[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Hey TG, I've been playing Bandits since launch and recently

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 124
Thread images: 24

File: BrigandlyBrigand.png (167KB, 361x707px) Image search: [Google]
BrigandlyBrigand.png
167KB, 361x707px
Hey TG, I've been playing Bandits since launch and recently I have been having a ridiculously hard time against Swine. Like, "Everyone dies 3 turns in" hard time.
Am I doing something wrong, or are Bandits just weak?

I am fully aware Darkest Dungeon is vidya. /tg/ has done these kinds of roleplay threads before.
>>
Here's my army listing:
10 Brigand Cutthroats
5 Brigand Raiders
6 Outlaw Fusiliers
2 Brigand Hunters
4 Brigand Bloodletters
2 Seperate Packs of Hunting Dogs
3 Raving Madmen

And from time to time I'll substitute the Bloodletters for Brigand Vvulf.
>>
>>49907841
>taking madmen

enjoy the fallout stress on your other troops. You are better of using the points on more guns. I find that if you can scrounge for even a six pounder you can mulch the hook pigs before they can shred your shit up
>>
2x Cannon plus virtually anything. Just make sure to always take some spare Crewmen.
>>
>>49908041
This. Toss a couple fatties to screen the matchmen and you are golden.

Lets talk about fishfuckers please, i am so goddamn fucking sick of fucking spearblocks tearing up goddamn everything. It is even worse than sibbedy snab crab
>>
>>49907976
Bandit's recover stress whenever they kill a "Valuable" target.
(The fact that Skeletal Courtiers are counted as valuable under that rule is overpowered as fuck I will admit.)

>>49908067
Nothing is more cancer than running all Pelagic Groupers. I fucking swear.
>>
Has anyone tried building a stress stack army around the gibbering prophet? I feel like if you take a squadron of madmen and some courtiers and fill out the ranks with spearmen and those shitty clubbers you can just heart attack everything to death

>inb4 ruins army LMAO
>>
>>49908201
I don't much in the way of other factions.
I just know if you want to run a Stress Army Cultists and Undead are the really only viable guys to do it with. Unless I'm forgetting something.

Maybe something from the expansion (Pic Related) will help Stress-Armies out a bit?
>>
File: CrimsonCourt_promo.jpg (727KB, 1000x1671px) Image search: [Google]
CrimsonCourt_promo.jpg
727KB, 1000x1671px
>>49908229
Friggin' connection errors
>>
File: BrigandlyRaider.png (204KB, 416x597px) Image search: [Google]
BrigandlyRaider.png
204KB, 416x597px
Post your favorite models.
I fucking love the Bandit Raiders, they look so good.
>>
>>49908331
Dont have my pics, and i know he is not really in the top meta for warrens or whatever but i am a sucker for the unstable flesh. really nice sculpt
>>
>>49908331
Agreed. I play Unholy and still have one of these for my mercenary allotment.

Also, why does everybody hate me for taking more than one Courtier? They die to a stiff breeze.
>>
>>49908441
People look at stress damage and just like, lose their god damned minds.

I still get weird looks whenever I roll out my Brigand Pounder and tell the other guy to roll for stress.
>>
>>49908441
Ruins armies fall to a stiff breeze, most people think goblets are all they have.

I find that a Necromancer army can work wonders if you get lucky. You rezz a single Bone Champion and you can shit on your opponent with impunity
>>
>>49908542
>Ruin armies die easy
What are Gargoyles
What are Ghouls
>>
Pretty new to this game, can someone get me a teir list on the factions?
A buddy told me it was
Hamlet Defenders > Cove Monsters > Weald Monsters > Warrens Monsters > Ruins Monsters
>>
I hate you all, mostly because I wish there was a DD wargame
>>
>>49909226
I don't think it'd be THAT hard to set up.
There's always just, changing the names of stuff.
And the game's systems can be taken out of the virtual world and just applied to figurines.
>>
>>49908760
Where would the Darkest Dungeon monsters fall into this hierarchy?
>>
Did you fucking guys just play my heart like a fiddle? I legit thought or fine board had gotten shit done, once more.

>the anons mind, fragile, like a robins egg
>shilled out before the game came out and now I have an exclusive unit of musketeers
>moneywellspent.jpg
>>
>>49909976
I heard those were only for specialist games so I didn't include them.
Was I wrong?
>>
>>49909998
Who's to say we can't?
Like, in my experience the biggest issue with /tg/'s homebrew stuff has always been models and rulesets. But it would be the easiest shit just to print out sprites from that game (The Wiki already has like, high-quality transparent rips from the game of those.) on to some posterboard, laminate them or toughen them up, and put them in a little stand.

And I don't think it'd be crazy to translate DD's rulesets to a d6 or d20 system. You could have a functioning Skirmish game easily.
>>
File: Piglet.png (109KB, 336x361px) Image search: [Google]
Piglet.png
109KB, 336x361px
Pictured: The Cheesiest Figure in the Game
>>
>>49910143
At least you can't take tons of him. But running him into the enemy to send the prince berserk is such a bullshit tactic.
>>
>>49910039
Huh, you are right. My game group must have tricked me. No wonder they won every game against me.
>>
>>49910187
They should have given him/Should give him Cowardly like the courtiers have or Bandit Fusiliers have, where if they end up in the front row they HAVE to roll on their abilities that back them up.
>>
>>49910187
Nah, what I do is lock him in combat with my Leper, who just keeps healing and buffing himself until I can get the Prince ded with my other guys. Sometimes works well.
>>
>>49910245
Yeah but we all don't play Heroes/Hamlet Defenders.
Like, with my bandits I can stick a Bloodletter in front of him and just have him sit there, but if you're playing Weald? What the hell are you supposed to do? Half your units are beasts. They'll eat Wilbur for shits and gigs.
>>
>>49910187
>tfw shitting all over that fight with man at arms/highwayman/antiquarian/a fourth character doing the thing where defends put all attacks on riposters
>tfw accidentally kill wilbur with ripostes but it doesn't matter because boss only gets one attack in before exploding
>>
Fucking redhook should scrap the DD faction entirely, give a bunch of them as expensive cultist units. Also hamlet defenders nerf when
>>
>>49910412
I feel you man. Cultists barely have anything tied to them without it. In that same breath I think that hamlet defenders are good as they are. They're MEANT to be basically an Adventuring Party, and I think it's fun to sort of "Play as the dungeon" when fighting them.
>>
>>49910472
I guess. I heard rumors of collector and shambler as sort of high power units any team can take too, but big models like that are probably a ways down the pipe. Maybe after this whole vampire mosquito buisness
>>
File: The_Collector.png (391KB, 685x958px) Image search: [Google]
The_Collector.png
391KB, 685x958px
>>49911166
Collector Release when?
>>
>>49907762
Even keeping the fictional premise, wouldn't bandits be really good against swine because they're heavy on the bleed and have good evasion?
>>
>>49911406
The Bandits beat the rank and file easy, but Swine have pretty strong Stress and Support units. It's around there that Bandits start to get bogged down.
>>
>>49911340
Probably not until next edition. They're hoping to avoid the whole debacle that came with reinforcement based elites like Shambler-chan. Any faction that isn't Hamlet just can't deal with the afflictions stacking. Granted, the Collector's aren't quite clapperclaw levels in the bleed/blight department, but the principle of endless at-will reinforcement has them wary.

On the other hand I am STOKED to see what conversions possibilities will become available with the Collected minions, and if they do anything with non-Hamlet factions, or just have things like the Swine Slasher and Pelagic Groupies serve as Highwayman proxies.
>>
>>49912002
I haven't been keeping up with this, is he an Elite for like, the ruins or a Battlefield monster like The Shambler or something?
>>
File: 1429822286455.jpg (225KB, 800x533px) Image search: [Google]
1429822286455.jpg
225KB, 800x533px
>>49911340
AHHHHHHHH
>>
I would honestly kill for a Darkest Dungeon wargame.
>>
>>49912131
We have the assets, resources, and collective willpower to make one. But I don't know what the first steps to doing that would be.
>>
>>49912156
Lists, charts, base system. Also every box comes with a recording to play with it at appropriate moments.

https://www.youtube.com/watch?v=7RNVIejm7zA&list=PLy1RoYlej6xWqRRci7K_OuQWa-7UgG0uo
>>
>>49912064
Probably just a battlefield monster. Red Hook has always been pretty lax on army builds (half the fun is about zany compositions and new synergies) so the Collector will probably just have a point tax, rather than an outright restriction.

afaik, the only units locked away are the specific dungeon bosses, and those usually just require >50% of army point spent on their respective factions, and the remainder serves as merc units with some occasional point tax.

>>49912131
>>49912156
- Pick a dice range to work with (d6 in various combinations)
- look at official numbers to gauge distribution of chance and normalize it to the 16.6% increment range
- assign some numbers to the various monsters (most enemies are worth 5, Hamlet heroes and Large/elite monsters worth 15 or 20; named Heroes, Minibosses, and Bosses serve as your actual army hero/hq)
- trinkets are equipment, assign additional cost based on rarity/collective meta usage
- start play testing
>>
>>49912277
I know want to do this for so many games. I've been meaning to do it for so many and I always loose inspiration.

Can we do this guys?
We probably just take stats directly from the game itself.
Monster factions come in 3 tiers.
Hamlet Defenders can be mixed with armor/weapon or also tiers?
One side provides appropriate terrain.
Objective based or last man standing?
>>
>>49912277
Sounds doable enough.
Do you make custom trinkets for different factions or have them all draw from the same pool though?

As for the different "Factions" here are my thoughts.

- Hamlet Heroes: You play darkest dungeon against another person. Your units are strong, flexible, and tough. They have the most options for abilities, the most trinkets, and are generally very strong.

- Bandits: You're all about evasion, bleeding, and aoe. You fight like actual bandits would, running about dealing as much damage and sowing as much chaos as possible, but get bogged down and you'll end up paying the price for it. Your big guys (Vvulf, Bloodletters, Brigand Pounders, etc. etc.) Are the opposite, slow, takes a while to set up, but if they do things will get very messy, very quick.

- Swine: You're hard to kill, and as the fight draws on and on your enemies will start to feel it. From poisons, disease, debuffs, and the stress so many of your units can dish out. However each Swine unit can only do so much, each functions a bit like a specialist. A Wretch cannot last long on the front lines, and a Chopper cannot support his buddies. Your big guys (Swinetaur, Writhing Flesh, Swine Prince etc. etc.) Are simply, massive, hulking versions of your existing units. Tough to kill, and dripping with grime and filth.

- Cove Monsters (Fishfolk?): You are a well oiled machine. Most units can help each other out, and only grow stronger for it. Lots of passive buffs and strong spellcasters to help out what might be a subpar frontline. As the fishmen march, a host of aquatic horrors are dregged from the depths to serve them. From the vile, dangerous wildlife, to the drowned corpses of those who have perished in the briny depths. Your big guys (Siren, Drowned Crew, Uca Crusher) are sticky, difficult foes with debilitating powers.

(Cont. in next post.)
>>
>>49912670
- Weald Monsters: Chaos. Slimes, rotting hounds, fungal zombies and giants. You are massive, hungry hoard of abominations and monstrous plantlife. Each unit is strong, and can stand it's own in a fight, but there is little synergy in them as a whole. Your true strength is how many units you bring to the field, and the fact that your fungal monsters and slimes can self replicate on the march. Your heavy hitters (Fungal Giants, The Hag, Big Ol' Slimes. etc. etc.) each fill a different purpose. The Hag debuffs and debilitates, The Giant smashes foes to dust, and the Slime is a damage soaking sponge.

- The Undead (Ruins Monsters): You're a flexible, if simple army. Tons of different units to fill different roles. Your rank and file may be relatively weak, but your Specialists and Big Guys (Gargoyles, Ghoul, Necromancer, etc.) are among the best available.

- Cultists: Cultists' your names and Stress is your game. From the Gibbering Prophet, to the Raving Madman, your units revel in madness and insanity. While some other factions take reduced stress damage, and sometimes resist the Eldritch powers, yours is the only one that benefits from either. Pushing and Pulling your enemies ranks with tentacles, or dipping further into insanity to strengthen and mutate your own units into terrifying new forms. You are at one with the chaos of the battlefield, and the whisperings on the wind. Your big guys (Gibbering Prophet, The Templars, and the myriad horrors of The Darkest Dungeon) are either centered entirely around stress, or are brawlers and fighters of the highest quality.

These were more or less written on the spot and from memory. What are y'alls opinions?
>>
>>49912670
>>49912951
>>49910102
Considering the ease of production what with the card stock idea and the general kind of archetypes we could work with, I think this could work really well. The main question I have is how would stress and diseases work on non-Hamlet Defender units? I'm assuming the Defenders getting the recovery from deaths door thing is either unique to them being heroes or rare otherwise. Do diseases matter against non-hero units?
>>
>>49913040
Probably. Could make them slightly mimic the in game mechanics? I.E. undead are immune to bleed but susceptible poison, the necromancer can catch paranoia etc. but then again I haven't played in a while, so I'm just one person who'd love to see this get done.
>>
>>49913040
The issue I'm seeing as of right now, that many mechanics of the enemies are geared towards hurting The Defenders, who are all human.

Skeletons, Slimes, and Corpses can't get diseases in real life. (But can be poisoned in DD) And I'd be hard-pressed to believe they could go insane. If we can find explanations/alternatives to those mechanics, things would go a bit more smoothly for per say, a Weald.Vs.Swine fight.

As for Death's Door, I'm assuming that would only be for "Hero" units, which, all Hamlet Defenders count as, and any of the Boss Monsters/"Big Guys" for other units. (Maybe only a few big guys would have deaths door)
And given how this would probably function as a skirmish game, diseases would take effect instantly/be resolved by the end of combat.
Most units can easily catch diseases (Basically nasty, sticky debuffs) but Hero units and Swine have much higher resistances to Disease.
>>
>>49913151
What if the game was designed for necromunda style persistent campaigns?
>>
>>49913205
I honestly had never considered that.
Thing is, that seems a whole lot more complex than just skirmishes, it's also a concern of having the game feeling unique, and not just a texture swap w/ Necromunda you feel me?
>>
>>49913289
In favor of that idea though, DD's overall design kind of lends itself to that idea.
>>
>>49912670
The way things are sounding in regards to the Hamlet Heroes, it almost sounds like each individual unit is worth more both to field and to lose than other unit in the game, yes? So while your unit can take a lot, if they get fucked they are fucked and so are you, yes?
>>
>>49913425
Yes, you're swole as fuck and scary as hell. But if a Bandit player loses a Cutthroat he's like "Oh well."
A Swine player loses a Chopper and he winces.
A Hamlet Player loses one of their heroes? Tears.
>>
Wanted to post this somewhere
>>
>>49913481
I still don't get this one, is he just so used to war that he fucks off to the hamlet?
>>
>>49913489
He's addicted to glory
>>
>>49913481
Maybe looking at the simple, undecorated life that's in front of him and he hates...everything about it.
>>
>>49913489
The terrible things he did during the war changed him so much he can't go back to his old life
>>
File: GraveRobbin'sAgoodJobMate.jpg (327KB, 723x1280px) Image search: [Google]
GraveRobbin'sAgoodJobMate.jpg
327KB, 723x1280px
>>
>>49913489
Look at the colors, right? They outline two lives, the shift occurs in the 5th panel, he can't go back to one of them. Basic comprehension of a comic.
>>
>>49913544
Why are these not on the site fuck
>>
File: 150px-Bone_Militia.png (17KB, 150x140px) Image search: [Google]
150px-Bone_Militia.png
17KB, 150x140px
Alright, so let's do some number crunching.
The picture is a Bone Soldier. P. sure we all know who he is.
In DD, by default he has 10 HP, 0 Dodge, 15% Protection, 2 Speed, has average resistances, counts as "Unholy" and knows 2 moves. Graveyard Slash and Graveyard Stumble.
How do we convert this to a dice based system?
>>
>>49913804
I'll readily admit,I am no expert at this.
I think everything nonpercentile is in small enough numbers to work well.
As for the percentages that come from the DD stats, we could attach a set value to certain percentages. For example, 15% could translate to a single point of damage reduced?
With that system, things with high dodge would not fair well with getting hit if they fail to dodge, but things with prot could actually tank hits.
>>
File: 1472764437234.png (33KB, 513x402px) Image search: [Google]
1472764437234.png
33KB, 513x402px
Noob here. So you can play bandits and pigmen now? If I understand OP you can play a lot of them at once?
>>
>>49914658
It's just a joke roleplay based off of a hypothetic wargame of Darkest Dungeon.
And if things go well, an ACTUAL Wargame of Darkest Dungeon.
>>
>>49912277
Also you can assign tiers to your units, up to 3 (6 for hamlet) for more costs.
And to top it of, the innit works by constantly re rolling init every turn.
>>
>>49913425
They're basically the high cost, high power units.

Cheapest would be bandits or weald.
>>
>>49914763
What about Skill level, and armor/weapon skill?
Perhaps only certain characters can get upgrades?
Like, humans can upgrade both armour level and weaponry, monsters can only upgrade one/only to a point.
And skills for everybody?
>>
>>49913804
If it was card based it would be pretty easy, it would be about countering with stats and attacks.

For a miniature game I think we should use the games dice roll, which is very situational. Perhaps a 3d6 and adding the number for most things such as attacking or generally rolling, DD is more about calculating the percentage and the 3d6 is the most rounded roll.
Lets go with speed first because that I know how it works, it basically means that he god a top roll of a coin toss/1d20 for his initiative, anyone with higher speed doesn't actually have a guaranteed action before it but considering its 2 speed its gonna lose out most of the time.
Dodge should be basically AC, you don't roll over it and you miss while protection is DR, it means less damage done overall.
HP is pretty straightforward, you get hit, you lose points.

For resistance it would basically be rolling a dice for the afflicted unit/s and if they don't roll over their score they get afflicted.

Also would virtues be hamlet specific or are we getting maggots with courageous?
>>
>>49914917
Well its very static so I assumed upgrade stats would come with the unit blurb. Armor and weapon would just raise general damage and health/DR of the unit. I think that customization should be for the hamlets only, being there so you can raise and lower the costs with a bit more control.

How do items work?
Holy water and scooby-snacks give obvious buffs but how do you integrate each item?
>>
>>49914951
See, I doubt Bandit's couldn't stitch some extra leather to their gambisons, or shine their swords and daggers.
Maybe different factions have different methods for skill and kit upgrades?
>>
>>49914997
Lorewise, sure.
Statwise they still go up.
>>
>>49907762
>Not going full carpentry&crockery army
pleb
>>
>>49914951
Same guy as last response, and I do agree the really nice customizations should be for the hamlet.
Also for items and virtues, I think characters need to be thinking to have either.
A cultist can rub some herbs into his wounds. A slime can't.
A Swine can develop paranoia that his clans drummers are out to kill him.
Or maybe even a dog can become ill tempered.
>>
>>49915067
How many units do you think would normally be on the field?

I mean, hamlet got 4 but should we count the battles that are usually 4 row?
>>
>>49915099

Perhaps a layered battlefield.
4x4, 8x8 battlefield, instead of just four? If there's nothing in the area in front of a unit it can advance/be advanced on?
>>
>>49907762
wait, what are you talking about? There is a army option now in dd?
>>
>>49915603
These kind of threads where anons improv talking about games that don't actually exist is a longstanding tradition on /tg/, newfriend.

It's how Chapter Master ended up actually becoming a real thing.
>>
>>49915652
i knew that, i just hoped it was reall, ech maybe one day
>>
>>49915663
Contribute to the discussions at hand and it might be there friend!
>>
>>49908331
Why is that vaguely gladiator helmet/faceplate type always associated with badguys?
>>
>>49915099
Too actually answer your question, I think that actual unit numbers would be largely dependent on how many points the game would be set too. Always 4 for the hamlet, but depending on faction I would assume 4 would be like, crazy low for anybody else's unit amount.
This does raise the question, what's stopping anybody from bogging down the heroes with sheer numbers?
>>
>>49915811
Anonymity/Intimidation?
To be dead honest with you I am a sucker for helmets and masks.
>>
>>49915833
Heroes are pretty op, most carry AOE attacks and even their lowest does high damage so they can easily cut down filler with taking less damage. The problem is that stress is the real killer, boss units are an exception but most melee units are just a annoyance in every cense. Maybe another boon they can get is town events at a price.
I would rule between 16 to 20 units max.
>>
>>49915886
So if we have a good movement system, these bigger fights can offer full on Skirmishy chaos, and still be manageable for hero teams to fight.
>>
>>49915958
Yes and a good couple of heroes even support that, grave robber, bounty hunter and antiquarian.
>>
File: HoF_Screenshot_Beta_01.jpg (1MB, 1920x1080px) Image search: [Google]
HoF_Screenshot_Beta_01.jpg
1MB, 1920x1080px
>>49913804
>>49913958
>>49914917
>>49914919
>>49914951
>>49915067
>>49915099
Just wanting to help out, I may try to start putting something together when I get off work.
What would the overall game structure be like?

I am thinking asymmetric 1v1, like netrunner or pic related.

Player 1: Otherworldly corruption
Win condition: survive until corruption is high enough to open portal to the crawling chaos.
Alternate win con: Overrun town? Isolate hamlet for X turns?
Mission: creates dungeon with a set amount of pts to spend on monsters, traps and rooms + RNG for max limit of each can be purchased this adventure.Max 4 monsters in a room. Gets rewards for unsearched rooms and containers, killed adventurers and turns taken.
Campaign: can create conspiracies that take weeks to implement unless the other player dispels them. Something else?

Player 2: Cursed Descendant (Haunting ancestor?)
Win condition: Defeat the Darkest Dungeon
Alternate win con: ?
Missions: can choose area to explore (weald, warrens, ruins or cove.) and objective, (make trade safe, reduce corruption, investigate horrors, kill a boss, etc.
Campaign: recruit new heroes, remove quirks cure stress (Aka Hamlet stuff.) but also, fief diplomacy (ask for additional aid, soldiers, supplies, etc.)

So basically an "mission" would be a dungeon duel. and a "campaign" would be multiple dungeon duels plus a narrative strategic overgame. You could maybe play a solo mission in a half-hour or play a campaign over multiple sessions.

Any thoughts or ideas?
>>
>>49915994
Alright, well the 4 spot system is meant too simulate a 3 dimensional skirmish, right?
So maybe a 4x4, 8x8, or 16x16 stuffed grids, and a sort of reach/Attack of opportunity system to simulate the reach of some attacks and skills, but allowing for a bit more depth? Like, a swine wretch is at the back of the grid, and there's a swine chopper in the way.
Your Ectoplasm has clear line of sight, but you can't run it in there because it would "run into" The Chopper and be blocked/caught in a struggle.
Your Fungal Artillery on the other hand, doesn't care and you rain fungal-death on the wretch from afar. But wait! The Chopper is protecting the Wretch!
(I know that can't happen but bear with me), so you check the choppers speed, and see if he could make it too the wretch with the amount of tiles his speed allows for movement. If it is, he gets free movement too right in front of the Wretch to block the projectile.
What do you think?
>>
>>49916073
So a single match is a mission taking place between two factions in/around the Hamlet?
Complete with loot, traps, and monsters? I actually really like that.
Different factions could have different mission types in addition,
Bandits want supplies and ammo, to loot and pillage, and to set traps up.
Fishfolk want treasure, too pollute and corrupt shrines, and to spread their shrines, Swine want new turf added to their Warren's, humans to eat, and ingredients for their stills, etc.
>>
>>49915663
This is how /tg/ starts getting things done. First comes one of these threads about games that don't exist, then it gets smacked around until some rules arise ex nihilo.
>>
File: 1459373010269.jpg (308KB, 1600x650px) Image search: [Google]
1459373010269.jpg
308KB, 1600x650px
>>49916127
I didn't even think about factionalism between the forces for the Crawling Corruption. the higher corruption/domination/reputation you have with the factions you "control" the better units you can recruit and better conspiracies you can implement? That would be amazing. Maybe options and events that are a dark mirror to the Hamlet gameplay?

Also, areas could each have a reason or resource for contesting it and denying it to their opponent.
Ruins: Corruption needs it for corpses and dark relics. Descendant needs it for useful knowledge, and greater chance of finding money and heirlooms.
Weald: Corruption needs it for food and access to bandits camps, (who can appear in any dungeon.) Descendant needs it for stagecoach to bring in heroes, and diplomacy with the outside world.
Cove: Corruption needs it to hide assets? Descendant needs it for trade to bring in supplies and alternate connection to the outside world?
Warrens: Corruption needs it to raise corruption faster than all other locations? Descendant needs it to reduce corruption faster than all other locations?

Y/N?
>>
>>49916368
Like mentioned earlier, different locations are needed by everyone all for different reasons. Maybe in big campaigns the economics of the local hell pits could come into play.
Also I'm fairly certain that not EVERYONE you fight is one big army against the hamlet.
Bandits, Swine, Fishfolk, The Weald Monsters, Etc. I think while they're all involved because of the Ancestor, they're not all hunky dory.
>>
File: 1455693949849.jpg (355KB, 2837x1080px) Image search: [Google]
1455693949849.jpg
355KB, 2837x1080px
>>49908331
the cultist hamlet defenders someone cooked up was bretty gud
>>
File: HEALER.jpg (11KB, 222x329px) Image search: [Google]
HEALER.jpg
11KB, 222x329px
>tfw the insufferable LFGS oldfag faces the new meta
>>
File: svhUTHt2.png (164KB, 361x682px) Image search: [Google]
svhUTHt2.png
164KB, 361x682px
>>49908331
top waifu tier conversion coming through!
I'll never forgive myself for not saving the virtuous feminine boner-portrait! ;_;
>>
I only know the original darkest dungeon and what the hell is this all about?
>>
File: 1459825154139.jpg (583KB, 1600x681px) Image search: [Google]
1459825154139.jpg
583KB, 1600x681px
>>49916417
I get what you are saying. So the corruption can influence what goes on and what monsters are available but doesn't have the control over the areas like the descendant does with the hamlet. Something like for every 10 pts of corruption at a location, at the end of the week you get an additional roll on the table of (location) conspiracies. For every 20pts of corruption in an area, you can have an additional slot for a conspiracy in the works or ongoing conspiracy.

Or maybe Corruption add a modifier and higher corruption rolls are stronger conspiracies?
>>
File: diorama.jpg (34KB, 600x358px) Image search: [Google]
diorama.jpg
34KB, 600x358px
>>49915663
>>
File: 1453471892055.jpg (75KB, 593x649px) Image search: [Google]
1453471892055.jpg
75KB, 593x649px
>>49908331
Crusaders4lyfe
>>
>>49916648
This is one of those threads were the dudes in it pretend that X is a /tg/ game of some kind, in this case Darkest Dungeon is a Wargame,
>>
>>49907762
Git gud

But seriously, bandits require a lot of movement, you got to cycle your damaged guys while chipping the swines down with you guns in the back.
>>
>>49917476
That's sad
You're all sad
>>
Okay guys, here's my cursory thoughts:

-D10 based rules, with a roll-over system
-Models have a certain number of wounds, and are either alive, or dead. They can additionally suffer from four effects - stress, bleeding, disease/poison, and Stunning.
-Bleeding and poisoned models will have to take a test each turn to avoid losing a wound. The amount of turns a bleed/poison effect lasts is determined by the attack. (may be anywhere from one turn to the rest of the battle.)
-Stuns "stun" a model for one turn, and give it a +1 bonus to any one roll on the turn it recovers.
-As well as wounds, models have a "stress endurance" counter that functions just like hp. Upon reaching the magic number of stress points (inflicted by enemy attacks or other effects), a model will roll on a faction-specific table to determine what effect it suffers from for the rest of the battle. A ruins monster like a skeleton make crumble away and be lost, while a weald monster could go totally wild and turn on it's allies. Conversely, each faction's models would have a chance of developing heroic traits when stressed, gaining bonuses. At the end of each turn, every model in an army must pass a test to avoid gaining a stress point, making attrition a very viable tactic.

In terms of broad design ideas, I'm thinking Mordheim-esque terrain with less of an emphasis on Z-axis combat would be cool - lots of long walls form twisting 'tunnels'. Different battles could have different objectives, like sacking the other team's base, killing a certain number of enemy models, or recovering an artefact from somewhere in the map. In order to accommodate my stress system, I think I'd have to make the other stats very simple to avoid bloated bookkeeping. Perhaps
>Wounds (Avg 1-5)
>Stress Endurance (Avg 3-10)
>Melee Skill (1-10, lower is better)
>Ranged Skill (1-10, lower is better)
>Parry (1-10, used to avoid melee and ranged attacks)
>Grit (1-10, used to avoid stuns, stress, bleed, and poisons)
>>
>>49910102
D100. That's how the game works now.
>>
So I saved a whole bunch of the creature sprites from the wiki - does anyone have them for the Heroes? The wiki only has full pictures.
>>
>>49919027
Additional rules complexity would be purely model specific. A skeleton model, for example, could have a special rule that allows them to ignore ALL bleed effects, even if their Grit stat was a measly 8.

Models will also have one or more Abilities, although I'd try to keep the number of abilities low for simplicity. An Ability is a model's attack, magic power, etc. Each turn, a model can move a certain number of inches on the field and use ONE ability.
>>
>>49919127
Based on the above ideas, my statlines for units would look something like these:

>Bone Rabble
>3 Wounds
>6 Stress Endurance
>6 Melee Skill
>0 Ranged Skill
>8 Parry
>5 Grit
>Special Rule: This model is never affected by bleed effects. It automatically passes all saves to avoid bleed damage
>Ability: Bump in the night: Roll against melee skill to attack an opponent. They may parry. On success, inflict 2 damage.

This would be a very weak monster with poor combat abilities but a decent resistance to stress, making it a cheap choice for protecting more valuable targets.

>Madman
>3 Wounds
>N/A Stress Endurance
>Melee Skill 8
>Ranged Skill 8
>Parry 7
>Grit 5
>Special Rule: This model is unaffected by stress. He never will become stressed, or have to roll on the stress table. He's already mad!
>Ability: Mad Ranting: All models (friend or foe) within ten inches must immediately save against Grit or take one point of stress.

This model would be more powerful, but would suffer from a risky ability and very weak melee stats! Used in conjunction with Bone Rabble, who are relatively durable against the friendly-fire stress damage, he could be very effective. This type of synergy would form the core of the game's tactics.
>>
>>49919246
I like this this sounds good. I am assuming you make a melee attack by rolling melee skill and adding the die roll. Opponent rolls parry I assume to block damage. Remainder is suffered as wounds? When wounds run out roll against grit for survival or death? Most models have multiple attacks possibly with different numbers to hit like Melee skill -2 for something like a low level Leper attacking. Can get bonuses for meditation. Otherwise we need to add a strength template to add value. Could also add a 'lvl up' system as mentioned to have more elite troops to improve stats by some amount. Heroes get MORE levels perhaps at a cheaper cost, but it doesn't improve thier abilities quite as much.
>>
File: 1462126885242.jpg (302KB, 390x577px) Image search: [Google]
1462126885242.jpg
302KB, 390x577px
>>49907762
Noob here again. Can someone please post a link to whatever OP is talking about? Bandits Vs. Pigmen is something I want to try.
>>
>>49920243
It doesn't exist. Its trying to become a thing but it's not a thing at all yet. Just Anons shooting the shit about a game that doesn't exist. It's a time honored tradition of fa/tg/uys making up games and then fantasizing about it and occasionally making one.
>>
I'm going to bump this out of curiosity and wanting to see where this goes.
>>
>>49919246
Only issue I have with this is how bleeding/poison/stress saves all being used by one stat.
In DD, everyone has different resistances to different things. Poisonous things for example, have crazy high resistance to blight (poison). But they might bleed easy. Having it all be managed by a single stat would mean factions that love status affects, (Bandits, Weald) would need to be partially redesigned.
That or I am missing something super obvious and I'm a moron.
>>
>>49921433
Agreed.

If we're looking at each dungeon as a faction on somewhere near the same level as the Hamlet, I would argue there should be far more focus on status and ailment effects than damage.

Bleeding out, Blight, stun-locks, heartattacks - those are far, far more terrifying than critical hits (and even with the criticals, it's more about the stacking stress). It's why the clapperclaws are so dread inducing.

Scale back on the hp/wounds. Seeker Heroes, Crushers - just leave them at one. Have Bone Rabble at 0 with a save-or-die on each hit, since they're cannon fodder anyways. Big monsters like the Bloodletter, Ghoul, Swinetaur, etc. would have multiple wounds. Gain durability through trinket bonuses to saves, or more wounds through ranking them up.

DD has always had a "death by a thousand cuts" vibe, or having to seek out the Achilles heel of an enemy. It's about carefully preparing and learning from tragic mistakes.

How this directly translates to wargaming I'm not sure, but I think victory through killing all of the enemy should happen about 1/3 of the time. Another third it's stressing them out/scaring them off the table, and the final third is hitting them once and leaving them to bleed/blight away.
>>
File: 1453080921568.jpg (1MB, 1000x1768px) Image search: [Google]
1453080921568.jpg
1MB, 1000x1768px
>>49913481
>>49913544

Leper is still the best comic. All of the others are so harrowing and bleak; Leper uses an air of what should be glory to create the most convincing tragedy of the lot.
>>
>>49921859
Yeah, for me, Darkest Dungeon has always been a brutal game. Trading blows until one side simply stops functioning. Either from the sheer amount of wounds stacked up, bleeding or poison, or a crit that silences the battlefield.
There's a real tension that comes from the fatality of it's combat, and I would love to preserve it in this wargame.
>>
>>49920266
Shit, I was really looking forward to this.
>>
File: Vvulf.png (555KB, 786x753px) Image search: [Google]
Vvulf.png
555KB, 786x753px
Anyone else think Vvulf is kind of underwhelming as a bandit hq? I mean he's got a great design, but idk, he seems a bit slow.
>>
>>49923618
Disappointed he's not a real werewolf desu
>>
File: WallPaper_Abomination_sml.jpg (853KB, 1920x1080px) Image search: [Google]
WallPaper_Abomination_sml.jpg
853KB, 1920x1080px
>>49924065
Why fight such Abominations when you can hire them yourself..?
>>
>>49923618
His bombs are what cripple him. Yeah, on the sheet they look good, until you take into account that the enemy can just move around them. He's like the Prophet 2.0, but somehow less effective.
>>
Bump for interest.
>>
File: 1474341790924.gif (2MB, 360x414px) Image search: [Google]
1474341790924.gif
2MB, 360x414px
>>49927121
Bumpo magnifico
>>
>>49916553
Nice paintjobs man.
>>
>>49922108
I just want them all released.
Thread posts: 124
Thread images: 24


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.