent into the fray of war.

Do not mourn their inevitable passing, for the battlefield is the arena most suitable for proving the devotion of the warrior caste and their brethren that join them. To give one's life for the Queen is a divine honor exclusive to those who fight Her enemies and the wretched creatures that seek to disrupt Her plans. For every casualty, the resolve of Her children will grow ever stronger until the bonds that bind us in hive and faith are incapable of being broken by even the most potent of magic or steel.

Through victory and defeat, we grow ever stronger. Every act of resistance to Her will only heightens the potency of our abilities. Glory to the divine Queen, and glory to Her children who fight this day.

May the undead fleshies learn the price of trifling with a Goddess' spawn.
>>
>>26422390
I thought those holes were out a bit further from the city to not only prevent undead, but their war machines.
>>
>>26422403
Perhaps, but we want to get that message there ASAP, no farting around. Waiting for a faster caste might waste time.

But I'm sure one houndsman can break position to give the mimic a lift. Yes. I think that's a good idea. They should ride together, so as to have someone who can talk be present.
>>
>>26422432
Oh, you're right.

How close are the undead to the city? In how many turns would they reach the walls if we didn't fire at all?
>>
>>26422367
Also Workers listen for the sounds of digging
>>
>>26422435
Yessir. Let it be said i warned you.

>Mimics: Mimic on barchetta, take the missive and take off flying, away from where the undead are coming from, to a mutually agreed on position outside of viewing range of the city walls that a houndsman can reach without blowing the position of his comrades. Cycle forward the mimic standby and get a new mimic into the standby's position.
>Workers: Wait on the ground, a team ready to go to any wall that needs fixing. Explain why you threw the bombs over, we're in hivemind, we know what you're thinking. Listen to the ground until then, for sounds of digging.
>Warriors: Man the walls, men. Follow barchetta's orders.
>Homeguard: Man the walls, men. Follow barchetta's orders
>Houndsmen: Wait for barchetta's command, or sight of the baggage train. One of you run for the meeting place with the mimic, haul him up, and carry him and his message to the destination specified.
>Elves: You know the drill.
>>
>>26422458
They should be there this turn. The undead were falling into the holes to cover them up so their brethren can walk over them.
>>
>>26422517
It's a risk, but I don't think it will be too disastrous. They might think it to be a lone scout reporting back in. They don't know of the hivemind.
>>
>>26422548
oh

Huh.

That's clever.
>>
>>26422548
>Now you're thinking with zombies.jpg
>>
>>26422548
Oh God-Queen... well, I suppose thats a few fewer undead marching on the walls. It's clear they're going to move cannons into position soon.
>>
>>26422552
And they don't have one. Since they've never gotten a message back about us, since Sig was the only undead in camp, and he was being followed around by mimics 24/7
>>
>>26422592
Yes, but remember this.

That gives us a chance to capture one.

and i want one SO BAD.
>>
>>26422601
Take out the crew and its useless. The undead will be too stupid to man it again unless directly ordered by the lich, who has to notice it, but will probably be too busy dealing with sniper shots.
>>
>>26422567
>>Mimics: Mimic on barchetta, take the missive and take off flying, away from where the undead are coming from, to a mutually agreed on position outside of viewing range of the city walls that a houndsman can reach without blowing the position of his comrades. Cycle forward the mimic standby and get a new mimic into the standby's position.
>>Workers: Wait on the ground, a team ready to go to any wall that needs fixing. Explain why you threw the bombs over, we're in hivemind, we know what you're thinking. Listen to the ground until then, for sounds of digging.
>>Warriors: Man the walls, men. Follow barchetta's orders. Use your fire arrows while they're still in formation.
>>Homeguard: Man the walls, men. Follow barchetta's orders. Use your fire arrows while they're still in formation.
>>Houndsmen: Wait for barchetta's command, or sight of the baggage train. One of you run for the meeting place with the mimic, haul him up, and carry him and his message to the destination specified.
>>Elves: You know the drill.
>>
THINGS I WANT TO BRING HOME FROM A FIGHT WITH THE UNDEAD: A PRIORITIES LIST

1. A living spellcasting undead. I have no idea how we would do this.
2. A wraith, as intact as possible. I have no idea how we would do this.
3. An intact cannon
3a. A mostly intact cannon
3b. A partially intact cannon
3c. all the parts of a cannon
4. A copy of every other weapon an undead brings to bear during the battle.
5. A live undead of any nature. (Zombie preferred. Not sure if our captives are the same zombies as this)
6. A few elven corpses (Only in case the battle fails and our allies fall.)
>>
>>26422517
>>26422517
http://www.youtube.com/watch?v=_T4lzDUxNlk

The mimic takes the missive and rushes off to the other side of the town and flies out of sight to deliver it to a houndsman to take to Brakengarde.

Your warriors and homeguard spend time scorching and spraying the undead at the walls, but what they don't see hails from the sky. Wraiths and bone dragons swoop in out of the clouds and start a massacre in the city. 18 workers, 12 elves, 6 warriors, and 2 homeguard are killed.

Barchetta is yelling for the walls to focus on the down.

The houndsmen get into position for when the "baggage train" shows up.
>>
>>26422716
I'm sure we can secretly get a few elven corpses even if we win the battle
>>
>>26422739
We just... cannot let anyone see us carrying one. It will not end well.
>>
>>26422766
I'll be making perception checks :P
>>
Houndsmen: Wait for the signal
Workers: Take cover. You still haven't explained.
Warriors and Homeguard: Follow orders, and kill those damned fliers in-town.
Elves: You do what you do best.
Mimics: Relay orders.
>>
>>26422826
Don't forget Warriors, Wraiths are weak against acid.
>>
>>26422737
>Warriors: keep burning dem undead
>Homeguard: AA duty
>Workers: run for cover, continue to wait for orders
>Mimics: split up. Half run for cover, half stay on Barchetta.
>Houndsman: wait for the "baggage train"
>Elves: AA duty
>>
>>26422854
I didn't, though. It's written right there.
>>
>>26422737
We need the houndsman to charge around and massacre the liches. Decapitate their army while their dragons aren't defending the masters. Seriously, houndsmen are our most overpowered units.

For now I'd have them observe, see if they can spot the liches, or enemy supply trains.
>>
>>26422872
The 'baggage train' is either the contingent of liches, or the cannon, or the "secret weapon".
>>
>>26422889
Almost certainly the secret weapon. Either a seige tower or a giant cannon. We need to kill the undead pushing it.
>>
>>26422868
I'm not saying you didn't I'm just telling the warriors (cough Klaxx) so they don't forget
>>
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http://www.youtube.com/watch?v=9LeqzHJRxC0
>>
>>26422949
I was thinking, given our stance, more along the lines of Gott Mit Uns
>>
>>26422860
What he said, with the corollary that everyone is following barchetta's orders at the moment and that overrides ours
>>
>>26423087
I think Barchetta's orders will be similar to ours.

In retrospect, we should have had the workers build a catapult.
>>
>>26422860
>>26422826
Are the warriors on AA duty or not?
>>
>>26423102
Warriors are fighting the fliers
homeguard are manning the walls
Elves are fighting the fliers.

Homeguard aren't quick enough and will do better clearing the walls.
>>
>>26423118
No, the homeguard gain an advantage to fighting fliers.
Let's just take out the fliers period. The undead can't exactly climb up the walls and I doubt they'll breach the gate this turn.

Next turn, if the flyers are dead, we'll destroy the horde that's at our gates in a single volley of fire and arrows.
>>
>>26423141
The warriors are elites, the and homeguard, according to the last reports, have 'no idea how to fight flying units' and they're very few in number. Warriors, take the fliers out. Homeguard, man the walls.
>>
>>26423237
Fine. Let's keep the battle going.
>>
>>26423237
We can't not man the walls, as klax is a bastard and waiting for us to look away so the walls can vanish without opposing rolls
>>
I'm reading Tyranid lore right now and I can't help but see ourselves as facing a fate similar to Tyran itself.
>>
>>26423470
Tyran?
>>
>>26423118
http://www.youtube.com/watch?v=FZhsme8YQXE

The Warriors and elves turn their attention towards the wraiths and Bone Dragons. The combination of fire and acid cuts through the wraiths and hurts the Bone Dragons heavily. The Homeguard continue burning and spraying down undead, but there's a lot of them piling up in one place. One of the Bone Dragons retaliates by smashing through the gates. The warriors lit the fuse to the bombs at that gate so they would blow up, knocking various zombies and skeletons away while collapsing the wall in the area to provide some defense and killing the offending Bone Dragon. The elves attempt to stall the Bone Dragons from retreating.

The workers make it to cover at the tunnel to the hive.

At this point, the Houndsmen see Gheist class undead racing up the battlefield.
>>
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>>26423487
>the gates are down

Killzone. Immediately. We burn these stupid fucks as they try to waltz in.

Can we get a rough estimate of our numbers vs. theirs?
>>
>>26423487
I'm honestly scared. 3 Turns of Combat and we have yet to see the Undead secret weapon
>>
>>26423487
Houndsmen: Cut 'em off. These are their competent soldiery and cannot be allowed to get anywhere where we might mistake them for friendlies.
Warriors: Rip and tear, motherfuckers.
Homeguard: Keep up the good work, boys
Elves: You do what you do best on the dragons.
Mimics: Relay orders
Workers: Be ready to grab the queens (No, i don't CARE if they're not in a mood to move) if everything goes to hell, and collapse the tunnel behind you, should it be deemed necessary.
>>
>>26423609
This, but have the mimics talk to Barchetta. How does he think the battle is going?
>>
>>26423609
We should have the houndsmen keep their distance though, the secret weapon may be something concealed within these geists. They've been training at sniping,
>>
>>26423609
I second this.
>>
>>26423680
When i say relay orders, i mean Barchetta's.

If the secret weapon is among the geists, it'll show up while we're sniping them down as we charge in for combat. We can't let them bring it to bear on our walls.
>>
>>26423595
I'd really like those number estimates, Klaxx.
I can't tell whether to imagine the undead horde as limitless or a wave concentrated around our gates.

>>26423716
Oh, I agree with relaying orders, but get some feedback as well. He is our ally, after all. We don't know what he's thinking.
>>
>>26423743

EEEEEXCUSE ME. REWRITING ORDERS.

Houndsmen: HOLD UNTIL ORDERED.
Warriors: Rip and tear, motherfuckers.
Homeguard: Keep up the good work, boys
Elves: You do what you do best on the dragons.
Mimics: Relay orders
Workers: Be ready to grab the queens (No, i don't CARE if they're not in a mood to move) if everything goes to hell, and collapse the tunnel behind you, should it be deemed necessary.

Trust me. Something potentially awful just added up
>>
>>26423743
The undead seem pretty limitless at this point in time.
>>
>>26423875
Thank you.

>>26423869
Might I ask what?
>>
>>26423869
Why would the houndsmen hold now? If those geists get to the gates and suicide bomb all of our units (or whatever they're doing) what was the point of our houndsmen?
>>
>>26423875
So, how densely are they packed? Shoulder to shoulder?

>>26423893
... Basic battle tactics, and the fact we've fought one of these before. The fact he can pass for human isn't all that special and he showed no above-human ability. Beyond basic human intelligence and competance he's just a walking corpse. Not a secret weapon. And if they're carrying it, i'm not scared of it, since we can't see it.
>>
>>26423928
He might be a runner carrying orders to a lich in the crowd.
>>
>>26423945
But you're right, even that's not worth it.
>>
>>26423916

Simple. They're here for the cannons. and the secret weapon.

>>26423945
Still less dangerous than a cannon. And no lich has been noted yet.
>>
>>26423916
We could try to snipe him with our warriors. And I doubt they'd waste a gheist for a suicide mission.
He's obviously a message carrier. He might even be giving orders to pull back.
>>
>>26424003
He's? THEY. there's a bunch of them. Just a bunch of fast zombies, as best we can tell.

and if the zombies are bunched up like that, corpses dry out pretty fast and we've had concentrated flame on them this whole time. The gheists should be in a situtation reminiscent of this little ditty.
http://www.youtube.com/watch?v=0jgrCKhxE1s
>>
>>26424035
Oh, I thought it was just one.

It's wave 3, then.
>>
>>26423869
http://www.youtube.com/watch?v=y4JdwF1bB7o

The Gheists come thundering down the battlefield, climb over the pile of zombies and into the fray. Warriors and Homeguard alike can be seen spraying fire and acid everywhere. As a Gheist breaches the wall, you can see the pincer of a homuard knock over the Gheist, pin it to the ground, and cleave it in half. A warrior slings another gheist around and follows up with a halberd swipe, taking the leg of another.

The elves attempt to stop the bone dragons by jumping off of the walls and using short swords to cut through the wings. A Bone Dragon grabs an elf in mid air by the food with its jaws and whips the elf into the ground, splattering his brains over the ground. Others attempt to claw ant tail swipe elves out of the way The wraiths all but perished in that assault (They weren't aware of fire and acid slinging bugs).

"We need to hold out for reinforcements! It seems that since their plan failed, they'll try to swarm us all night."

BAGGAGE SPOTTED} Cannons can be seen being hauled in by undead accompanied by a litch.

"Do you honestly think that this is all we brought? Let us see how you handle Vladamiir!" the litch yells over the clanging of metal. Out from the trees steps a monstrosity of flesh and bone. Vladamiir, a massive flesh golem made from stitching various undead together. It has 20 sets of legs holding up a huge torso sporting even more sets of arms with complete bone armor and a huge spiked tower shield made by bone that is being held in place by multiple sets of arms. The other arms are holding a bunch of different weapons.

It looks like the cannons and the litch are about to begin their attack. The hopundsmen have a cavalry charge lined up. Which of the three do they attack?

(This action takes place on this turn).
>>
>>26424382
Charge the lich. Arrows before the charge, then lances, then arrows when you're reforming the charge.
>>
>>26424382
>Out from the trees steps a monstrosity of flesh and bone
I KNEW IT
GOD QUEEN PRESERVE US
>>
>>26424382
I vote we charge the liche and the cannons. We can probably easily outrun vladimir. Not sure what we'll do about him, but without a lich or seige support the undead will be thrown into a panic.

Also, do we have rope? We could remove vladimir AT-AT style
>>
>>26424452
Don't worry. We could try burning its legs off. Human flesh burns real good. All that fat.
Rotting flesh doubly so.
>>
>>26424434
Okay.

Vladimir is scary but there's no way the hounds are gonna take him down on their own. So not him.

The lich is something we don't have protection against BUT he doesn't know we're resistant to fire so he might waste time on that. Or we could snipe him down.

The cannon crews we can definately snipe out, but might be lower priority than the lich.

So lich or cannons. I'm tempted on the cannons, but the lich is a scary motherfucker and i'd be quite pleased to see him dead.
>>
>>26424488
Yeah. The army might straight up dissolve him dead. They got others, but if he's the only guy around...
>>
>>26424473
He might be too big for that and he has 20 legs.
Also Houndsmen can technically sniper fire and then charge
>>
Wait... what if we got old Vlad to stomp the cannons...
>>
>>26424488
I;d concentrate the first wave of sniper arows on the lich; hopefully he'd fall. The element of surprise is very important to have on a magic-user as we can't really resist their attacks. After that, we can focus on removing the cannon crews (some may retreat if their master is lost)/
>>
>>26424513
while charging but not in melee*
>>26424519
We'd have to take down the Lich, and anything else that can order him around and then have him chase through his own ranks, but I think his orders are to take the city

I think we should snipe lich and then charge in and take down the cannons and then probably get ready for some nonsense involving Vladmir
>>
Also, do we have any explosives left?
>>
>>26424513

Since i doubt the lich is going to die to arrows, here's my thoughts

Houndsmen: Lay down sniper fire on the cannon crews, hopefully at least slowing them, and charge towards the lich, putting lots of halberds in him.
Warriors: Get rid of those dragons, mopping up any wraiths that are still around.
Homeguard: Keep the gate strong. Prioritize runners over lurchers.
Elves: Whatever barchetta thinks best
Workers: stand ready to come back once we've cleared the inside of dragons
Mimics: Carry orders.
>>
>>26424623
nope been working on making our own didnt get far
>>
>>26424633
The Lich is gonna no sell the halberds. We charge the cannons and snipe the lich. That will at least disrupt the cannon crews.
>>
>>26424546
Point. He's got a lot worse chance of surviving a surprise than do standard enemies. Flip priorities, one moment.
>>
>>26424623
Yes, most of your catapults are pretty damaged though.
>>
>>26424633

Houndsmen: Lay down sniper fire on the lich, and assuming he dies, charge towards the cannons, putting lots of halberds into them.
Warriors: Get rid of those dragons, mopping up any wraiths that are still around.
Homeguard: Keep the gate strong. Prioritize runners over lurchers.
Elves: Whatever barchetta thinks best
Workers: stand ready to come back once we've cleared the inside of dragons
Mimics: Carry orders.
>>
>>26424685
The houndsmen get an action that happens on the previous turn
>>
>>26424716
Houndsmen, Ex-Post-Facto: Snipe Lich in the middle of his stupid expository speech, charge the cannons
>>
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So waves:
Spooky Scary Skeletons and shamblers: limitless
Flyers: Got Dead
Bone Dragons: problematic, but blooded
Runners: climbing over the walls, but are currently being ripped apart
Cannons: setting up, probably going to fire next turn or two
Lich: overconfident, probably won't see it coming
Vlad: Trouble!
>>
>>26424732
Agreed!
>>
>>26424732
"Let us see how you handle OWWW OH GOD ARROWS"
Agreed
>>
>>26424732
Perfect timing
>>
>>26424732
The houndsmen let rain a hail of arrows into the litch before starting their charge at the cannons. The litch falls off of his horse when hit by the arrows. Your men bash though the hoards of undead, swinging their halberds with reckless abandon. Vladamiir moves to stop them, but doesn't know which houndsman to chase as they part ways like a rock in a stream and cleave through the cannoneers before charging though the other side of the sea of undead.


(Both the litch and Vlad rolled low. You could've killed the litch this turn).
>>
>>26424929
...

ASSUMING HE DIES

ASSUMING HE DIES

He didn't die, so they would have finished the job.
>>
>>26424946
Shit. FOrgot that corrolary in the repost. Oh well.!
>>
>>26424929
After these 5 rounds, I'm going to archive and hit the hay.
>>
>>26424946
Well, you'll get another chance (provided they roll low).
>>
>>26424955
Fair enough, but we get to send reinforcements this turn, correct?

And goodnight, Klaxx. This is going to be quite the cliffhanger.
>>
>>26424978
I think we have 2 more turns
>>
>>26424946
Besides, his body isn't living so he won't die from an arrow attack. The only way to kill him is to destroy his phylactery. Other than that, you would have to destroy his body at which point it would take a lot of time for him to reform.
>>
>>26424967


Houndsmen: Kill the lich. Keep separate as long as possible, so vlad doesn't have a group to smash. Converge only when right on top of the lich, and then put halberds into him until he's powder.
Warriors: Get rid of those dragons, mopping up any wraiths that are still around.
Homeguard: Keep the gate strong. Prioritize runners over lurchers.
Elves: Whatever barchetta thinks best
Workers: stand ready to come back once we've cleared the inside of dragons
Mimics: Carry orders.
>>
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so close, yet so far
>>
Trample the lich!
>>
>>26425000
Shouldn't he be on fire though?
>>
>>26425020
I don't remember you specifying flaming arrows. Usually those are used to ignite a terrain (like create a wall of fire).
>>
>>26425002
Now that we know how the lich works (kind of) I think we should prioritize taking off the head.

Actually, come to think of it, if you removed all his limbs but kept the body and head intact, could we take him prisoner with no threat of him using magic?
>>
>>26425048

... Klax, we're fighting walking corpses. Injuries don't mean anything to them unless significant destruction is wreaked. Why would we use anything else?
>>
>>26425048
If we do any flame arrow nonsense we should try to set the area in front of Vlad on fire just for shits and giggles
>>
>>26425078
Fire arrows aren't exactly possible from horseback.
>>
>>26425091
Do Houndsmen have Fire breath?
>>
>>26425102
No.
>>
>>26425091

Oh? We've got four arms here and multiple sets of eyes tracking both riding and firing. I think we can manage. Two to prep the arrow, one to light it... and we've got a fourth hand to hold the reins!
>>
>>26425078
Arrows tend to work well on zombies and gheists because they can rip tendons and head shots actually can kill them, but the litch is different because his soul is stored in a container so physical damage to him doesn't affect him in the same way. Like a skeleton, you would have to break his body in such a way that he becomes useless.

If you really want, he can be on fire, but that won't affect him much.
>>
>>26425123
Eh. I figure that will at least mean that the smoke in his eyes will be distracting, and fire should help the "destruct the body"
>>
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>>26425123
Is the container on him? Or stored away in some castle
>>
>>26425145
I personally counted the arrow force as a dismount preventing him from attacking at all this turn
>>
>>26425123
>Houndsmen: Kill the lich. Keep separate as long as possible, so vlad doesn't have a group to smash. Converge only when right on top of the lich, and then put halberds into him until he's powder. aim to cleave head from shoulders, if possible.
>Warriors: Get rid of those dragons, mopping up any wraiths that are still around.
>Homeguard: Keep the gate strong. Prioritize runners over lurchers.
>Elves: Whatever barchetta thinks best
>Workers: stand ready to come back once we've cleared the inside of dragons
>Mimics: Carry orders.
>>
>>26425153
That would be telling, I'd assume.
>>
>>26425153
Probably stored elsewhere, these guys are Combat Rating 99
>>
>>26425153
That's a question for the Litch himself
>>
>>26425176
I'm curious what ours is.

hopefully, steadily climbing

God, i can't wait until the elves are useless.
>>
>>26425180
Also Klaxx just being curious, are the undead still Elves or are the races varying?
>>
>>26425211
Besides the dragons still elves. The bulk of this army was raised from the tombs/graves/battlefield of an Elven war that was mentioned a few threads ago.
>>
>>26425252
Ah I remember that History Lesson. All right thanks
>>
>>26425268
"They had later been weaponized against the Highborn in the War of Nepherat. It turned the tide by evening the playing field against the spell-slinging Highborn who had once dominated these lands."
I think the liches are the Highborn taking their revenge on our elves.
>>
>>26425170
Also, we should have someone steal his horse (if ita an actual living horse)
>>
>>26425401
Even if it's not.

However, we do need to be "leaving" the battle before such concerns are practical.

Though it would be nice to have a food animal to raise.
>>
>>26425430
Anyone who cringed at that, explain why we would prefer to ride horses to wolves.
>>
>>26425436
My only protest was that I've heard Horse meat is stringy, but then again we're bugs so it shouldn't matter
>>
>>26425436
Horses would be civilian transport, like for moving the whale or a subqueen.

Wolves are clearly the superior military option, especially once we infect a bunch of them and turn them into bug-wargs
>>
>>26425170
http://www.youtube.com/watch?v=kVRSWkDTno8

A dragon bites through an elf and starts clawing through a few more as the warriors spray it with caustic acid and fire. Bone holding it together starts to dissolve away and the head falls of from the lack of support.

"Once the dragons are dealt with, use the opening to funnel the undead into a kill zone!" Barchetta yells.

The Geists continue to try to breach the walls but the Homeguard keep knocking them down and finishing them off. At this point, the dead have piled up so high that shamblers are starting to get in.

The Litch usis a fireball spell to blow up a cannon as your men run by, throwing three of them into the air and sprawling into the sea of undead as their brothers charge the Litch. The first one to get to him clashes with his staff. The Litch pulls out a longsword to deal with the next one who clashes shortly after. The rest of your houndsmen come trampling in a tear him apart with their halberds. His head, crumples to dust under the impact of the hid and the litch goes down for good, his bones mangled and broken.
>>
>>26425512
I believe the current plan is calling them Wolf-Spiders.
>>
>>26425454
It depends, the white meat is pretty stringy, but the red meat is tender as fillet mingon. At least when it's raw.
>>
>>26425563
And we still haven't invented cooking!
>>
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>>26425563
You learn something new everyday!
Also I went looking for my "The more you know.jpg" but I found this instead. Can we do this one day?
>>26425527
GLORY TO THE GODQUEEN FOR SHE SMILES UPON US TODAY
>>
>>26425527
>Houndsmen: Kill the undead manning the cannons. Make sure they don't move forward. If any of the cannons are clear of undead and have a path out, away from the battlefield, a few grab it and start hauling it away.
>Warriors: Get rid of those dragons.
>Homeguard: Keep the gate strong. Prioritize runners over lurchers.
>Elves: Whatever barchetta thinks best
>Workers: stand ready to come back once we've cleared the inside of dragons
>Mimics: Carry orders.
>>
>>26425527
Roughly how many dragons are left wrecking our shit?
>>
>>26425608
This. Do what Barchetta says. Set up dat dere killzone.

What is the word on that Mimic who left with the houndmaster? Has she reached the southern kingdoms yet?
>>
>>26425608

Apparently, the lich is not dust. so, let me rewrite.

>Houndsmen: SOmeone recover the remnants of the lich... and that staff, if you can. The rest of you, kill the undead manning the cannons. Make sure they don't move forward. And keep loose formation, guys. Vlad's still here.
>Warriors: Get rid of those dragons.
>Homeguard: Keep the gate strong. Prioritize runners over lurchers.
>Elves: Whatever barchetta thinks best
>Workers: stand ready to come back once we've cleared the inside of dragons
>Mimics: Carry orders.
>>
>>26425649
Did that ever get sent? I looked back in the thread and he wrote it, I just didn't see a confirmation of it getting sent
>>
>>26425679
The mimic left with it, and the houndsman i believe went to meet him. but no word other than that.
>>
>>26425606
I like it.

>>26425608
They haven't been replaced yet in the confusion.

>>26425639
Roughly two

>>26425649
At the end of this turn (beginning of next thread?)

>>26425679
>>26425724
Yeah that got sent
>>
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I'm falling asleep, I guess I won't see the battle's end.

Anyways, if the cannons are unmanned, I'd see if we can blind vladimir. Or at least get a better look at him - what look like weak spots?

In any case, I'd priotize stealing a cannon. Are there any towards the edge of the field? I'd have some houndsmen grab it and get the hell out of there.

God Save the Queen (she ain't no human being)!
>>
>>26425987
HERETIC OUR GOD IS THE QUUEN! LONG LIVE THE GOD QUEEN (we're figuring out how to blow them up in the IRC right now)
>>
>>26426034
Fuck. The cannons are in shooting range. Rewrite.

>>Houndsmen: SOmeone recover the remnants of the lich... and that staff, if you can. The rest of you, pump fire arrows into the cannon's ammo stores. Preferably while vlad's got a limb next to them. Make sure to leave one or two cannons around, we need something to dissect.
>>Warriors: Get rid of those dragons.
>>Homeguard: Keep the gate strong. Prioritize runners over lurchers.
>>Elves: Whatever barchetta thinks best
>>Workers: stand ready to come back once we've cleared the inside of dragons
>>Mimics: Carry orders.
>>
>>26426056
Sounds reasonable. If any of our Houndsmen survive this they deserve a medal
>>
>>26426111

TO be honest, i'm already planning their replacements.
>>
>>26426111
Oh yeah. Blessed by the queen herself. They saved many lives with their surprise attack.

>>26426056
Agreeing. Get that written up so we can turn in for the evening.
>>
>>26426034
A tail swipes though a building as a pair of dragons maul their way through more elves. Your warriors mass the bone dragons using their rock biting mandibles to clip their wings and eventually their necks. The dragons fall without animation.

The homeguard keep it up but a lot of zombies are starting to get in.


"Arm the catapults! Destroy the cannons!"

The workers rush out of the hole and man the catapults. A few of the cannons are hit and undead are sent flying.

When carrying orders, one of the mimics is dragged down and mauled by undead.

The houndsmen fire a round into Vladamiir and charge through the lines. They cut through the mindless masses like nobody's business. One of the wolves rips off zombies head in mid charge and makes it go rag-doll along the way. The first rider dodges a mace swing and digs his halberd into Vladamiir's hindmost ankle while others follow up with attacks striking the knees and other spots. Vladamiir wheels around with his spiked bone shield and impales one of our riders.

The last of our riders goes to gather the litches belongings. He manages to get everything alright, but he starts there next turn.
>>
>>26426318

I really hope we're done.
But holy shit
This is going SO WELL.

Recommended actions for People of the Future:

Houndsmen: Blow up the cannons with directed fire arrows to the ammo piles. Guy with the stuff: Get the hell out of there by any means necessary. Your day in combat is done.
Homeguard: Keep up the good work.
Workers: Anyone not manning a catapault, drop some bombs down the pile of corpses and bow up the ramp of the burning dead that they're climbing up.
Warriors: Killbox the openings.
Mimics: keep it up
Elves: keep it up


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