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[CYOA] KaT : The Epoch of the Kaiser Tanks

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Posts

  • jurnerjurner Registered User regular
    Hmm, does 10 units mean 10 tanks, or is each unit made up of 10 tanks? If it's the latter, we really need to be at the Serpent Fortress in 3 turns!

  • Salvation122Salvation122 Registered User regular
    @The Ender Unless I missed something, it seems like Kinkaid's rank 3 officer perk wasn't taken into account for Gunships - should have either given us 4 Gunships or cost 5 Alloys each, right?

  • El SkidEl Skid The frozen white northRegistered User regular
    Also, if there are 3 strike groups, they should be labelled 1, 2 and 3 :P

    The choice between a flying colossus and 3d6 points towards templates per turn is... juicy. I'd probably vote for the latter one, if I were partial to making up a full vote post, which I am not. >_>

  • jurnerjurner Registered User regular
    edited March 2012
    General: Location(Collossinate) - Decompress(4a) - Probes(US1,US2,US3) - Extract(A) - Radar(N) - Conveyance(N) - Refuel(N/A) - Pulp(N/A) - Terror(Y-US1)

    Engineering Wing:
    Kincaid: Build(Androids) - Zettabay(N) - Crew(30)
    Love: Build(Avalanche) - Zettabay(N) - Crew(20)
    Diplomacy Corps:
    Curtis: Assignment(Cult) - Target(N/A) - Crew(10)
    Fuller: Assignment(Survey) - Target(Wolverine) - Crew(10)
    Campbell: Assignment(Cult) - Target(N/A) - Crew(10)
    Covert Ops:
    Kyle: Assignment(EngageEnCom) - Target(Random Commando Team) - Crew(10)
    Valentine: Assignment(EngageEnCom) - Target(Random Commando Team) - Crew(10)
    Fahrenheit: Assignment(GuardDuty) - Target(KitKat) - Crew(10)

    Baker: Crew(N/A)

    Draco: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Orion: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Cyclops: Assignment(Cortex Ignition) - Target(Com 1-10) - Sacrifice(30)

    Alloys: 164 - 60 - 20 = 84
    Fuel: 146 - 40 = 106
    Personnel: 50 - 30 (sacrifices) = 20
    Androids: 114 - 8 (tank crews) = 106

    Employment:
    30 + 20 + 6*10 = 110

    Items Gained:
    30x Androids
    4x Avalanche Tanks

    Reasoning: We currently have a large number of options that require general personnel be devoured, so we need a full complement of androids and as many personnel coming in as we can get.

    After that, we should spend the next two turns at the Serpent Fortress pumping out units, so that we're ready to defend (sadly, the timing's off again, so we cant go somewhere before the waves arrive and actually be able to do anything).

    If possible, I'd like to feed the Psychostorm enough ppl to eliminate the majority of the commando teams, which may be more dangerous than the other units, depending on what they're capable of. If they can assassinate our Officers they may quickly cripple us.

    jurner on
  • Salvation122Salvation122 Registered User regular
    2d20 Asset Tokens + ORBITAL STRIKE seems like a good way to go.

    Although so do HERE ARE SOME FREE NUKES.

    Decisions are hard you guys.

  • Salvation122Salvation122 Registered User regular
    @The Ender Also we're missing whatever option replaced the CPU buff for decompression.

  • TipharethTiphareth Registered User regular
    edited March 2012
    ...

    Holy shit.

    ...

    This update.



    Hostile units approaching Serpent Fortress has been reclassified:
    Unit 3 clicks out is now entity US1
    Unit 5 clicks out is now entity US2
    Unit 7 clicks out is now entity US3

    General: Location(Collossinate) - Decompress(3) - Probes(US1,US2,US3) - Extract(A) - Radar(N) - Conveyance(N) - Refuel(N/A) - Pulp(N) - Terror(Y - USA)

    Engineering Wing:
    Kincaid: Build(CruiseMissile) - Zettabay(N) - Crew(10)
    Love: Build(CruiseMissile) - Zettabay(N) - Crew(20)

    Diplomacy Corps:
    Curtis: Assignment(Text) - Target(Text) - Crew(10)
    Fuller: Assignment(Text) - Target(Text) - Crew(10)

    Campbell: Assignment(GatherCounterIntelligence) - Target(N/A?) - Crew(10)

    Covert Ops:
    Kyle: Assignment(Text) - Target(Text) - Crew(10)
    Valentine: Assignment(Text) - Target(Text) - Crew(10)

    Farenheit: Assignment(EngageEnemyCommandos) - Target(Team17) - Crew(10)

    Baker: Crew(10)
    Jenner:N/A

    Draco: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Orion: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Cyclops: Assignment(CortexIgnition) - Target(Team1-10) - Sacrifices(30)

    Personnel: 60 - 30 = 30
    Androids: 114
    Alloys: 164 - 80 - 80 = 4
    Fuel: 146

    Employment:
    90 personnel

    Items Gained:
    8x Cruise Missile


    EDIT: Hey guys! We need cruise missiles to attack the boats. We can't do it otherwise, so let's build cruisies and ram 'em down Americas throat.

    Tiphareth on
  • Jeep-EepJeep-Eep Registered User regular
    edited March 2012
    General: Location(Collossinate) - Decompress(4a) - Probes(US1,US2,US3) - Extract(A) - Radar(N) - Conveyance(y) - Refuel(N/A) - Pulp(N) - Terror(N)

    Engineering Wing:
    Kincaid: Build(CruiseMissile) - Zettabay(n) - Crew(30)
    Love: Build(CruiseMissile) - Zettabay(n) - Crew(10A)

    Diplomacy Corps:
    Curtis: Assignment(Text) - Target(Text) - Crew(10)
    Fuller: Assignment(Text) - Target(Text) - Crew(10)

    Campbell: Assignment(CultOfAcadema) - Target(N/A?) - Crew(10A)

    Covert Ops:
    Kyle: Assignment(Text) - Target(Text) - Crew(10)
    Valentine: Assignment(Text) - Target(Text) - Crew(10)

    Farenheit: Assignment(ShadowFieldOperatives) - Target(n/a) - Crew(10A)

    Baker: Crew(10a)
    Jenner:N/A

    Draco: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Orion: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Cyclops: Assignment(CortexIgnition) - Target(Team1-10) - Sacrifices(30)

    Personnel: 50 -30 =20
    Androids: 30+114=144
    Alloys: 164 - 60 - 100 = 4
    Fuel: 146-20=126

    Employment:
    90 personnel

    Items Gained:
    8x Cruise Missile


    Also, minor error in personel use-30, not 20 were pulped. Also, can we launch strategic missiles against the American Armada?

    Jeep-Eep on
    I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
  • jurnerjurner Registered User regular
    Tiphareth wrote: »
    EDIT: Hey guys! We need cruise missiles to attack the boats. We can't do it otherwise, so let's build cruisies and ram 'em down Americas throat.

    I think we've missed our window for building cruise missiles; we'll be facing between 100 and 300 units in 3 turns. I don't think destroying the boats will stop them, so I'd rather prepare our defense.

  • TipharethTiphareth Registered User regular
    edited March 2012
    If we build nothing but missiles this turn we can send 10 downrange next. I think that is enough to take out 1 of those taskforces.

    Also, unless we take out the boats we are gonna get missiles pouring down on us in 4 rounds. In 6 we'll have reinforcements incoming.

    Tiphareth on
  • jurnerjurner Registered User regular
    Tiphareth wrote: »
    If we build nothing but missiles this turn we can send 10 downrange next. I think that is enough to take out 1 of those taskforces.

    Also, unless we take out the boats we are gonna get missiles pouring down on us in 4 rounds. In 6 we'll have reinforcements incoming.

    As I understand it the carrier groups will simply respawn even if we do destroy them. Is that incorrect? As it stands, my hatred of single-use resources (such as missiles) outweighs the perceived benefit. I would be agreeable to building them after the 10 units heading are way are taken care of. Or would those units simply disappear if we destroy the carrier group? That would be worth the expense.

  • rockrngerrockrnger Registered User regular
    General: Location(Collossinate) - Decompress(4a) - Probes(US1,US2,US3) - Extract(A) - Radar(N) - Conveyance(y) - Refuel(N/A) - Pulp(N) - Terror(N)

    Engineering Wing:
    Kincaid: Build(CruiseMissile) - Zettabay(n) - Crew(30)
    Love: Build(CruiseMissile) - Zettabay(n) - Crew(10A)

    Diplomacy Corps:
    Curtis: Assignment(Text) - Target(Text) - Crew(10)
    Fuller: Assignment(Text) - Target(Text) - Crew(10)

    Campbell: Assignment(CultOfAcadema) - Target(N/A?) - Crew(10A)

    Covert Ops:
    Kyle: Assignment(Text) - Target(Text) - Crew(10)
    Valentine: Assignment(Text) - Target(Text) - Crew(10)

    Farenheit: Assignment(ShadowFieldOperatives) - Target(n/a) - Crew(10A)

    Baker: Crew(10a)
    Jenner:N/A

    Draco: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Orion: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Cyclops: Assignment(CortexIgnition) - Target(Team1-10) - Sacrifices(30)

    Personnel: 50 -30 =20
    Androids: 30+114=144
    Alloys: 164 - 60 - 100 = 4
    Fuel: 146-20=126

    Employment:
    90 personnel

    Items Gained:
    8x Cruise Missile


    Jeep is good, jeep is wise.

  • TipharethTiphareth Registered User regular
    jurner wrote: »
    Tiphareth wrote: »
    If we build nothing but missiles this turn we can send 10 downrange next. I think that is enough to take out 1 of those taskforces.

    Also, unless we take out the boats we are gonna get missiles pouring down on us in 4 rounds. In 6 we'll have reinforcements incoming.

    As I understand it the carrier groups will simply respawn even if we do destroy them. Is that incorrect? As it stands, my hatred of single-use resources (such as missiles) outweighs the perceived benefit. I would be agreeable to building them after the 10 units heading are way are taken care of. Or would those units simply disappear if we destroy the carrier group? That would be worth the expense.

    I think each group will disband after having 200 terror inflicted on them. They'll reinforce when they deploy troops so we can atleast stop the missile strikes. I think we are gonna have to deal with both at the same time. First and foremost I think we need to check their unit composition so we know if we can exploit any weaknesses.

  • WubWub Registered User regular
    General: Location(Collossinate) - Decompress(4a) - Probes(US1,US2,US3) - Extract(A) - Radar(N) - Conveyance(y) - Refuel(N/A) - Pulp(N) - Terror(N)

    Engineering Wing:
    Kincaid: Build(CruiseMissile) - Zettabay(n) - Crew(30)
    Love: Build(CruiseMissile) - Zettabay(n) - Crew(10A)

    Diplomacy Corps:
    Curtis: Assignment(Text) - Target(Text) - Crew(10)
    Fuller: Assignment(Text) - Target(Text) - Crew(10)

    Campbell: Assignment(CultOfAcadema) - Target(N/A?) - Crew(10A)

    Covert Ops:
    Kyle: Assignment(Text) - Target(Text) - Crew(10)
    Valentine: Assignment(Text) - Target(Text) - Crew(10)

    Farenheit: Assignment(ShadowFieldOperatives) - Target(n/a) - Crew(10A)

    Baker: Crew(10a)
    Jenner:N/A

    Draco: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Orion: Assignment(N/A) - Target(N/A) - Crew(N/A)
    Cyclops: Assignment(CortexIgnition) - Target(Team1-10) - Sacrifices(30)



    It's a tough call between increase decompression, nukes, and COLLOSSINATION but I think we all know what the right choice is.

    steam_sig.png
  • zekebeauzekebeau Registered User regular
    Okay, before I vote my big question is: can we terror raid or use espionage on the US strike forces? I know they are boats, it would be interesting to know if we can assassinate their captain or abduct sailors. If the only way to stop the US is by terror, and we can only 1. stop attackers 2. launch missiles or 3. use psychic attacks, then we need to start building cruise missiles and stealing citizens from their beds at a very fast clip.

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited March 2012
    General: Location(Collossinate, move to Hector Oil Pumping Station) - Decompress(3) - Probes(US1,US2,US3) - Extract(A) - Radar(N) - Conveyance(y) - Refuel(Terror Disks) - Pulp(N) - Terror(Y(Wolverine))

    Engineering Wing:
    Kincaid: Build(Corvus-Class Transformable Gunship) - Zettabay(n) - Crew(30)
    Love: Build(Android Crew) - Zettabay(n) - Crew(10A)

    Diplomacy Corps:
    Curtis: Assignment(Text) - Target(Text) - Crew(10)
    Fuller: Assignment(Text) - Target(Text) - Crew(10)

    Campbell: Assignment(CultOfAcadema) - Target(N/A?) - Crew(10A)

    Covert Ops:
    Kyle: Assignment(Text) - Target(Text) - Crew(10)
    Valentine: Assignment(Text) - Target(Text) - Crew(10)

    Farenheit: Assignment(ShadowFieldOperatives) - Target(n/a) - Crew(10A)

    Baker: Crew(0)
    Jenner:Assignment(Hunter-Killer) - Target(Wolverine) - Crew(2xBrutal, 4xMorbid, 4xThunder(10 Torch, 30 Watcher))

    Creatures:
    Draco: Assignment(Hunter-Killer) - Target(Serpent Fortress Assailants) - Crew(2xBrutal, 2x Beast, 2xCorvus-Class, 2xMorbid, 2xThunder(10 Torch each))
    Orion: Assignment(Hunter-Killer) - Target(Serpent Fortress Assailants) - Crew(2xBrutal, 4xCorvus-Class, 4xMorbid)
    Cyclops: Assignment(CortexIgnition) - Target(All Hostiles Operatives?) - Sacrifices(30)


    100 employed

    +6 Corvus, +5 androids, +Hyper-Tornado Super-Cell

    -24 crew -50 General Personnel -70 alloy -40 fuel



    If we are going to get a super airship we should research more aircraft to fly out of it. Oh and hyper tornado? Yes.

    If I read it right 30 sacrifices in Cortex Ignition should kill up to 20 commando teams, also a good choice.

    Alternatively we could save up 40 more crew and bind the US naval task forces to us... he he he.

    We need to keep doing Academa and raids to get us enough forces to take control of one of the task forces or generate a hyper tornado + Blizzard.

    It's a tough choice between aircraft and nukes, but we can already make aircraft at double speed and half cost with Kincaid. If we have heavy transport choppers we could drop torch troops directly onto the task forces aided by cruise missiles, Corvus Gunships, new aircraft(?), the Collosinated super airship and such.

    Then Collosinate the naval task forces.

    Yes, yes, this is a good plan.

    We should send an assault out at the US task forces to test them. Then we might know what we should be building.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • TipharethTiphareth Registered User regular
    @void slayer 10 humans to keep it alive. 10 humans to trigger the cortex and 10 humans to kill 10 teams.
    Doesn't the tornado need 50 humies to trigger? On phone now so not gonna check just yet.

  • Jeep-EepJeep-Eep Registered User regular
    Yes, Tip is correct.

    I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    hmm... I thought it was a minimum of 10 per turn not that it had an upkeep of 10 in addition to powers.

    Either way the super tornado would kill it in 2 turns anyway. Lets wait for more people from those diplomatic teams. Changed it to brain exploding.

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • TipharethTiphareth Registered User regular
    edited March 2012
    I think we should try to discuss this encounter in more detail and try to find more strategies to deal with it. I'll start by detailing what I perceive as our assets.

    Intelligence, good knowledge is vital for us to win each encounter. This is something we lack right now. Deploying probes will solve one of our shortfalls.
    Firing cruise missiles will show us how that type of combat works and if there are any counters to it. I intend to fire 5 next round. Be advised that this is our only manufacturable anti-ship weapon.

    Combat, we have good combat abilities with units that fulfill all roles we could desire. We also have our titans, durable and hardhitting with a smattering of special abilities. Our only real shortfall there is that we can only deploy a titan with 10 escorts, this makes engaging larger groups this way a bit gamey. But with good intelligence we can deploy the right mixture of troops against the right victim.

    Counter-Intelligence, I feel we lack in this area as we have to rely on our murderous cloud, which is a tad bit expensive (although awesome). We can assassinate 3 units a round, if we don't want any other covert ops done. Then again, getting too many espionage officers doesn't seem like a great solution either.

    Autonomous assets, this would be potential allies. We have the Shock Rollers nearby who we might be able to recruit for a couple rounds. We do have some credits for them. Our other choice is to see if we can attack one of the local factions to woo the other two to our cause.

    Anyone else got some suggestions and ideas on how to define our assets? I guess we should also talk about how we should engage the americans to minimize expenditure on our side.

    Tiphareth on
  • jurnerjurner Registered User regular
    Tiphareth wrote: »
    I think we should try to discuss this encounter in more detail and try to find more strategies to deal with it. I'll start by detailing what I perceive as our assets.

    Intelligence, good knowledge is vital for us to win each encounter. This is something we lack right now. Deploying probes will solve one of our shortfalls.
    Firing cruise missiles will show us how that type of combat works and if there are any counters to it. I intend to fire 5 next round. Be advised that this is our only manufacturable anti-ship weapon.

    Combat, we have good combat abilities with units that fulfill all roles we could desire. We also have our titans, durable and hardhitting with a smattering of special abilities. Our only real shortfall there is that we can only deploy a titan with 10 escorts, this makes engaging larger groups this way a bit gamey. But with good intelligence we can deploy the right mixture of troops against the right victim.

    Counter-Intelligence, I feel we lack in this area as we have to rely on our murderous cloud, which is a tad bit expensive (although awesome). We can assassinate 3 units a round, if we don't want any other covert ops done. Then again, getting too many espionage officers doesn't seem like a great solution either.

    Autonomous assets, this would be potential allies. We have the Shock Rollers nearby who we might be able to recruit for a couple rounds. We do have some credits for them. Our other choice is to see if we can attack one of the local factions to woo the other two to our cause.

    Anyone else got some suggestions and ideas on how to define our assets? I guess we should also talk about how we should engage the americans to minimize expenditure on our side.

    Intel - The probe intel will likely only tell us the composition of the enemy groups. The relative combat strength of their units compared to ours has so far only been observable during combat. This makes it very difficult to determine what is necessary prior to an engagement, but is realistic. Agreed on the cruise missile test.

    Combat - As above, we won't know if we're ready until we've engaged at least once and seen their unit composition and strength.

    CI - I think we can safely rely on the murdercloud to take care of enemy commando teams and leave our other espionage agents free to do cooler things. Feeding ~ 37 personnel to the cloud every few turns shouldn't be a problem if we make good use of diplomats and terror raids (which can currently produce ~ 125 personnel every 3 (?) rounds). If we increase the number of abduction discs we could easily sacrifice hundreds of personnel to the murdercloud :).

    Assets - We've made no use of them so far, so it's impossible to judge at the moment. I suggest we wipe out wolverine faction and see how badger reacts. They may be entirely useless, but it's worth a shot. It will also allow us to take another base and convert it into a radar array (I seem to have missed this one while compiling my list, so don't trust me o this ...), so that we can call in an orbital bombardment of the US Navy forces, instead of having to build an unknown number of Cruise missiles.

    I think fuel may become a problem in the immediate future - each unit requires 10 fuel prior to additional engagements, yes? I don't think we can support our 50+ units in that case. We may want to take the fuel supplies the next time we have a chance.

  • TipharethTiphareth Registered User regular
    I think we should try to maximize our net gain from an additional war, let's only attack a faction two other factions are angry at. Doing that would require some more diplomatic and perhaps covert ops footwork though.

  • jurnerjurner Registered User regular
    Tiphareth wrote: »
    I think we should try to maximize our net gain from an additional war, let's only attack a faction two other factions are angry at. Doing that would require some more diplomatic and perhaps covert ops footwork though.

    That's a good idea, but it will take several more turns and I'm not sure we can sustain the murdercloud if we don't start raiding for personnel now. It'd be quite the waste to let it dissipate.

  • TipharethTiphareth Registered User regular
    Hmm, I don't like you being right on that one jurner. but oh well, let's start a nuclear war.

  • The EnderThe Ender Registered User regular
    Okay, before I vote my big question is: can we terror raid or use espionage on the US strike forces?

    Yes, you are able to do this.
    @The Ender Unless I missed something, it seems like Kinkaid's rank 3 officer perk wasn't taken into account for Gunships - should have either given us 4 Gunships or cost 5 Alloys each, right?

    Fixed.
    @The Ender Also we're missing whatever option replaced the CPU buff for decompression.

    Fixed.
    As I understand it the carrier groups will simply respawn even if we do destroy them. Is that incorrect?

    Not quite, I may have worded it badly: The each group consist of multiple ships. Individual ships can be sunk (including the flag carrier itself). These individual ships may respawn. However, if you wipe-out the entire group, it is permanently destroyed.

    With Love and Courage
  • Jeep-EepJeep-Eep Registered User regular
    edited March 2012
    Heavy Defense Laser (Allows to KaT to destroy incoming strategic missiles - 48 CPU Points)

    We might need this sooner or later. I mean, there's a good chance the Command Vehicle could withstand being inside all but the innermost parts of a citykiller nuke blast, but a second one after that would likely kill us.

    Jeep-Eep on
    I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
  • WubWub Registered User regular
    I had tried to post some of my strategic musings earlier, but I guess my phone would rather me see and not be heard. Anyway.
    What if we pulled the ol switcheroo and got multiple factions fighting for us? I'm not positive it would work, but how about 1) we attack Wolverine so that Badger will come and fight for us and then 2) we use a diplomat to blame our attack on Wolverine on the American Fleet? Wolverine may not outright ally with us but they may start throwing forces towards our aggressors, at least for long enough to keep them distracted. At the very least there will be more bodies between us and their striking capabilities and, hoping for the best, they may even inflict significant damage against the Fleet. Just a though.

    steam_sig.png
  • jurnerjurner Registered User regular
    Being able to terror raid the US strike forces mean we can avoid a two-front war while still replenishing our personnel. If we can turn the Korean factions against them as well, all the better.

    That HDL sounds awesome. We should build some of the Co-processors once we have a steady stream of personnel coming in (and no compelling use of the murdercloud) so that we can reach it in time for it to be useful.

  • electricitylikesmeelectricitylikesme Registered User regular
    Most of what's been posted is good: my main point is that we should feed the psychostorm mass enough people to murder all the commando teams.

    A long term goal of "harvest humans" would let us use it more - it's a pretty powerful superweapon at the moment, but it seems like later on we should let it dissolve.

  • Salvation122Salvation122 Registered User regular
    I'm refraining from posting because I got the pick last round and I want someone else to get it this round, but I will say that I think we're severely underrating the usefulness of both asset tokens and ORBITAL STRIKE. 2d20 would double our current token count, on average, and the shock rollers may well have some stuff that would be very beneficial to us in the upcoming fight.

  • Salvation122Salvation122 Registered User regular
    Wub wrote: »
    I had tried to post some of my strategic musings earlier, but I guess my phone would rather me see and not be heard. Anyway.
    What if we pulled the ol switcheroo and got multiple factions fighting for us? I'm not positive it would work, but how about 1) we attack Wolverine so that Badger will come and fight for us and then 2) we use a diplomat to blame our attack on Wolverine on the American Fleet? Wolverine may not outright ally with us but they may start throwing forces towards our aggressors, at least for long enough to keep them distracted. At the very least there will be more bodies between us and their striking capabilities and, hoping for the best, they may even inflict significant damage against the Fleet. Just a though.

    This is brilliant.

  • TipharethTiphareth Registered User regular
    Note that badger only allies with us if hostilities are declared. If we run a false-flag operation noone will thin we did the attack on wolverine.
    I think we should run this scenario though, but not before we've gathered int on the two other factions.

  • WubWub Registered User regular
    Tiphareth wrote: »
    ...but not before we've gathered int on the two other factions.
    Fair enough. The more chumps we can deceive in to fighting the 'Murkans the better. That way when they're all weakened we can crush them and feed them to the murdercloud unite them under our banner of galactic unity.

    steam_sig.png
  • The EnderThe Ender Registered User regular
    zeke, will you be voting this round?

    With Love and Courage
  • TipharethTiphareth Registered User regular
    edited March 2012
    Wub wrote: »
    Tiphareth wrote: »
    ...but not before we've gathered int on the two other factions.
    Fair enough. The more chumps we can deceive in to fighting the 'Murkans the better. That way when they're all weakened we can crush them and feed them to the murdercloud unite them under our banner of galactic unity.

    Kitkat, turning our enemies into allies, and our allies into brainwashed slaves, and our brainwashed slaves into food for the murdercloud.
    All glory to the murdercloud.

    Tiphareth on
  • jurnerjurner Registered User regular
    I'm refraining from posting because I got the pick last round and I want someone else to get it this round, but I will say that I think we're severely underrating the usefulness of both asset tokens and ORBITAL STRIKE. 2d20 would double our current token count, on average, and the shock rollers may well have some stuff that would be very beneficial to us in the upcoming fight.

    We probably are, but until we visit another KaT or contact the orbital assets, we really have no idea what asset tokens can do. On the other hand, getting a factory running/collissinating/etc. have a (now) obvious worth to our war effort, which makes it hard to pass them up for asset tokens. It may be a good idea to visit another KaT before defending the Serpent Fortress, just to give us an idea of what can be done with the asset tokens.

  • TipharethTiphareth Registered User regular
    I agree jurner, I too would like to find out what sort of things we can purchase with the assets.

  • The EnderThe Ender Registered User regular
    Alright: sorry Zeke, but you missed the vote.

    Update will be posted tonight.

    With Love and Courage
  • The EnderThe Ender Registered User regular
    >:[

    Alright, I'm frustrated with myself: this update is just too much of a chore. I'm sorry guys, but I think I want to stop this game here.


    The mistake I made here was definitely one of scale: there's too much going on for me to manually do the bookkeeping for. I'm not sure if that's just me, or if it's that there's too much crammed in here to be feasible for a pen-and-paper experience.

    I want to try running something similar to this in the future; clean up the mechanics a bit, scale it way down, and maybe give the theme a bit more personality. And do-up a whole bunch of visual aids.


    Hope nobody is too upset; this has just become too big, even with you guys doing a lot of the math ahead of time.

    With Love and Courage
  • TipharethTiphareth Registered User regular
    No worries Ender, I was kind of expecting this. There was a LOT of math going on, and everyone kept missing stuff. You, me and everyone else. May I ask what part of it took the most time/effort? Perhaps there is still some way of salvaging this. For an example, perhaps you could offload some of the work on me and I'd become co-host? I understand this might not be feasible or that you are at the point where you are just feeling like FUCK THIS and want to start over with a clean slate.

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