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Conquer the Future CIV part 3
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OP: Okay. I have 3-4 to spare so lets play a little.

We left off really pissing of the Svejas, killing of a Lion of the Emperor, de-facto declaring war. Now war is immidient, but it will take some time before Svejas understand that the convoy will not come back. So make the best of it.

Goverment: Theological council
Population: 12706
Literacy: 69%
Food production: High +
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 802 sword soldiers, 192 archers. 55 patrolmen, 60 ex-Corp soliders. 115 Longriders
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes.
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain

If next poster ends i 7, Sveja is coming.
>>
>>44986689
Lets start with sending scout to the pass so we know when they are coming
>>
>>44986689
improve defense
>>
You send scouts to know about the pass. It is a impressive fortress covering the whole pass, making it impossible to get past it without being noticed. It is made of mountainstone and has big steel gate that can be opened and closed manually. To attack it you will need something special. Your scouts makes camp. When Svejas march from the fortress you will have an additional turn before arriving at either Ferris or Destiny Landing.

Goverment: Theological council
Population: 12752
Literacy: 69%
Food production: High +
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 812 sword soldiers, 200 archers. 55 patrolmen, 60 ex-Corp soliders. 125 Longriders
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes.
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain

If next poster ends in 7,8, Svejas is coming
>>
>>44986818
research weapons
>>
>>44986818
>5
>>
>>44986852
defense or military?
>>
One of your engineers have taken interest in the Oilfire that your navy uses. He starts experimenting with throwing. Realising that you need extra power to throw it long enough he invents the first catapult. He also wonders about the possibilities to use the forces to break down walls, but for now it he is happy with the small catapults that your swordmen uses.

Your Army will have + 1 in war.

Goverment: Theological council
Population: 12735
Literacy: 69%
Food production: High +
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 802 sword soldiers, 192 archers. 55 patrolmen, 60 ex-Corp soliders. 115 Longriders
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults.
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes.
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain
>>
>>44986873
If next posts ending in 7.8 or 9, the Svejas are coming.
>>
>>44986864
aren't those the same?
>>
>>44986873
impove defense
>>
>>44986910
Thats why they are the same choice.
>>
>>44986910
no
>>
>>44986873
>8
>>
Train more archers, and train footsoldiers to man the catapults more effectively
>>
improve the catapults!
>>
Realizing that your walls in Destiny Landing is not good enough to hold a siege at bay your men start to rebuild them, you tear down the old foundament and starts with a new better one, however you realise that the renovation is so large, it needs an additional turn before being completed. It is now halfway done and your city is without its walls.


Goverment: Theological council
Population: 12735
Literacy: 69%
Food production: High +
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 802 sword soldiers, 192 archers. 55 patrolmen, 60 ex-Corp soliders. 115 Longriders
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults.
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes.
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain

If last digit next posts ends in 7,8,9 or 0, the Svejas will come.
>>
>>44986988
research weapons
>>
Rolling for
>>44986966
>>
>>44986988
Research Weapons
Lance
>>
>>44987006
>6
Phew
>>
>>44986988
improve defense/military
>>
Your Longriders have lately trained with spears, they have taken a liking to it, but also improved it, creating the lance. Your cavalry charge creates more damage (now every fight with the longriders are + 2)

Your walls at Destiny Landing still does not have it walls.

Goverment: Theological council
Population: 12735
Literacy: 69%
Food production: High +
Food stock: High -
Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
Military: 802 sword soldiers, 192 archers. 55 patrolmen, 60 ex-Corp soliders. 115 Longriders
Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults.
TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes.
CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta
>1.Exploration
>2.Research into food production
>3.Improve religion/culture
>4. Improve navy
>5.Improve defense/military
>6.Architecture
>7.Research/science
> 8. Research weapons
> 9. Expand domain

If last digit next posts ends in 7,8,9,0 or 1, the Svejas will come.
>>
>>44987061
impove defense
>>
>>44987061
Construct Walls in destiny
inb4 war
>>
Complete the walls!
>>
>>44987081
AND
HERE
WE
GO
>>
>>44987061
Improve defense/military
Build that wall
>>
>>44987081
EVENT!
Your scouts is waken up at the middle of the night. They see the gate at the fortress opens and out rides an army. Your scout guess its a little bit under 10.000 of them. They are marching against DL. However, since you put out scouts, they manage to give you one extra turn before Svejas arrives at DL.
>>
>>44987127
>Goverment: Theological council
>Population: 12735
>Literacy: 69%
>Food production: High +
>Food stock: High -
>Resources: wood, stone, horses, iron, copper, sheep, cows, pigs and chicken
>Architecture: Houses with second floors and foundament and windows. Comfortable living standards.
>Military: 802 sword soldiers, 192 archers. 55 patrolmen, 60 ex-Corp soliders. 115 Longriders
>Navy: two simple boats with iron-armor. 7 longboats(sailors greatexperience) Three merchant ships. One Carrack, Three flameboats.
>WEAPONS/DEFENCE :Halberds, iron axes, iron swords, longbows, basic helmets, leather armor simple stone-wall, longswords, steel swords crossbows,steel helmets, steel armor, bomb catapults. Lances
>TECH: ard, early stone housing, basic boats, granaries, archery, writing, simple paved roads. Basic ironwork, basic medicine, basic winter clothes.
>CULTURE Yearly harvest fest. Forefathers believer, common languagewriting. Warrior culture. Code of Laws. Mathematics, Magna Marta
>>1.Exploration
>>2.Research into food production
>>3.Improve religion/culture
>>4. Improve navy
>>5.Improve defense/military
>>6.Architecture
>>7.Research/science
>> 8. Research weapons
>> 9. Expand domain

Last turn before the Svejas arrive...
>>
>>44987145
improve defense
>>
>>44987145
Research weapons
>>
10,000? arm the proles and propare to die!
>>
>>44987145
>>44987173
can we arm civilians?
>>
>>44987160
this
>>
>>44987145
Research Caltrops
Lay them in their path, cripple their horses.
>>
>>44987145
don't we have flaming catapults
>>
>>44987145
Improve Military
Develop Guerrilla Tactics
>>
Realising that the enemy is on their way, your people works all day to be done with your wall. The people manage to improve it and put a good gate. The experience from Ferris makes it a little better and a little harder for the enemy to stop it.

EVENT:
The Svejas arrives, they are now only a short ride away. Your scouts demand that the army is about 5000 men fighting strong, but of clearly inferior quality. It does not comply with the reports from the scouts. However, that is last of your worries now.

Your general needs a decision.
1. Will you barricade yourself and hold out a siege. No reinforcements are coming, but you might force them to withdraw with your superior weapons on the wall.

2. Meet them on the open field?

>>44987232
Yes, we do..
>>
>>44987281
3. station our longriders outside the city hidden out of sight, and take them from behind as they aproach the gates
>>
>>44987281
1
>>
>>44987281
hold up for the siege ready the flaming catapults, if we have spare weapons try and form a militia, and this>>44987312.
>>
>>44987281
>initial reports 10000
>only know where 5000 are
Hitting both cities at once.
>>44987312
This. Have them focus on supply lines. It takes a lot of food to keep an army that big going.
>>
>>44987367
Ready the Navy as well, in case of the three pronged attack
>>
You decide to hold out a siege. You evacuate the citizens into the walls and slames the gate shouts. Your Longriders prepares for a raid through the other smaller gate, however it will take a turn.

The Svejas takes position outside the walls when you see a man riding on a horse, dressed like royalty. It must be the emperor. Not knowing about the length of the longbow the emperor rides dangerously close. One of your longbow archers might be able to hit him.

IF one of the two next posts are dubs, you will hit the emperor and give the Svejas a - 2 moral.
>>
>>44987445
>>
Captain Dubs to the rescue
>>
>>44987445
Roll for no dubs
>>
>>44987445
y u no tg roll

Trying to break my heart
>>
>>44987468
>>44987464
Your archers manage to get a decent shot but misses, but hits the emperors equality officer, making the emperor smile.

One of the Svejas rides to the wall and throws a white flag on the ground. He then throws a bottle of blood on it. There will be no surrender here.

Then a laud warcry starts, the Svejas have started their attack against the walls.

First post last digit decides our sucess (+2)
Second posts last digit decides Svejas sucess (-1 tech)
>>
>>44987528
>>
>>44987528
Let's roll
>>
Rolled 1 (1d100)

>>44987494
>>
File: 1414971307079.png (57 KB, 637x337) Image search: [iqdb] [SauceNao] [Google]
1414971307079.png
57 KB, 637x337
>>44987563
>>
>>44987544
>>44987550
6-0
Your firebarrels and arrows makes hull in their ranks. Although your bowmen are not so efficient as they should have been, they still manages to score some casualties. You do not lose a single men. Only the emperors presence stops the Sveja from loosing a moral point. They reorganize and prepares for another rush.

4400 Svejas vs 1200 of yours. (including volunteers)

First post last digit decides our sucess (+2)
Second posts last digit decides Svejas sucess (-1 tech)
Third post last digit decides if Longriders attack and give +2 for our success. Need to roll 1,2 or 3.
>>
>>44987563
the gods do not shine on us brothers and sisters
>>
>>44987635
inb4 9
>>
>>44987635
>>
>>44987544
>>44987550
>4
>0

>>44987644
>>44987660
>4
>0
Battle of attrition at this rate.
>>
-1? I suppose they're stampeding over each other
>>
>>44987644
>>44987660
>6 plays -1
>Long riders might get to sit this one out after all
>>
>>44987703
>>44987710
whats happening?
>>
>>44987644
>>44987660
>>44987668
6-0
Again are the Svejas cut down in a bloodbath and again are you without a single casualty. You see the field of the dead Svejas.

The emperor seems to understand that a direct attack is suicide. The Svejas starts preparing for a long siege. No longer will they attack the walls.

4100 Svejas - 1200 of yours.
For every turn you will now lose a bonus point, until you go into (-) because of the blockade. Your navy is waiting orders and Longriders are standing down until new command.

What do you do?
>>
>>44987791
anyone think our long riders can charge the camp kill a whole bunch burn parts of the camp and maybe off the emperor im not asking to do this I just want opinions?
>>
>>44987791
Give me 20 good men
>>
>>44987791
>>44987838
or have our army march out to look like a sneak attack at night while our long riders go for the emperor
>>
>>44987791
Send the Riders out again to harass the supply lines.
Load catapults with flaming rocks.
Light arrows on fire and send a volley to their encampment if we have enough range.

>>44987838
If we use archers to cut off a part of their army, we could have the riders go in on the separated unit, do some damage, and retreat.
>>
proposition:
Maybe longriders could do some raids on the Svejas supply route? This way they would get hit by atrition
>>
>>44987791
What don't we give flaming bomb to the riders?

And why don't we use dice+1d100 to do the rolls?
>>
You decide to send out the Longriders to harass their supply-route. They sneak out and moves around, all ready to charge. If really lucky they might manage to hit the emperor himself. (must roll dubz)

>>44987908
I like more that its your own luck that decides it :)

First post last digit decides their sucess (+1 tech + 1 moral)
>>
>>44987934
Roll for the Roll Gods
>>
>>44987791
Harass their supply lines with long riders. Catapult diseased/rotten cattle heads to lower their morale.
>>
>>44987934
>I like more that its your own luck that decides it :)
Two things, 1: people are very prideful of their rolls, and 2, tg is not pol. It's a slow board. It's very, very easy to aim for a 1-5 or 5-9 at the least.

tg rolls aren't loaded. If you want to aim for certain score you can just do
>Roll best of 3 1d100 (80)
So one of the three rolls must be 80 or more to succeed.
>>
>>44987957
The Longriders does their thing perfectly. They spread fear and confussion, killing a double nummered Svejas, including some high ranking soldiers, they manage to set fire on the emperors tent, burning up their maps and the food tents are also burned.

The effects show up immidiately. Moral drops and some Svejas start to leave their ranks.

3700 Svejas.
Every action give now +2 in success
It takes now two turns before our + points fall. (1 round left)

The Longriders are halted as heroes when they arrive back. Their role is forever cemented in the annals of our history. They need one rounds before they can perfome another raid.
>>
>>44988037
What do you do now?
>>
>>44988076
Show our ass from the walls.
Because why the fuck not.
Also for taunt so they charge our walls in hatred
>>
>>44988037
>The Longriders are halted as heroes
Their commander is hailed as a saint and crowned rightful monarch by the people :-)

>>44988076
Can we send assassins to the emperor at night?
>>
>>44988037
If we have range on the camps, light arrows and start burning shit.
>>
>>44988109
NO MONARCHS
>>
Rolled 5 (1d10)

>>44988104
You decide to show your ass from the wall and taunts the opponents. This action is so slow that it does not counts as a turn for the Longriders to get ready.
Roll decides effect of it (+1 of Svejas proud nature)
>>
>>44988109
>Can we send assassins to the emperor at night?
I doubt that would work because we haven't trained for anything like that. Even if we attempted it we'd need a high roll with hard negatives.
>>
>>44988142
>>
>>44988037
this>>44988104 and this>>44988111
and use the catapults to further burn their camp make their lives hell until they give up the siege
>>
>>44988142
https://www.youtube.com/watch?v=A8yjNbcKkNY
>>
>>44988142
6

Your taunts give some look and anger from the Svejas, and you manage to kill 10-15 that in anger attack your walls.
>>
>>44988129
FITE ME REGICIDER SCUM
>>
Rolled 4 (1d10)

>>44988111
>>44988165
You decide to start throwing oil barrels and catapults against the Svejas. However our technology in this field is not good giving a negative effect.
- 4 on dice results
>>
>>44988227
>>
>>44988240
>NO SVEN THE CATAPULT IS POINTING TO THE WRONG SI-
>There goes the Bazaar
>>
>>44988227
Already knowing the capacity of the range of your catapults and arrows, the Svejas had placed themselves in a safely distance away.

A mishap in the logistics also makes it so that you throw some barrel of salted beef jerky on them. They have a feast the same night.

Your defensive bonus decreases with 1. (+1)

What do you do?
>>
>>44988296
Assassinate the emprah
>>
>>44988296
Open the gates and meet them in the field with infantry.
Stay close enough that archers can still fire.
Send Riders out a separate entrance to harass the back line and flanks.
>>
>>44988296
Won't they starve before we do? If we harass their lines. They do not have our level of food supplies.
>>
>>44988442
we also burnt a huge amount of supplies
>>
>>44988296
If its been long enough, send the Riders out again.
>>
>>44988296
You decide to assassinate the emperor. A plan that involves the art of stealth and working in the shadow, nothing your civ has ever had tradition for. You still decide to go through with the plan. One of your best men volunteers to sneak out and do it in the middle of the night.

After taking one of the dead Svejas uniform he manages to get into their camp. It is a silent atmosphere there. People is not on their best, having most of their supply-line cut and living of raiding the nearest farms.

The emperors tent is right nearby, but is guarded by what looks like his bodyguards.

You approach them, hoping that they will let you through.

Next persons roll (not end digit with a dice of 10) will decide your assassins success...

1-5: He gets caught
6-9: He does not get caught but is turned away.
9-10: He manages to get through..
>>
Rolled 9 (1d10)

>>44988522
here comes the pain
>>
>>44988539
>roll 9
>post 9
IT WAS DESTINED!
>>
>>44988561
WE HAVE THE FAVOR OF THE GODS!
>>
>>44988539
The bodyguards are fatigued by the diet they have had recently and does not seem to care about you at all. You are easily let through too the area where the emperors have his tent.

Inside you see what you must believe is the emperor discussing with what must be his general about the siege. Both of them look important. Now, you have the moment of suprise and can definately get a stab on one of them. But both of them are armed with their swords, and the guards are right outside, making it very difficult to kill them both. Who do you kill?

1. The General?
2. The Emperor?
>>
>>44988636
the Emperor the blow to moral will be devastating and they don't have the means to keep this up if he goes. if the whole campaign was his idea then the army is likely to retreat
>>
>>44988636
Emperor
>>
>>44988636
Emperor could go both ways. They could lose moral and break with their leader dead, or it could bolster them into avenging him.

The General probably knows more about war and tactic than the King, so taking him out would cripple their military capabilities.
>>
>>44988682
>>44988692
Empore too
>>
>>44988682
>>44988692
>>44988701
>>44988706
There is no doubt in your mind that the emperor needs to die. You strike fast and swiftly against the emperor and have a clear path, only a miracle can stop you from killing him.

Next poster roll on a dice10 decides the outcome.
1-9: The emperor gets mortally wounded
10: A miracle for the emperor...
>>
Rolled 6 (1d10)

>>44988755
>>
Rolled 4 (1d10)

>>44988755
>>
>>44988773
Thanks to your skills with the blade you stab him near the heart atleast four times before the General manages to react. The deed is done but you are now surrunded. The bodyguards enter the tent but you can see a way to slip by, there might be a chance to get away with this.

On a roll of a dice of15 decides the outcome
1-12: The asssassin gets caught
13-15: The assassin manages to slip away
>>
Rolled 5 (1d15)

>>44988828
ez
>>
Rolled 8 (1d15)

>>44988828
We ded
>>
>>44988843
The general jumps on you and put you to the ground before you can react. As morning breaks your are being dragged infront of the gates of DL where you are merciless killed by having four horses drag your limbs apart.

As the day goes the people at wall can see the Svejas burning their emperor in a cermonial burial. However another emperor has already been crowned, the brother of the current emperor that has now taken his spot. From his horse he proclaims that the city will burn and the earth is to be salted.

You realise that killing a Sveja of importance was the whole reason this war started, and that pride is all for them. They will never give up now. The killing of the general will have severly destroyed their tactical capabilites. All branches of your military is ready for command.

You lose one bonus point because of blockade. (0)

What do you do?
>>
>>44988982
And yet killing him earlier would have resulted in -2 morale?
>>
>>44988982
>>44988388
Let's do this.
>>
>>44989032
because you would be killing him infront of his men right before a charge..
>>
>>44989064
OK, seeing as this thread died a little, this a good place to end today. Thanks for playing, will try to continue soon.
>>
>>44989203
Ok, was nice
>>
>>44989203
gnight
Thread replies: 117
Thread images: 2
Thread DB ID: 474400



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