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Hey guys, sorry about the delay getting this thread up. School is hell.
Here is the log of the last thread.
>http://suptg.thisisnotatrueending.com/archive/46295654/

Gul'nork reflects upon the nature of death. Through his shaman eyes, he is able to see the spirits of long dead beings, who have unfinished tethering them to this earth. Gul'nork promises, to all the Gods who can hear him, that this battle would be the first to the rise of a great goblin empire. And in this marathon of oath making, he receives inspiration. He tugs at the magical energies of surrounding him, and casts a spell upon one of the human zombies that had been particularly mauled by the dire wolves. With the sound of ripping flesh, the wounds that coved this wretch have been mended. For all intents and purposes, the human zombie was “healthy”; the only thing giving away the fact that he was dead, is the blue skin of a frozen man. Not only that, but said zombie had achieved a modicum of intelligence; able to take much more complex commands than before.

While this is happening, the goblins work towards sharpening spears, stringing bows, and practicing their bolas skills. Wolf riders train in staying on their charges, while handling the great speeds that they run. On of the more intelligent goblins suggests using some of the berries that make the green dye into a poison; while not exactly lethal, they cause horrific cramps and loose stool. To any that ingest the berry, they’d have to spend a week to recover.

Finally, with only a half a week left, Gul'nork must muster his troops.

Troop placement.
You have 20 goblins armed with Bolas, bows, wooden shields and armor, and spears; 5 of which can ride wolves. 12 wolves, 5 of which have riders. 100 Kobolds with short swords, wooden shields, no armor. 16human zombies, and 3 goblin zombies. And of coarse one goblin chief with necromancy and shamanism at his command.
A1. Your suggestion.

Tactics.
B1. Your suggestion.
>>
Rolled 87 (1d100)

Send out an expedition for more war-beasts to ride into battle.
>>
>>46380844
Look at the previous log and you'll get this works. Also there are two decisions you guys need to make.
>>
Rolled 41 (1d100)

>>46380844
supporting this
>>
>>46381123
Again, look at the previous log, and you'll see this thread works differently.
>>
>>46380799
>A1. Have the Kobolds go in front, while our goblin wolf riders take the flanks. Use our leader and our 20 goblins to attack the humans and raise zombies of both humans and kobolds. Once we crush the humans, double cross the weakened kobolds.

>B1. Send the zombies we have into the town, and have them

Good to see you up again OP
>>
>>46381293
** Send the zombies into the town, and have them set buildings on fire
>>
>>46381315
fucking fail.
A1/B1. Since we already agreed (and lied about) helping the humans, have them charge the kobolds first, and then attack them from behind. THEN we double cross them.
>>
>>46381293
A1. sounds good
>>
>>46380799

Good to see you back. Always looked, and always saw the shitty kobold thread and closed /tg/.
>>
>>46381315

Supporting this for tactics. Actually, I liked the "friendly goblin found some sick 'humies, just givin em back" tactic. Goblin can jump in the river after commanding zombie-bros to light shit on fire.

>>46381293

And the above post for A.

>>46381369

Nope, humans know something is up because we didnt meet up with them to attack Too lazy to go into it.
>>
>>46380799
You should probably link this in the /civg/
>>
>>46380799
>Kobold meatsheilds

>Kill all humans, then all kobolds
>Raise as many as possible as undead
>>
>>46380844

Look, I'm a bit confused by this system, but can we at least acknowledge this roll?
>>
A - Kobolds array themselves in 3 rows of 33. Goblin infantry, chief zombies hidden on the left flank. Wolf Riders on the right.

B - Attempt to draw out the humans with some sick taunts.
If successful; kobolds engage, flanking attacks on boths sides once the human have committed. Then raise the dead and use them as the vanguard to enter the city.
If not successful; Goblin infantry to break off and attempt to enter the town from a different direction and cause a distraction by setting fires. Kobolds then assault the humans and the Wolves attack the first breach or weak point.

The first plan is basically the classic Zulu play, except we don't have a reserve. The second is to divide the attentions of the defenders. This is a militia after all, anything fires set are literally burning their homes. Get that sweet moral damage and puts fire to their backs.

>>46384881
Okay. Sure.
>>46380844
Ayyyyy man nice luck on the pseudorandom generator. But that's not how this quest works. You should give the archived first thread a read, that should explain the madness to our method.
>>
File: TeddIsn'tAmused.png (34 KB, 141x292)
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>>46385689
> city
herpderpderp
I do da good plans
>>
>>46385689

Kind of a jackass move right there OP. Just because they don't understand the rules, doesn't mean that you can't give them some kind of bonus towards future rolls or something.

It wasn't even a dumb roll IMO. Anon didn't want to get all the goblins high on dank herb- he wanted wargs.

But no, mock a potential player for thinking this ran like literally every other Civ game.
>>
>>46386135
> the dice gave a good number giff bonus because they didn't read the first thread.
Why though? Yeah OP should probably have made reference to the nonstandard play method in use but that doesn't give anyone the right to free stuff.

Also I wasn't supremely polite because OP did later inform the poster to have a look at the thread. If said poster still didn't understand the appropriate response is to come back here and ask "Hey guys, I had a look at the first thread but I'm still not getting it. Can anyone explain things to me?" and not "I don't understand, notice the thing." I was trying to come across as tongue-in-cheek, but I guess you didn't take it that way. /shrugs
>>
>>46386135
>mock a potential player
The fuck you talking about? Everyone's been cordial except for you.

Anyway, I vote for keeping the kobolds as meat shields at the front, and the cavalry on both sides behind them. Every goblin, mounted or not, should use bows. Let the zombies fight with melee weaponry.

B
Keep the zombies in the back, only if we need them. Cavalry will only do scouting and shooting. Shoot everything that moves, kobold or human. Reanimated everything.
>>
>>46387505
But you see; dire wolves. With only 5 riders.
Shock cavalry tactics are gonna work much better than five shitty gobbos trying to plink with sticks w/ attached strings. Yeah light cav archers are a great unit type but we don't have the training, numbers or tech for that sort of thing yet, unfortunately.
>>
>>46380799

>B. Tactics
What kind of city are we assaulting? With walls, gates and so on or just bunch of buildings making tight passages between themselves?

If walls are present, someone suggested to send human zombies inside before the gate closes(or they could walk at the bottom of the river to get into the city?) and at night have them take control of one of the gates to open it and then send army in to slaughter all citizens and rise army of undeads.

else(no walls) let's have zombies attack city from one side and when they have attracted local militia's attention goblin and kobolds attacks from the opposite side, enter the city, slaughter citizen, rise more troops.

>A. Troop placement
If we are fighting inside the city then we should use our agility to our advantage, like when our troops get engaged in combat in tight street, part of our soldiers could maybe climb the buildings to run past enemy formations and attack them from behind or above without having to run around block of buildings. Our living part of army should not attempt to win at all cost, instead they just need to stay alive until there are more undeads than living citizens of city. Of course protection of our necro-shaman-leader is our top priority.



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